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.)bunny123 wrote:Is there an ETA on the next beta update?
Mari0 SE Beta
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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Nothing regarding time bonuses yet?alesan99 wrote:Here's my enemy.lua for anyone that wants it early.
- MagicPillow
- Posts: 1108
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- Contact:
Or swimming power?Superjustinbros wrote:Nothing regarding time bonuses yet?alesan99 wrote:Here's my enemy.lua for anyone that wants it early.
I can only edit enemies not mario's abilities come on people you know I'm not making SE.MagicPillow wrote:Or swimming power?
- MagicPillow
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Are you referring to the "bigmariobouncesoffofaportal" bug?MissingWorld wrote:Oh yeah, that bug. Odd one ain't it.MagicPillow wrote:I've invented portable blue gel!
*Image*
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?
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
If you place a portal facing a platform, grate, or entity/enemy, you'll bounce out of the portal instantly.MagicPillow wrote:Are you referring to the "bigmariobouncesoffofaportal" bug?MissingWorld wrote:Oh yeah, that bug. Odd one ain't it.MagicPillow wrote:I've invented portable blue gel!
*Image*
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.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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Hmm... Didn't know about enemies or platforms...MissingWorld wrote: If you place a portal facing a platform, grate, or entity/enemy, you'll bounce out of the portal instantly.
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.
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/
http://stabyourself.net/stream/
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
I though about my Power Up idea..
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Why does it say the last video is the Order of Twilight one on twitch? I want to see what I missed.
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
oh yes please. i check back there to see if theres one every now and then.
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)
- Superjustinbros
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- Contact:
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.
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.
Then just use the mouse to scroll.
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: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.
Same concept applies here.Maurice wrote: What's wrong with it showing the first ~380 blocks then?
I think it's fine the way it is. You just have to get used to it.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.
Also was the change done so we could add infinite worlds and levels :D?
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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Future mod detectedMaurice wrote:Well too bad.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.
"Oldgui"
I can't mod though
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
- Superjustinbros
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I suppose I'll just wait till we get a more complete level select screen revamp.
- Sunset_Moth
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Is the see-through portals going to be in? It's not in the cheat menu.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
What does that even mean?bubba_nate wrote:Is the see-through portals going to be in? It's not in the cheat menu.
He's talking about this:MissingWorld wrote: What does that even mean?
You can enable them in code, they're broken in the current version download though. Freezes right after the levelscreen finishes.bubba_nate wrote:Is the see-through portals going to be in? It's not in the cheat menu.
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")
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")
it's crashes to me i don't:(
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:(
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.
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: ¤×¸·¨
welp gonna stream all day gotta make up all that time wasted on the wanna be from the old version
It's already been reported.
Also instead of posting bugs here you should send them to crash@stabyourself.net
Also instead of posting bugs here you should send them to crash@stabyourself.net
- MagicPillow
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How do I do this?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: ¤×¸·¨
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
- Contact:
There should be a replace function in programs like Notepad++.MagicPillow wrote:How do I do this?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: ¤×¸·¨
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!
i'm too asking thisMagicPillow wrote:How do I do this?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: ¤×¸·¨
umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.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!
if you ask why i'm not understand because i'm not in English country.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Beta nine? It says 7fix on the first post. where is _9?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
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?
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Was there even any practical reason for doing this?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: ¤×¸·¨
I think it was so that you could have special symbols and stuff in titles and text and etc.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.
The new map gui looks great, even though it isn't finished yet.
Nah, everything I do is motivated only by hate.MissingWorld wrote:Was there even any practical reason for doing this?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: ¤×¸·¨
- Sunset_Moth
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- Joined: 02 Sep 2012, 23:22
- Contact:
Are you serious? Why not make it 7.5 and nobody would know it existed, and not ask where it was.Flutter Skye wrote:_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.
- MagicPillow
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- Joined: 20 Jul 2013, 04:59
- Contact:
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 ¤×¸·¨ ?
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 ¤×¸·¨ ?
It didn't work. It said it couldn't find the old delimiter.Mari0Maker wrote:There should be a replace function in programs like Notepad++.MagicPillow wrote:How do I do this?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: ¤×¸·¨
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!
Last edited by MagicPillow on 09 Mar 2014, 00:40, edited 1 time in total.
- gemwrecker
- Posts: 200
- Joined: 16 Jun 2013, 22:30
- Contact:
Because people keeps on pointing it's obvious, I'm going to tell you how to do it. Completely.0>0 wrote:i'm too asking thisMagicPillow wrote:How do I do this?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: ¤×¸·¨umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.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!
if you ask why i'm not understand because i'm not in English country.
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!).
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
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.