Mari0 SE Beta

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Maurice
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Post » 09 Mar 2014, 00:52

MissingWorld wrote: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.
Yeah I'll look into that.

Chris0neilson
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Post » 09 Mar 2014, 00:56

On level are crash. Too many function all x.x.txt.

I find crash on se9 when editor menu press esc or click button 'return to menu' to exit to crash.

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Sašo
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Post » 09 Mar 2014, 01:19

You can just mash it in the mappack converter again and apart from adding an extra header at the start, it should be fine.

Chris0neilson
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Post » 09 Mar 2014, 01:36

yea. another crash on editor if empty and put noone tile on place get crash by 0 tileset while click left button or right button.

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MagicPillow
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Post » 09 Mar 2014, 16:59

Could there be something that gives off power when a certain animation is activated?
Right now I can't really find any practical use of the "has coins" condition (except for making you get a 1-up if you have x coins),
but if we could use that to open doors or animate tiles, we could make a SM64 or Galaxy map.

Well, we could if we also had an animation trigger/condition for player size.

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gemwrecker
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Post » 09 Mar 2014, 18:04

By the way, why can't I find the SMB map pack anymore? It's gone.
Maurice, did you remove it? Or is it a bug?

*EDIT: Fixed it! Just create a file called SMB in the "mappacks" folder, create a txt file with the name settings and add this in it:
name=super mario bros.
author=nintendo
description=classic levels
Done.

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alesan99
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Post » 09 Mar 2014, 20:34

Just figured out the map previews are actually images in you mappack folder. It's a nice way to keep the framerate high.
Image
You can do some fancy stuff with them.
Also I finished all the big portal gun New Super Mario Bros. sprites (took me many hours). Time to work on the small sprites D:

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MM102
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Post » 09 Mar 2014, 20:54

[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]

*clears throat* uh, anyways that nsmb mario looks amazing alesan can't wait til you release it

Maurice
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Post » 09 Mar 2014, 21:16

MM102 wrote:[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
Don't use beta 9 then.

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Sunset_Moth
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Post » 09 Mar 2014, 21:23

Is _8 actually in a secret place and can someone tell me where that place is?

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alesan99
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Post » 09 Mar 2014, 21:31

bubba_nate wrote:Is _8 actually in a secret place and can someone tell me where that place is?
It's in the super awesome  <Text deleted> . Only VIP's are allowed in it.

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MagicPillow
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Post » 09 Mar 2014, 21:40

alesan99 wrote:
bubba_nate wrote:Is _8 actually in a secret place and can someone tell me where that place is?
It's in the super awesome  <Text deleted> . Only VIP's are allowed in it.
Am I a Vee Eye Pee?

Maurice
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Post » 09 Mar 2014, 21:53


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4matsy
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Post » 09 Mar 2014, 22:14

MM102 wrote:[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
It becomes a little easier to work around once you realize the nature of the glitch: Pretend that the MAPS tab screen is overlaid on top of the screen all the time, then avoid clicking where the map previews would be.

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Automatik
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Post » 09 Mar 2014, 22:37

What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
Image
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?
It was probably done because Maurice wanted to allow to use the old symbols in text boxes.

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MissingWorld
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Post » 09 Mar 2014, 22:40

Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
Except there are levels like 1-2 in SMB where the sublevel is the actual proper level.

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MagicPillow
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Post » 09 Mar 2014, 22:41

Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
Image
What if the sublevels were very long?

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HugoBDesigner
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Post » 09 Mar 2014, 23:09

MagicPillow wrote:
Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
Image
What if the sublevels were very long?
Well, Maurice restricted levels to a certain limit to where they're shown. Why couldn't him do the same with sublevels, in a smaller space?

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MM102
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Post » 09 Mar 2014, 23:09

4matsy wrote:
MM102 wrote:[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
It becomes a little easier to work around once you realize the nature of the glitch: Pretend that the MAPS tab screen is overlaid on top of the screen all the time, then avoid clicking where the map previews would be.
This help since I know how works yet I still can't add animation triggers

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HansAgain
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Post » 09 Mar 2014, 23:11

I had two ideas for that:
Image
The first one was this, the level number goes up to the minimaps, and their category (Main, Sub 1, Sub 2) is simplified (M, S1, S2) and written on the top left corner of the minimap.

The second idea is better (IMO) that the first one:
Image
The minimaps only show the first 100 (or 50) tiles of the actual map, so they don't take too much space, the plus buttons at the right of the levels add a sublevel, and the plus button below the last level adds a new level. This way doesn't allow new more than 4 levels in a world, but i think there is one way to do it.

EDIT: And here it is:
Image
All the eight (having only eight worlds is not a big trouble, right?) are represented in the map tab, all of them have a plus button to add a level, so you can add more than four.
Last edited by HansAgain on 09 Mar 2014, 23:16, edited 1 time in total.

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MM102
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Post » 09 Mar 2014, 23:15

what if you only want 3 levels in a world?

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HansAgain
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Post » 09 Mar 2014, 23:17

Hans1998 wrote: EDIT: And here it is:
Image
All the eight (having only eight worlds is not a big trouble, right?) are represented in the map tab, all of them have a plus button to add a level, so you can add more than four.
I have edited it.
Well, having a big plus button at the bottom to add more worlds would be cool.

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Jackostar10000
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Post » 10 Mar 2014, 03:21

alesan99 wrote:Just figured out the map previews are actually images in you mappack folder. It's a nice way to keep the framerate high.
Image
You can do some fancy stuff with them.
Also I finished all the big portal gun New Super Mario Bros. sprites (took me many hours). Time to work on the small sprites D:
wait so is this like a new version of SE? i dont see one on the downloads.

B-Man99
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Post » 10 Mar 2014, 04:06

Maurice put it in the thread a few pages back. Here's what you're looking for ;)

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Jackostar10000
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Post » 10 Mar 2014, 13:14

i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync

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gemwrecker
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Post » 10 Mar 2014, 18:02

Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Report it to crash@stabyourself.net instead. Otherwise he won't listen.

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MagicPillow
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Post » 10 Mar 2014, 23:54

Note to self (and everyone else): Don't use reversed excursion funnels.

bunny123
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Post » 11 Mar 2014, 00:42

gemwrecker wrote:
Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Report it to crash@stabyourself.net instead. Otherwise he won't listen.
It's not a crash though.

B-Man99
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Post » 11 Mar 2014, 00:51

Bugs get sent to that email too.
It isn't just for crashes.

Maurice
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Post » 11 Mar 2014, 01:34

gemwrecker wrote:
Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Report it to crash@stabyourself.net instead. Otherwise he won't listen.
this isn't true

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gemwrecker
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Post » 11 Mar 2014, 18:42

Maurice wrote:
gemwrecker wrote:
Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Report it to crash@stabyourself.net instead. Otherwise he won't listen.
this isn't true
Oh, really?
Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
Are we going to report them there, or not?

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Sky
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Post » 11 Mar 2014, 19:05

Better idea: He PREFERS that you report them via email (so that it doesn't take up as much space in the thread), but will read them here anyway if they're posted.

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gemwrecker
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Post » 11 Mar 2014, 19:15

WillWare wrote:Better idea: He PREFERS that you report them via email (so that it doesn't take up as much space in the thread), but will read them here anyway if they're posted.
Can't deny with that. But he did actually tell us to report it there, not in this thread.
But there's no point of argumenting about this. I would rather move on with my life.

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MM102
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Post » 11 Mar 2014, 19:22

gem, your a great and talented map maker, but WHY ARE YOUR ARGUMENTS SO SHIT AND POINTLESS
stahp

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gemwrecker
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Post » 11 Mar 2014, 19:30

MM102 wrote:gem, your a great and talented map maker, but WHY ARE YOUR ARGUMENTS SO SHIT AND POINTLESS
stahp
That's why I'm trying to avoid arguments. I stopped the last one to because I don't want to make people angry.
I gotta train on argumenting. Keeping on going like this will doom my reputation around this forum.

B-Man99
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Post » 11 Mar 2014, 21:04

You take everything way too literally around here.
Like constantly. Could you please stop acting all formal and like you know what's you're talking about?
Half the time you don't. I remember earlier you called love2d (and java... and coding languages in general) similar to an emulator.
Sorry, it just ticks me off when people act like they know what they're talking about instead of just admitting otherwise or just accepting stuff.
Maurice wrote:wow gemwrecker stop posting in this thread.
If you're honestly concerned about your reputation then just keep making mappacks since you're good at that and forget about these random discussion things so that we can all just move on

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SauloFX
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Post » 12 Mar 2014, 00:30

i know that i should send this to the crash e-mail,but i can't figure out what is wrong,when i try to load a custom tileset or a custom background the game crashes.


Can Anyone help?
Forget it,i found the problem,Maurice said that we can't create new maps.


Is actually another f*ckin bug,if you load a tileset without any level saved in your mappack folder,mari0 crashes
Last edited by SauloFX on 12 Mar 2014, 01:37, edited 2 times in total.

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TurretBot
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Post » 12 Mar 2014, 00:38

Now that MM102's Rainbow Dash is in SE, I decided to make it better, I was going to fix just the offsets and stuff, but I ended up doing a whole lot to it.
Maurice, you should probably look at this, unless you fixed it already, then ignore this.
Improvements/Additions:
  • - Config.txt got an overhaul.
    - Four frame walking animation.
    - Portal gun animations.
    - Invincible/Flower/Customizable colors via 'tinting' the image.
    - Small tweaks to some sprites that didn't look right.
    - Back leg no longer floats in mid-air for no reason.
    - Doesn't fly for jumping because flying isn't in anymore. (Or at least, it won't be later.)
Though, the portal gun sprites aren't that good, but that's to be expected. Either way, I still love the outcome.
"Time to pony up!" -Rainbow Dash

EDIT: fixed a silly mistake
Last edited by TurretBot on 12 Mar 2014, 01:56, edited 2 times in total.

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MM102
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Post » 12 Mar 2014, 01:12

Holy crap! didn't realize that got added
probably because I had her already in my char folder anyways :P

Also thanks for adding a portal gun to Rainbow dash for me turret... Guess i'll just delete this folder I was working on...

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TurretBot
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Post » 12 Mar 2014, 01:16

Maurice fucked up your x offset, but yes, it got added. I think* he added it to replace the unfinished one which was unfinished and he probably doesn't have much time to finish the old one anyway.
Honestly I wouldn't be surprised if the final version of SE had entirely community-made characters besides Mario.

*know

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gemwrecker
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Post » 12 Mar 2014, 21:43

I found the old Delimiters! They're in the "variables.lua" file in the game!
Image
Should be in the top row. But anyway, I'm going to put the old ones back. Don't want to convert ALL of my map packs.

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alesan99
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Post » 12 Mar 2014, 21:49

I already changed it but I didn't show anyone because then nobody would convert their mappacks.

Maurice
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Post » 12 Mar 2014, 21:55

gemwrecker wrote:I found the old Delimiters! They're in the "variables.lua" file in the game!
Image
Should be in the top row. But anyway, I'm going to put the old ones back. Don't want to convert ALL of my map packs.
Good job sherlock

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TurretBot
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Post » 12 Mar 2014, 21:58

really just fix region/animation triggers since they're the only entities that changed (right?)

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SauloFX
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Post » 13 Mar 2014, 00:44

About that bug that i just posted in every single section or whatever the f*** is called,is it fixed?

BTW

I found another bug,if we create a custom mappack,the default mappack(smb)becomes unplayable

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gemwrecker
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Post » 13 Mar 2014, 03:03

SauloFX wrote:About that bug that i just posted in every single section or whatever the f*** is called,is it fixed?

BTW

I found another bug,if we create a custom mappack,the default mappack(smb)becomes unplayable
I posted a fix for this before:
gemwrecker wrote:Just create a file called SMB in the "mappacks" folder, create a txt file with the name "settings" and add this in it:
name=super mario bros.
author=nintendo
description=classic levels
Done.

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TripleXero
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Post » 13 Mar 2014, 05:38

I made a mod that lets you add an option to characters to always be big, I'm not going to release it yet though because I might as well add more stuff, too

Image

Also, I found a property called "dbljmppls" in the coding that lets you do one double jump, not sure if anyone has brought that up

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SauloFX
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Post » 13 Mar 2014, 15:15

i will not use this new mari0 SE anymore,it is very buggy,i will wait when the real mari0 SE comes up.
Last edited by SauloFX on 13 Mar 2014, 15:24, edited 1 time in total.

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renhoek
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Post » 13 Mar 2014, 15:19

SauloFX wrote:i will not use this new mari0 SE anymore,he is very buggy,i will wait when the real mari0 SE comes up.
You speak as if though SE is a person.

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SauloFX
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Post » 13 Mar 2014, 15:24

renhoek wrote:
SauloFX wrote:i will not use this new mari0 SE anymore,he is very buggy,i will wait when the real mari0 SE comes up.
You speak as if though SE is a person.
edited.So sorry.

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