Mari0 SE Beta

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4matsy
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Post » 05 Mar 2014, 04:34

bunny123 wrote:Is there an ETA on the next beta update?
I always figured it'd be after Maurice fixed most, or at least a good amount, of the bugs listed in the issue tracker. (And let enough time pass for new bug reports to come in; I just found and reported a weird "bad portal shot bounce angle on a mirror block" crash recently, for example.)

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Superjustinbros
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Post » 05 Mar 2014, 23:48

alesan99 wrote:Here's my enemy.lua for anyone that wants it early.
Nothing regarding time bonuses yet?

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MagicPillow
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Post » 05 Mar 2014, 23:58

Superjustinbros wrote:
alesan99 wrote:Here's my enemy.lua for anyone that wants it early.
Nothing regarding time bonuses yet?
Or swimming power?

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alesan99
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Post » 06 Mar 2014, 00:02

MagicPillow wrote:Or swimming power?
I can only edit enemies not mario's abilities come on people you know I'm not making SE.

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MagicPillow
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Post » 06 Mar 2014, 00:35

MissingWorld wrote:
MagicPillow wrote:I've invented portable blue gel!
*Image*
Oh yeah, that bug. Odd one ain't it.
Are you referring to the "bigmariobouncesoffofaportal" bug?
Because this is a completely different thing. (Might still be a bug, though.)
It happens when you put the other portal facing a grate.
If this is what you meant, then sorry.

Also, is there a way to make an enemy jump every few seconds without it jumping off the bottom of the level?

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MissingWorld
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Post » 06 Mar 2014, 00:45

MagicPillow wrote:
MissingWorld wrote:
MagicPillow wrote:I've invented portable blue gel!
*Image*
Oh yeah, that bug. Odd one ain't it.
Are you referring to the "bigmariobouncesoffofaportal" bug?
Because this is a completely different thing. (Might still be a bug, though.)
It happens when you put the other portal facing a grate.
If this is what you meant, then sorry.
If you place a portal facing a platform, grate, or entity/enemy, you'll bounce out of the portal instantly.

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MagicPillow
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Post » 06 Mar 2014, 00:46

MissingWorld wrote: If you place a portal facing a platform, grate, or entity/enemy, you'll bounce out of the portal instantly.
Hmm... Didn't know about enemies or platforms...
Thanks for the tip!

On a different note, If region triggers could select half block regions, you could have some sort of bouncy thing using an auto-portal placer, animated tiles, a region trigger, and blue gel.

Maurice
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Post » 06 Mar 2014, 17:23

Let's see how long I can go before I accidentally look at the todo list and lose hope that I'll ever get it done!
http://stabyourself.net/stream/

Image

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Flutter Skye
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Post » 06 Mar 2014, 20:42

I though about my Power Up idea..
In our character folder, we could have a folder called "Power Ups" there would be settings for these, how could it work:

Ifcharactercollidewithenemyname: "boomerangflower" --- If the character collides with this enemy, he will transform into a certain power

Characterpowercustomsprites: true, --- If the character will have custom sprites for the power up

custompowerspritesfoldername: "boomerangmario" -- determines where the custom mario sprites are

givesswimmingability: "false" -- If the character will have the swimming ability after collecting the P-U

swimabilitytimer: true, -- if the swim ability will have a time limit

swimtimer: 20 -- number of game seconds after the swimming ability dissapears.

mariocreatesenemy: true, -- If the character creates a enemy (Fire ball, hammer etc.) (There is a enemy folder in the characters folder)

mariospawnsenemy: "Hammer" -- What enemy does mario create

Maxenemiesonscreen": 4 -- How many enemies can mario create at a time (Like 2 fireballs on the screen at the time)

Canspin: true --- If the character can spin like Raccoon

Resistsenemies: true -- If the character will be able to resists certain enemies attacks after getting the power up

Resistenemy: "Hammerbro", "Hammer", "Koopa" -- What enemies will the character resist.

Numberofjumps: 1 --- How many times will the character be able to jump

playsmusicwhenpowered: true, --- We can add a "music" folder in the characters folder, and drop the music there, it will play the music when the character collected the power up

Musicname: ">Name of music<" -- How is the music named.

Allowswalkingonwater: true -- After getting the power up, we will be able to walk on water

Walkingwatersprites: 5 -- In the graphics we need to add "frozenwater" sprites, the sprites are 16x16, and the sprite appears when mario touches water, similiar to this http://i.imgur.com/M3thdx3.gif

puptimelimit: true -- If the power up dissapears after a certain time

Puptime: 20 -- Number of time until the power up power dissapears

puptimereturnssmall: false -- If after the time limit ends, if mario will go small

puptimereturnbig: true -- if Mario will be big after the time limit ends.

killsallenemiesonscreen: true --- If after mario touched the power up, will all the enemies on screen die

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Mr.Q.Marx?
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Post » 07 Mar 2014, 02:38

Why does it say the last video is the Order of Twilight one on twitch? I want to see what I missed.

aolko
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Post » 07 Mar 2014, 11:57

Mr.Q.Marx? wrote:I want to see what I missed.
Sadly, last record dated "1 year ago", which is bad

Maurice
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Post » 07 Mar 2014, 14:17

I had it set to "Don't automatically archive broadcasts" for some reason.
Lemme see if I can retrospectively add it.

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Jackostar10000
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Post » 07 Mar 2014, 14:19

oh yes please. i check back there to see if theres one every now and then.

Maurice
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Post » 07 Mar 2014, 14:20

Apparently I can't, though.
Well yesterday I only really did what's in the screenshot.
I enabled archiving for the future.

aolko
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Post » 07 Mar 2014, 17:04

Maurice wrote:Well yesterday I only really did what's in the screenshot.
what's with preview overflow? i.e. level is too long

Maurice
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Post » 07 Mar 2014, 17:34

What's wrong with it showing the first ~380 blocks then?

aolko
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Post » 07 Mar 2014, 19:07

Maurice wrote:What's wrong with it showing the first ~380 blocks then?
oh.. why not alert the player that it's not a whole map, or allow to scroll it?

Maurice
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Post » 07 Mar 2014, 20:05

Scrolling just adds unnecessary bulk to the menu.

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Turtle95
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Post » 07 Mar 2014, 21:21

So, do we now have to manually add sublevels? I don't really see a "add sublevel" type of button in that screenshot (I know it's only just been reformatted, but hey, I'm only wondering)

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Superjustinbros
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Post » 07 Mar 2014, 22:31

Seen the new map selection screen. IMO It'd be fine if it was an alternative select screen like by clicking a button on the map selection window to switch styles, but not downright replacing it.

Plus the idea of scrolling down especially if you use levels with long heights is already tedious enough with trying to find custom tiles in a massive tileset since scrolling with the mouse wheel skips a handful of tiles.

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TurretBot
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Post » 07 Mar 2014, 23:03

Then just use the mouse to scroll.

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Turtle95
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Post » 07 Mar 2014, 23:06

Superjustinbros wrote:Seen the new map selection screen. IMO It'd be fine if it was an alternative select screen like by clicking a button on the map selection window to switch styles, but not downright replacing it.

Plus the idea of scrolling down especially if you use levels with long heights is already tedious enough with trying to find custom tiles in a massive tileset since scrolling with the mouse wheel skips a handful of tiles.
The height will probably only be the first 14-16 blocks (or so) from the bottom, or some reasonable amount to make it NOTICEABLE that it's got a bigger height than 14. Remember:
Maurice wrote: What's wrong with it showing the first ~380 blocks then?
Same concept applies here.

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alesan99
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Post » 07 Mar 2014, 23:33

Superjustinbros wrote:IMO It'd be fine if it was an alternative select screen like by clicking a button on the map selection window to switch styles, but not downright replacing it.
I think it's fine the way it is. You just have to get used to it.

Also was the change done so we could add infinite worlds and levels :D?

Maurice
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Post » 08 Mar 2014, 02:23

Superjustinbros wrote:Seen the new map selection screen. IMO It'd be fine if it was an alternative select screen like by clicking a button on the map selection window to switch styles, but not downright replacing it.
Well too bad.

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Sunset_Moth
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Post » 08 Mar 2014, 03:14

Maurice wrote:
Superjustinbros wrote:Seen the new map selection screen. IMO It'd be fine if it was an alternative select screen like by clicking a button on the map selection window to switch styles, but not downright replacing it.
Well too bad.
Future mod detected
"Oldgui"
I can't mod though

B-Man99
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Post » 08 Mar 2014, 03:54

Yeah. I can't wait until SE is officially out because then all of the suggestions that didn't make it will inspire mods that very well might be AMAZING ince we have so many AMAZING modders here

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Superjustinbros
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Post » 08 Mar 2014, 05:11

I suppose I'll just wait till we get a more complete level select screen revamp.

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Sunset_Moth
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Post » 08 Mar 2014, 19:26

Is the see-through portals going to be in? It's not in the cheat menu.

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MissingWorld
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Post » 08 Mar 2014, 19:31

bubba_nate wrote:Is the see-through portals going to be in? It's not in the cheat menu.
What does that even mean?

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alesan99
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Post » 08 Mar 2014, 19:34

MissingWorld wrote: What does that even mean?
He's talking about this:
Image

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Qcode
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Post » 08 Mar 2014, 19:39

bubba_nate wrote:Is the see-through portals going to be in? It's not in the cheat menu.
You can enable them in code, they're broken in the current version download though. Freezes right after the levelscreen finishes.

Maurice
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Post » 08 Mar 2014, 21:01

The new map GUI isn't done yet and you can't create new maps through it yet! You will have to copy an existing map and rename it. If you don't like that, don't use beta _9.

Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨


Edit: Totally forgot about the new enemy.lua.
I just threw it in there because I didn't have time to test it. Changelog for that here.
http://guegan.de/stuff/mari0_se_2014-03 ... emies.love

Changelog _8

- Background scrolls vertically now
- Castleflag gets removed properly
- Fixed upside down Mario logic
- Fixed name in levelscreen
- Fixed level editor buttons not getting disabled
- Added foregrounds to menu
- Fixed crouching in funnels
- Completing a mappack in testmode no longer throws to menu
- Fixed enemies not spawning from Y-scrolling
- Fixed some enemies not getting emancipated
- Hud now has outline on custom background
- Fixed platforms in SMB mappack
- Fixed vines crashing on high maps
- Fixed crash by placing animated tiles on newly created wide map
- Added RS-FlipFlop gate. Gets toggled on by one input, toggled off by another.

Changelog _9

- Fixed:
- Boxes not blocking lasers
- Dontpistondist not doing anything
- Spikeys not getting emancipated
- Emancipation grills on high maps
- Some enemies being launched by faithplates when they shouldn't
- Text entities not getting removed after test
- Bulletbills colliding
- Backgrounds requiring a number
- Crash when mapwidth < 25
- Foregrounds not scrolling vertically
- Bulletbills not unrotating
- Vines still not working on high maps
- Spikey eggs being fireballed
- Sublevel is main condition
- Mazes
- Fireballs not being emancipated

- Added:
- Every mappack is now broken (Delimiters changed)
- Animationtriggers are now IO objects
- Toad says "Thank you <charname>" now
- Checkboxes for regiontriggers
- Graphic at end of funnels
- Condition: coin amount
- Characters can be named from json (property "name")

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4matsy
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Post » 08 Mar 2014, 21:21

HOO DOGGEH

*downloads*

*cracks knuckles*

*gets to work converting his old test map over*

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0>0
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Post » 08 Mar 2014, 21:59

it's crashes to me i don't:(
Image
i don't know why.
i think i must delete the mappacks.
or the older SE but i don't sure this well delete the save data.
please anyone tell me what to do i know i'm doing something wrong:(
Last edited by 0>0 on 08 Mar 2014, 22:01, edited 1 time in total.

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alesan99
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Post » 08 Mar 2014, 22:00

Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨

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TurretBot
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Post » 08 Mar 2014, 22:08

welp gonna stream all day gotta make up all that time wasted on the wanna be from the old version

radel999
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Post » 08 Mar 2014, 22:44

Im find bug how paste Red Koopa Paratroopa Flying he just jump how like Green Paratroopa

B-Man99
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Post » 08 Mar 2014, 22:52

It's already been reported.
Also instead of posting bugs here you should send them to crash@stabyourself.net

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MagicPillow
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Post » 08 Mar 2014, 23:38

Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
How do I do this?

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Mari0Maker
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Post » 08 Mar 2014, 23:44

MagicPillow wrote:
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
How do I do this?
There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!

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0>0
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Post » 09 Mar 2014, 00:05

MagicPillow wrote:
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
How do I do this?
i'm too asking this
Mari0Maker wrote:There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.
if you ask why i'm not understand because i'm not in English country.

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Sunset_Moth
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Post » 09 Mar 2014, 00:21

Maurice wrote:The new map GUI isn't done yet and you can't create new maps through it yet! You will have to copy an existing map and rename it. If you don't like that, don't use beta _9.

Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨


Edit: Totally forgot about the new enemy.lua.
I just threw it in there because I didn't have time to test it. Changelog for that here.
http://guegan.de/stuff/mari0_se_2014-03 ... emies.love
Beta nine? It says 7fix on the first post. where is _9?
I am an idiot, it's right above it.
And I thought he said to use beta _9 and that he was on beta _10
Where is _8?

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MissingWorld
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Post » 09 Mar 2014, 00:23

Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Was there even any practical reason for doing this?

B-Man99
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Post » 09 Mar 2014, 00:25

I think it was so that you could have special symbols and stuff in titles and text and etc.

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Flutter Skye
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Post » 09 Mar 2014, 00:25

_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.

Maurice
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Post » 09 Mar 2014, 00:27

MissingWorld wrote:
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Was there even any practical reason for doing this?
Nah, everything I do is motivated only by hate.

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Sunset_Moth
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Post » 09 Mar 2014, 00:28

Flutter Skye wrote:_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.
Are you serious? Why not make it 7.5 and nobody would know it existed, and not ask where it was.

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MagicPillow
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Post » 09 Mar 2014, 00:28

I just realized something...
You know how, for songs in mari0 to loop, there can't be an intro that doesn't repeat?
Well using the wait animation and the change music animation, you can!

Also, could someone maybe create a converter to change ,-;*= to ¤×¸·¨ ?
Mari0Maker wrote:
MagicPillow wrote:
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
How do I do this?
There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
It didn't work. It said it couldn't find the old delimiter.
Last edited by MagicPillow on 09 Mar 2014, 00:40, edited 1 time in total.

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gemwrecker
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Post » 09 Mar 2014, 00:39

0>0 wrote:
MagicPillow wrote:
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
How do I do this?
i'm too asking this
Mari0Maker wrote:There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.
if you ask why i'm not understand because i'm not in English country.
Because people keeps on pointing it's obvious, I'm going to tell you how to do it. Completely.

First and formost, you got to find the map packs in your computer. On windows, it's default C:\Users\EH\AppData\Roaming\LOVE\mari0_se\mappacks. If you can't find AppData, go in the start menu and search %appdata%. Then you'll find the Roaming file, where you can continue.
Now, choose which map pack you want to bring back to life. Your call. When you've chosen, open that file and you can find a lot of folders and text documents. The ones you want to concentrate on is all X-X text files (Where, in this case, X is a number. Not a specific one, just a number). Ignore every other file.
Before you start editing, download Notepad++. Otherwise this will literally take weeks. When done that, open the text files with Notepad++, NOT Notepad!
With Notepad++, press Ctrl+F. That will open the search box. Choose the Replace option. Now, this is where I got lost, too. Don't search the whole ,-;*=. Instead, search each one individually. Hang on now, this is going to get rough.
This is how you do it:

Search: ,
Replace: ¤
Replace all.

Search: -
Replace: ×
Replace all.

Search: ;
Replace: ¸
Replace all.

Search: *
Replace: ·
Replace all.

Search: =
Replace: ¨
Replace all.

And there we go. Now save with Ctrl+S, and do it on all the other X-X files. When done, launch SE Beta. It should now work. Otherwise, do it on all your map packs or remove whole mari0_se folder (This should only be done in a worst case scenario!).

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MissingWorld
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Post » 09 Mar 2014, 00:49

Sometimes the menu still thinks that the map-select menu is open, so for instance it'll kick you into 1-4 if you're trying to save the map you're on.

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