[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

Mods, guides how to use and install mods go right in here.
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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
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Post » 17 Jun 2020, 22:41

Evan.F wrote:
17 Jun 2020, 21:57
I’m sure Aid0n can do that
:disapintment:

i probably could but no i wont be making them

edit: new page, new gif aslone

Arfan Eka
Posts: 10
Joined: 27 May 2020, 05:18

Post » 18 Jun 2020, 08:53

Aidan, I remember you made a Mario 64 mappack for AE. I still have it now. Where is the original thread?

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Britdan
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Post » 18 Jun 2020, 12:10

viewtopic.php?f=12&t=5277

it was never finished tho

Arfan Eka
Posts: 10
Joined: 27 May 2020, 05:18

Post » 19 Jun 2020, 03:04

I have an older one where the landscape is a bit bland lol

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
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Post » 22 Jun 2020, 19:58

UPDATE 13 RELEASE
Image

It's finally here.
I've added a ton of stuff. The biggest ones are clear pipes and tracks.
There's a lot of quality of life improvements like a better editor.
DLC is fixed too, though you can't download in-game anymore because I no longer have a way to host maps.

This update took way too long to make so don't expect another one any time soon.
Major Additions:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
ADDED Custom enemy properties
ADDED Custom powerup options "makesmarioshoot"
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
All Changes:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
	"fireenemy": SAME_AS_CUSTOM_ENEMIES (Put enemies folder in character folder)
	"smallducking": false,
	"swimpushframes": 1 (number of frames mario has when pushing in water)
	"smallduckingframes": 0,
	"fenceframes": 2,
	"nopointing": false,
	"noportalgun": false,
	"aimwithoutpointing": false,
	"breaksblockssmall": false,
ADDED Custom enemy properties
	"animationtriggerondeath": "NAME OF ANIMATION TRIGGER",
	"mushroomifmariosmall": "NAME OF MUSHROOM ENEMY",
	"meltice": true, (melt when touched by enemies with "meltsice")
	"transformtrigger": "melt",
	"instantkill": true, (Kills player instantly)
	"snapxtogrid": true,
	"snapytogrid": true,
	"snapxtogridoffset": 0,
	"snapytogridoffset": 0,
	"trackable": false
	 "trackplatform": true, (will carry stuff when on a track)
	 "trackoffsetx": 0,
	 "trackoffsety": 0,
	 "trackspeed" 3,
	 "trackgraboncenterofobject": true, (can only collide with tracks touching its center)
	 "ignoretrackgraboncenterofobject": false, (will not automatically give it the property above)
	 "trackgravity": 40, (gravity of object after its released from track (dont add property if you want default))
	 "rotatetowardstrackpath": true, (will rotate in the direction its going in on the track)
	 "rotatetowardstrackpathoffset": 0, (how many radians will be added to the rotation)
	 "dontpasstracked": true, (enemy wont stay on track after transforming)
	 "dontreturnmaskontrackrelease" true, (will not collide with tiles after being forced off tracks (only useful with custom timers))
	 "transformtrigger": "trackturnaround",
	"spawnonload": true, (will spawn as soon as level starts, instead of when its onscreen)
	"pushmariowhenstomped": false, (use if mario needs to stomp an enemy
		that isn't killed when stomped once, but mario dies when stomping)
	"xrelativetocamera": 0, (stay in the same posistion of the camera)
	"yrelativetocamera": 0,
	"stompbounce": true, (makes mario bounce off enemy instead of killing it)
	 "stompbouncesound": true, (makes sound when mario stompbounces off enemy)
	 "stompbouncex": 1, (pushes mario horizontally, like when stomping a koopaling in a shell)
	"dontspawnnearcheckpoint": true,
	"makesmariostarduration": 12,
	"treattransformasdeath": true, (don't use unless neccesary: triggers things like deathsound even if the enemy 			didn't die)
	"starthomingrotationtowardsplayer": true, (homing enemy will start facing player)
	"upsidedownifhomingrotationright" true,
	"blowrange": [x, y, w, h], (moves entities if inside the range)
	 "blowchecktable": ["player"]
	 "blowspeedx": 0,
	 "blowspeedy": 0,
	 "blowminspeedx": -60, (minimum speed of enemy inside blowrange)
	 "blowmaxspeedx": 60,
	 "blowminspeedy": -60,
	 "blowmaxspeedy": 60,
	 "blowstaticenemies": false, (should it blow static enemies)
	 "blowstrong": false, (don't use unless neccesary, will force entities to move without changing speed)
	"blowable": true, (can be blown by enemies that have blowrange?)
	"throwntimeendonfloorcollide"
	"platformcollisionup": true,
	"platformcollisiondown": true,
	"platformcollisionleft": true,
	"platformcollisionright": true,
	"offsetYadjust": true, (automatically shifts sprites 8px up by default)
	"hollow": true, (entities won't collide if inside enemy)
	"bouncy": true, (bounces player)
	 "bouncyontop": true,
	 "bouncyonbottom": true,
	 "bouncyonsides": true,
	 "bouncyonleft": true,
	 "bouncyonright": true,
	 "bouncyforce": 1
	 "bouncyforcex": 1
	 "bouncyforcey": 1
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "sticktonearestplayer": true,
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	"teleportplayer": true, (or player number) (will teleport mario to enemy)
	 "teleportnearestplayer": true,
	 "teleportplayeroffsetx": 0,
	 "teleportplayeroffsety": 0,
	 "teleportplayerspeedx": 0, (speed of the player after teleporting)
	 "teleportplayerspeedy": 0,
	"movetotoponpassivecollide": true, (enemy gets teleported to the top of object it's inside)
	"gel": 1, (sets gel on any tiles it touches)
	"pipespawnmax": true, (how many times it can be spawned by pipe, until the spawned ones are killed)
	"extremeautodelete": true (enemy won't despawn offscreen, but it will despawn if it falls out of the map)
	"releasespeedx": 2, (speed after enemy exits a vertical clear pipe or a pipe spawner)
	"lifetimerandoms": [1, 2, 3],
	"movement": "chase" (think: monty mole, basically the follow movement, but without the weird lakitu stuff)
	 "chasespeed": 3.5, (same name as hammerbros' chasespeed, technically a different property)
	 "chaseacceleration": 14,
	 "chasespace": 2, (how far mario has to be for it to turn around)
	 "chasebounceforcex": 6 (force when enemy hits a wall)
	 "chasebounceforcey": 6
	 "chasespeedy": 3.5, (Same as above, except for vertical chasing)
	 "chaseaccelerationy": 14,
	 "chasespacey": 2,
	"dontenterclearpipes": true, (wont go into clear pipes)
	"killsinsideclearpipes": true, (will kill mario if inside a clear pipe)
	"sticktonearestplayer": true,
	 "sticktoplayeroffsetx": 0,
	 "sticktoplayeroffsety": 0,
	"blockportaltile": true, (blocks portals from going through its spawned tile)
	"dontremoveblockportaltileondeath": true, (will continue to block portals in a tile after death)
	"breaksflipblocks": true,
	"onlymovewhenhomingrotationatplayer": true, ("homing" movement will only move when facing player)
	"onlymovewhenhomingrotationatplayerthreshold": 0.1,
	"dontchangehomingrotationwhenmoving": true,
	"homingatenemy": ["goomba"], (will follow closest custom enemy)
	"bouncesonenemykill": true, (enemy will bounce when it kills another enemy, use bounceforce)
	"friction": 80, (will stop enemy from sliding. also doable by setting truffleshuffle speed to 0)
	"boss": true, (will cause axe to break bridge, like with bowser)
	"supersize": true, (can you make it huge with the supersize entity?)
	"description": "", (will be shown in the entity list in the editor)
	"rightclickmenumutlipleproperties": true, (needs "rightclickmenutable" too!, will set multiple properties "rightclickmenu": [[["propertyname1", value],["propertyname2", value], ...], ...])
	"queueanimationtrigger": true, (use with "animationtriggerondeath", will let the animation finish if its currently playing)
	"doesntflyawayonstomp": true, (if stompanimation is disabled, the enemy won't fly away when stomped)
	"enemykillsdontflyaway": true, (the enemies it kills will just dissappear)
	"transformenemyanimationondeath": "TRANSFORMANIMATION", (will trigger a "transform enemy" animation)
	"nodropshadow": true,
	"customtimer": [
		[1, ["random", "speedx"], [1,2,6,7]], (picks a random value from an array)
		[1, ["set", "speedx"], ["property", "speedy"]] (sets property to an existing property)
		[1, "spawnenemy"], (if enemy uses spawnsenemy, this will force it to spawn an enemy)
		]
ADDED Custom powerup options "makesmarioshoot": {
	"enemy": ["enemy1", "enemy2", ..], (you can give an property a table now) (left -> right, if one gets 	fired the next in line won't get fired)
	"max": [2, 3, ..],
	"button": ["run", "use",..],
	"killonbuttonrelease": false,
	"playerspeedx": 0, (knockback)
	"playerspeedy": 0, 
	"holdbutton": ["down",false, ..],
	"fireanim": "fire",
	"firequad": 1,
	"offsety": 0,
	"ride": false, (player will stick to enemy it fires)
	 "rideoffsetx": 0,
	 "rideoffsety": 0,
	 "rideactive": false, (is the player active while riding?)
	 "ridedrawable": false, (is the player visible while riding?),
	 "rideaftertransform": false, (will the player continue to stick after the enemy transforms?)},
	 "dontfirewhenriding": false, (should mario fire when riding enemy?)
	 "rideanim": "idle", (what animation mario has when riding enemy)
	 "ridequad": 1, (number of frame if needed)
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	 "stickanim": "idle"
	 "stickquad": 1,
	 "flipstickoffsetx": true,
	"size": 1, (must be this size in order to fire)
	"hat": 1, (add custom hats in hats mappack folder)
	"firewhenfalling": false,
	"firewhennotfalling": false,
	"firewhenhumping": false,
	"fireifducking": true, (should it still fire if mario is ducking?)
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
	Trigger: Player Lands
	Trigger: Player Hurt
	Trigger: When number is _ (Thanks to frostplays for the implementation idea)
	Condition: Player is size
	Condition: Button Held Down
	Condition: Require Keys
	Condition: If number is _
	"kill all enemies"
	"Make Player Grow"
	"set wind"
	"Disable Jumping"
	"Enable Jumping"
	"Animation Trigger"
	"Add keys"
	"Remove keys"
	"Set number"
	"reset numbers"
	"load level instantly"
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Mappack Selection Loading
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
TWEAKED Time Length in Mario Maker Physics
TWEAKED Yoshi (Can kill koopas, immune to spikes)
TWEAKED Energy Launcher Behavior (won't launch energy ball after it's caught)
TWEAKED Suspend Game (Game will be saved if you collected collectables, uses .json)
TWEAKED Background color rgb inputs (you can now slide them with your mouse)
TWEAKED Bullet Bill Cannons; will no longer spawn if blocked by tile
IMPROVED Turrets (Shooting collision is now accurate and reliable, can be blocked with boxes)
IMPROVED Big koopas (now break hard blocks)
IMPROVED Custom enemy "transformobjectcollide" and "transformenemycollide" (can now be tables)
IMPROVED Conveyer Belts with gel (its not perfect)
IMPROVED Editor Middle Click with entities (you can middle click an entity to copy it)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
CHANGED Rocky Wrench Sprites
CHANGED Big Mole and Amp Sprites
CHANGED Donut Falling Animation
CHANGED MEGA MARIO size
CHANGED Snow Spike Sprites
CHANGED Mario's Minecraft Sprites (Now its just a pickaxe overlay)
CHANGED Meteor behavior
CHANGED Raccoon Leaf Behavior
CHANGED Powerup suit Behavior (THEY BOUNCE NOW? THEY BOUNCE NOW.)
CHANGED Rip Van Fish water behavior (they will now have gravity once they exit water)
CHANGED Moles (inside ground is a right click option now)
CHANGED Splunkin, ninji, and rotodisc Sprites courtesy of subpixel
CHANGED Mario cape flying
CHANGED Custom powerup y offset (enemies will now spawn at the bottom of mario's hitbox by default)
CHANGED Boo Circle Formation to be easier to go through
CHANGED Excursion Funnels into the ones from SE (They used to be coded by me, but SE's are more functional)
FIXED Button Press Animations not working with Joysticks
FIXED givescoinondeath when transforming
FIXED Custom enemy max count for the third time
FIXED Editor Level Buttons being clicked when they're off screen
FIXED Entity Descriptions getting cut off
FIXED Para-goombas killing mario when being stomped
FIXED Lasers not melting frozen coins
FIXED "starttowardsplayerhorizontal" not working with homing enemies
FIXED Flagpole softlocking (the level will end after 8 seconds if mario doesn't go inside the castle)
FIXED Raccoon mario's tail not flipping shells
FIXED Boxes clipping through walls horizontally if portalled at really fast speeds
FIXED Online multiplayer starting suspended game instead of selected mappack
FIXED Custom entities image not loading
FIXED Enemies not turning around ledges on entity tiles
FIXED Portals not being removed by portal entity
REMOVED Upsidedown pirhana plant sprites
REMOVED A bunch of useless entities from entity list
REMOVED Quicksand

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


Resources:
CUSTOM CHARACTER TEMPLATE
Image
LINK CUSTOM CHARACTER

I've improved the Alesans Entities mappack, check it out.
Oh and there's new dlc too!

FAQ:
"You forgot the link powerup!!" Use the custom character I made. Want it to be exactly like smm2? Buy smm2.
"We NEED track splits, overlapping tracks, curves, and custom track speeds!!" No, you don't need them.
"You made boomerangs, propeller boxes, and cannon boxes wrong!" I added them before the smm2 update came out, I based the boxes off sm3dw. I am not redoing them.
"You didn't add everything from super mario maker 2!!!" I know.

https://i.imgur.com/waVytLk.png

User avatar
Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
Contact:

Post » 22 Jun 2020, 20:03

epic moment, now go have a break

Kant
Posts: 18
Joined: 10 Apr 2020, 22:51
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Post » 22 Jun 2020, 20:03

v13 :> You did it congratulations

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SubPixuru
Posts: 108
Joined: 29 Sep 2019, 20:00
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Post » 22 Jun 2020, 20:04

YOU FORGOT TO ADD QUICKSAND. WORST UPDATE EVER.

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NH1507
Posts: 211
Joined: 08 Nov 2018, 04:30

Post » 22 Jun 2020, 20:04

alesan99 wrote:
22 Jun 2020, 19:58
UPDATE 13 RELEASE
Image
WOAH THIS IS AWESOME!! This is so cool! Can't wait to do lots of cool things with this update

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Marlee_Goat
Posts: 85
Joined: 06 Jul 2018, 22:30
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Post » 22 Jun 2020, 20:13

:clap:

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iamamari0player
Posts: 44
Joined: 17 Apr 2018, 23:50

Post » 22 Jun 2020, 20:27

its enough to make a grown man cry. and thats okay

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 22 Jun 2020, 20:48

Now, let's say we get to work on the mappacks to beat all mappacks, now that we have the Mari0 to beat all Mari0s

Everyone using the forum has no idea what's in store for them

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Dr. Waluigi
Posts: 17
Joined: 19 Jan 2020, 21:52
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Post » 22 Jun 2020, 21:46

alesan99 wrote:
22 Jun 2020, 19:58
UPDATE 13 RELEASE
Image

It's finally here.
I've added a ton of stuff. The biggest ones are clear pipes and tracks.
There's a lot of quality of life improvements like a better editor.
DLC is fixed too, though you can't download in-game anymore because I no longer have a way to host maps.

This update took way too long to make so don't expect another one any time soon.
Major Additions:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
ADDED Custom enemy properties
ADDED Custom powerup options "makesmarioshoot"
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
All Changes:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
	"fireenemy": SAME_AS_CUSTOM_ENEMIES (Put enemies folder in character folder)
	"smallducking": false,
	"swimpushframes": 1 (number of frames mario has when pushing in water)
	"smallduckingframes": 0,
	"fenceframes": 2,
	"nopointing": false,
	"noportalgun": false,
	"aimwithoutpointing": false,
	"breaksblockssmall": false,
ADDED Custom enemy properties
	"animationtriggerondeath": "NAME OF ANIMATION TRIGGER",
	"mushroomifmariosmall": "NAME OF MUSHROOM ENEMY",
	"meltice": true, (melt when touched by enemies with "meltsice")
	"transformtrigger": "melt",
	"instantkill": true, (Kills player instantly)
	"snapxtogrid": true,
	"snapytogrid": true,
	"snapxtogridoffset": 0,
	"snapytogridoffset": 0,
	"trackable": false
	 "trackplatform": true, (will carry stuff when on a track)
	 "trackoffsetx": 0,
	 "trackoffsety": 0,
	 "trackspeed" 3,
	 "trackgraboncenterofobject": true, (can only collide with tracks touching its center)
	 "ignoretrackgraboncenterofobject": false, (will not automatically give it the property above)
	 "trackgravity": 40, (gravity of object after its released from track (dont add property if you want default))
	 "rotatetowardstrackpath": true, (will rotate in the direction its going in on the track)
	 "rotatetowardstrackpathoffset": 0, (how many radians will be added to the rotation)
	 "dontpasstracked": true, (enemy wont stay on track after transforming)
	 "dontreturnmaskontrackrelease" true, (will not collide with tiles after being forced off tracks (only useful with custom timers))
	 "transformtrigger": "trackturnaround",
	"spawnonload": true, (will spawn as soon as level starts, instead of when its onscreen)
	"pushmariowhenstomped": false, (use if mario needs to stomp an enemy
		that isn't killed when stomped once, but mario dies when stomping)
	"xrelativetocamera": 0, (stay in the same posistion of the camera)
	"yrelativetocamera": 0,
	"stompbounce": true, (makes mario bounce off enemy instead of killing it)
	 "stompbouncesound": true, (makes sound when mario stompbounces off enemy)
	 "stompbouncex": 1, (pushes mario horizontally, like when stomping a koopaling in a shell)
	"dontspawnnearcheckpoint": true,
	"makesmariostarduration": 12,
	"treattransformasdeath": true, (don't use unless neccesary: triggers things like deathsound even if the enemy 			didn't die)
	"starthomingrotationtowardsplayer": true, (homing enemy will start facing player)
	"upsidedownifhomingrotationright" true,
	"blowrange": [x, y, w, h], (moves entities if inside the range)
	 "blowchecktable": ["player"]
	 "blowspeedx": 0,
	 "blowspeedy": 0,
	 "blowminspeedx": -60, (minimum speed of enemy inside blowrange)
	 "blowmaxspeedx": 60,
	 "blowminspeedy": -60,
	 "blowmaxspeedy": 60,
	 "blowstaticenemies": false, (should it blow static enemies)
	 "blowstrong": false, (don't use unless neccesary, will force entities to move without changing speed)
	"blowable": true, (can be blown by enemies that have blowrange?)
	"throwntimeendonfloorcollide"
	"platformcollisionup": true,
	"platformcollisiondown": true,
	"platformcollisionleft": true,
	"platformcollisionright": true,
	"offsetYadjust": true, (automatically shifts sprites 8px up by default)
	"hollow": true, (entities won't collide if inside enemy)
	"bouncy": true, (bounces player)
	 "bouncyontop": true,
	 "bouncyonbottom": true,
	 "bouncyonsides": true,
	 "bouncyonleft": true,
	 "bouncyonright": true,
	 "bouncyforce": 1
	 "bouncyforcex": 1
	 "bouncyforcey": 1
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "sticktonearestplayer": true,
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	"teleportplayer": true, (or player number) (will teleport mario to enemy)
	 "teleportnearestplayer": true,
	 "teleportplayeroffsetx": 0,
	 "teleportplayeroffsety": 0,
	 "teleportplayerspeedx": 0, (speed of the player after teleporting)
	 "teleportplayerspeedy": 0,
	"movetotoponpassivecollide": true, (enemy gets teleported to the top of object it's inside)
	"gel": 1, (sets gel on any tiles it touches)
	"pipespawnmax": true, (how many times it can be spawned by pipe, until the spawned ones are killed)
	"extremeautodelete": true (enemy won't despawn offscreen, but it will despawn if it falls out of the map)
	"releasespeedx": 2, (speed after enemy exits a vertical clear pipe or a pipe spawner)
	"lifetimerandoms": [1, 2, 3],
	"movement": "chase" (think: monty mole, basically the follow movement, but without the weird lakitu stuff)
	 "chasespeed": 3.5, (same name as hammerbros' chasespeed, technically a different property)
	 "chaseacceleration": 14,
	 "chasespace": 2, (how far mario has to be for it to turn around)
	 "chasebounceforcex": 6 (force when enemy hits a wall)
	 "chasebounceforcey": 6
	 "chasespeedy": 3.5, (Same as above, except for vertical chasing)
	 "chaseaccelerationy": 14,
	 "chasespacey": 2,
	"dontenterclearpipes": true, (wont go into clear pipes)
	"killsinsideclearpipes": true, (will kill mario if inside a clear pipe)
	"sticktonearestplayer": true,
	 "sticktoplayeroffsetx": 0,
	 "sticktoplayeroffsety": 0,
	"blockportaltile": true, (blocks portals from going through its spawned tile)
	"dontremoveblockportaltileondeath": true, (will continue to block portals in a tile after death)
	"breaksflipblocks": true,
	"onlymovewhenhomingrotationatplayer": true, ("homing" movement will only move when facing player)
	"onlymovewhenhomingrotationatplayerthreshold": 0.1,
	"dontchangehomingrotationwhenmoving": true,
	"homingatenemy": ["goomba"], (will follow closest custom enemy)
	"bouncesonenemykill": true, (enemy will bounce when it kills another enemy, use bounceforce)
	"friction": 80, (will stop enemy from sliding. also doable by setting truffleshuffle speed to 0)
	"boss": true, (will cause axe to break bridge, like with bowser)
	"supersize": true, (can you make it huge with the supersize entity?)
	"description": "", (will be shown in the entity list in the editor)
	"rightclickmenumutlipleproperties": true, (needs "rightclickmenutable" too!, will set multiple properties "rightclickmenu": [[["propertyname1", value],["propertyname2", value], ...], ...])
	"queueanimationtrigger": true, (use with "animationtriggerondeath", will let the animation finish if its currently playing)
	"doesntflyawayonstomp": true, (if stompanimation is disabled, the enemy won't fly away when stomped)
	"enemykillsdontflyaway": true, (the enemies it kills will just dissappear)
	"transformenemyanimationondeath": "TRANSFORMANIMATION", (will trigger a "transform enemy" animation)
	"nodropshadow": true,
	"customtimer": [
		[1, ["random", "speedx"], [1,2,6,7]], (picks a random value from an array)
		[1, ["set", "speedx"], ["property", "speedy"]] (sets property to an existing property)
		[1, "spawnenemy"], (if enemy uses spawnsenemy, this will force it to spawn an enemy)
		]
ADDED Custom powerup options "makesmarioshoot": {
	"enemy": ["enemy1", "enemy2", ..], (you can give an property a table now) (left -> right, if one gets 	fired the next in line won't get fired)
	"max": [2, 3, ..],
	"button": ["run", "use",..],
	"killonbuttonrelease": false,
	"playerspeedx": 0, (knockback)
	"playerspeedy": 0, 
	"holdbutton": ["down",false, ..],
	"fireanim": "fire",
	"firequad": 1,
	"offsety": 0,
	"ride": false, (player will stick to enemy it fires)
	 "rideoffsetx": 0,
	 "rideoffsety": 0,
	 "rideactive": false, (is the player active while riding?)
	 "ridedrawable": false, (is the player visible while riding?),
	 "rideaftertransform": false, (will the player continue to stick after the enemy transforms?)},
	 "dontfirewhenriding": false, (should mario fire when riding enemy?)
	 "rideanim": "idle", (what animation mario has when riding enemy)
	 "ridequad": 1, (number of frame if needed)
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	 "stickanim": "idle"
	 "stickquad": 1,
	 "flipstickoffsetx": true,
	"size": 1, (must be this size in order to fire)
	"hat": 1, (add custom hats in hats mappack folder)
	"firewhenfalling": false,
	"firewhennotfalling": false,
	"firewhenhumping": false,
	"fireifducking": true, (should it still fire if mario is ducking?)
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
	Trigger: Player Lands
	Trigger: Player Hurt
	Trigger: When number is _ (Thanks to frostplays for the implementation idea)
	Condition: Player is size
	Condition: Button Held Down
	Condition: Require Keys
	Condition: If number is _
	"kill all enemies"
	"Make Player Grow"
	"set wind"
	"Disable Jumping"
	"Enable Jumping"
	"Animation Trigger"
	"Add keys"
	"Remove keys"
	"Set number"
	"reset numbers"
	"load level instantly"
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Mappack Selection Loading
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
TWEAKED Time Length in Mario Maker Physics
TWEAKED Yoshi (Can kill koopas, immune to spikes)
TWEAKED Energy Launcher Behavior (won't launch energy ball after it's caught)
TWEAKED Suspend Game (Game will be saved if you collected collectables, uses .json)
TWEAKED Background color rgb inputs (you can now slide them with your mouse)
TWEAKED Bullet Bill Cannons; will no longer spawn if blocked by tile
IMPROVED Turrets (Shooting collision is now accurate and reliable, can be blocked with boxes)
IMPROVED Big koopas (now break hard blocks)
IMPROVED Custom enemy "transformobjectcollide" and "transformenemycollide" (can now be tables)
IMPROVED Conveyer Belts with gel (its not perfect)
IMPROVED Editor Middle Click with entities (you can middle click an entity to copy it)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
CHANGED Rocky Wrench Sprites
CHANGED Big Mole and Amp Sprites
CHANGED Donut Falling Animation
CHANGED MEGA MARIO size
CHANGED Snow Spike Sprites
CHANGED Mario's Minecraft Sprites (Now its just a pickaxe overlay)
CHANGED Meteor behavior
CHANGED Raccoon Leaf Behavior
CHANGED Powerup suit Behavior (THEY BOUNCE NOW? THEY BOUNCE NOW.)
CHANGED Rip Van Fish water behavior (they will now have gravity once they exit water)
CHANGED Moles (inside ground is a right click option now)
CHANGED Splunkin, ninji, and rotodisc Sprites courtesy of subpixel
CHANGED Mario cape flying
CHANGED Custom powerup y offset (enemies will now spawn at the bottom of mario's hitbox by default)
CHANGED Boo Circle Formation to be easier to go through
CHANGED Excursion Funnels into the ones from SE (They used to be coded by me, but SE's are more functional)
FIXED Button Press Animations not working with Joysticks
FIXED givescoinondeath when transforming
FIXED Custom enemy max count for the third time
FIXED Editor Level Buttons being clicked when they're off screen
FIXED Entity Descriptions getting cut off
FIXED Para-goombas killing mario when being stomped
FIXED Lasers not melting frozen coins
FIXED "starttowardsplayerhorizontal" not working with homing enemies
FIXED Flagpole softlocking (the level will end after 8 seconds if mario doesn't go inside the castle)
FIXED Raccoon mario's tail not flipping shells
FIXED Boxes clipping through walls horizontally if portalled at really fast speeds
FIXED Online multiplayer starting suspended game instead of selected mappack
FIXED Custom entities image not loading
FIXED Enemies not turning around ledges on entity tiles
FIXED Portals not being removed by portal entity
REMOVED Upsidedown pirhana plant sprites
REMOVED A bunch of useless entities from entity list
REMOVED Quicksand

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


Resources:
CUSTOM CHARACTER TEMPLATE
Image
LINK CUSTOM CHARACTER

I've improved the Alesans Entities mappack, check it out.
Oh and there's new dlc too!

FAQ:
"You forgot the link powerup!!" Use the custom character I made. Want it to be exactly like smm2? Buy smm2.
"We NEED track splits, overlapping tracks, curves, and custom track speeds!!" No, you don't need them.
"You made boomerangs, propeller boxes, and cannon boxes wrong!" I added them before the smm2 update came out, I based the boxes off sm3dw. I am not redoing them.
"You didn't add everything from super mario maker 2!!!" I know.

https://i.imgur.com/waVytLk.png
Amazing job!

User avatar
Alexis0159
Posts: 24
Joined: 02 Jan 2020, 23:41

Post » 22 Jun 2020, 23:02

alesan99 wrote:
22 Jun 2020, 19:58
UPDATE 13 RELEASE
Image

It's finally here.
I've added a ton of stuff. The biggest ones are clear pipes and tracks.
There's a lot of quality of life improvements like a better editor.
DLC is fixed too, though you can't download in-game anymore because I no longer have a way to host maps.

This update took way too long to make so don't expect another one any time soon.
Major Additions:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
ADDED Custom enemy properties
ADDED Custom powerup options "makesmarioshoot"
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
All Changes:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
	"fireenemy": SAME_AS_CUSTOM_ENEMIES (Put enemies folder in character folder)
	"smallducking": false,
	"swimpushframes": 1 (number of frames mario has when pushing in water)
	"smallduckingframes": 0,
	"fenceframes": 2,
	"nopointing": false,
	"noportalgun": false,
	"aimwithoutpointing": false,
	"breaksblockssmall": false,
ADDED Custom enemy properties
	"animationtriggerondeath": "NAME OF ANIMATION TRIGGER",
	"mushroomifmariosmall": "NAME OF MUSHROOM ENEMY",
	"meltice": true, (melt when touched by enemies with "meltsice")
	"transformtrigger": "melt",
	"instantkill": true, (Kills player instantly)
	"snapxtogrid": true,
	"snapytogrid": true,
	"snapxtogridoffset": 0,
	"snapytogridoffset": 0,
	"trackable": false
	 "trackplatform": true, (will carry stuff when on a track)
	 "trackoffsetx": 0,
	 "trackoffsety": 0,
	 "trackspeed" 3,
	 "trackgraboncenterofobject": true, (can only collide with tracks touching its center)
	 "ignoretrackgraboncenterofobject": false, (will not automatically give it the property above)
	 "trackgravity": 40, (gravity of object after its released from track (dont add property if you want default))
	 "rotatetowardstrackpath": true, (will rotate in the direction its going in on the track)
	 "rotatetowardstrackpathoffset": 0, (how many radians will be added to the rotation)
	 "dontpasstracked": true, (enemy wont stay on track after transforming)
	 "dontreturnmaskontrackrelease" true, (will not collide with tiles after being forced off tracks (only useful with custom timers))
	 "transformtrigger": "trackturnaround",
	"spawnonload": true, (will spawn as soon as level starts, instead of when its onscreen)
	"pushmariowhenstomped": false, (use if mario needs to stomp an enemy
		that isn't killed when stomped once, but mario dies when stomping)
	"xrelativetocamera": 0, (stay in the same posistion of the camera)
	"yrelativetocamera": 0,
	"stompbounce": true, (makes mario bounce off enemy instead of killing it)
	 "stompbouncesound": true, (makes sound when mario stompbounces off enemy)
	 "stompbouncex": 1, (pushes mario horizontally, like when stomping a koopaling in a shell)
	"dontspawnnearcheckpoint": true,
	"makesmariostarduration": 12,
	"treattransformasdeath": true, (don't use unless neccesary: triggers things like deathsound even if the enemy 			didn't die)
	"starthomingrotationtowardsplayer": true, (homing enemy will start facing player)
	"upsidedownifhomingrotationright" true,
	"blowrange": [x, y, w, h], (moves entities if inside the range)
	 "blowchecktable": ["player"]
	 "blowspeedx": 0,
	 "blowspeedy": 0,
	 "blowminspeedx": -60, (minimum speed of enemy inside blowrange)
	 "blowmaxspeedx": 60,
	 "blowminspeedy": -60,
	 "blowmaxspeedy": 60,
	 "blowstaticenemies": false, (should it blow static enemies)
	 "blowstrong": false, (don't use unless neccesary, will force entities to move without changing speed)
	"blowable": true, (can be blown by enemies that have blowrange?)
	"throwntimeendonfloorcollide"
	"platformcollisionup": true,
	"platformcollisiondown": true,
	"platformcollisionleft": true,
	"platformcollisionright": true,
	"offsetYadjust": true, (automatically shifts sprites 8px up by default)
	"hollow": true, (entities won't collide if inside enemy)
	"bouncy": true, (bounces player)
	 "bouncyontop": true,
	 "bouncyonbottom": true,
	 "bouncyonsides": true,
	 "bouncyonleft": true,
	 "bouncyonright": true,
	 "bouncyforce": 1
	 "bouncyforcex": 1
	 "bouncyforcey": 1
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "sticktonearestplayer": true,
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	"teleportplayer": true, (or player number) (will teleport mario to enemy)
	 "teleportnearestplayer": true,
	 "teleportplayeroffsetx": 0,
	 "teleportplayeroffsety": 0,
	 "teleportplayerspeedx": 0, (speed of the player after teleporting)
	 "teleportplayerspeedy": 0,
	"movetotoponpassivecollide": true, (enemy gets teleported to the top of object it's inside)
	"gel": 1, (sets gel on any tiles it touches)
	"pipespawnmax": true, (how many times it can be spawned by pipe, until the spawned ones are killed)
	"extremeautodelete": true (enemy won't despawn offscreen, but it will despawn if it falls out of the map)
	"releasespeedx": 2, (speed after enemy exits a vertical clear pipe or a pipe spawner)
	"lifetimerandoms": [1, 2, 3],
	"movement": "chase" (think: monty mole, basically the follow movement, but without the weird lakitu stuff)
	 "chasespeed": 3.5, (same name as hammerbros' chasespeed, technically a different property)
	 "chaseacceleration": 14,
	 "chasespace": 2, (how far mario has to be for it to turn around)
	 "chasebounceforcex": 6 (force when enemy hits a wall)
	 "chasebounceforcey": 6
	 "chasespeedy": 3.5, (Same as above, except for vertical chasing)
	 "chaseaccelerationy": 14,
	 "chasespacey": 2,
	"dontenterclearpipes": true, (wont go into clear pipes)
	"killsinsideclearpipes": true, (will kill mario if inside a clear pipe)
	"sticktonearestplayer": true,
	 "sticktoplayeroffsetx": 0,
	 "sticktoplayeroffsety": 0,
	"blockportaltile": true, (blocks portals from going through its spawned tile)
	"dontremoveblockportaltileondeath": true, (will continue to block portals in a tile after death)
	"breaksflipblocks": true,
	"onlymovewhenhomingrotationatplayer": true, ("homing" movement will only move when facing player)
	"onlymovewhenhomingrotationatplayerthreshold": 0.1,
	"dontchangehomingrotationwhenmoving": true,
	"homingatenemy": ["goomba"], (will follow closest custom enemy)
	"bouncesonenemykill": true, (enemy will bounce when it kills another enemy, use bounceforce)
	"friction": 80, (will stop enemy from sliding. also doable by setting truffleshuffle speed to 0)
	"boss": true, (will cause axe to break bridge, like with bowser)
	"supersize": true, (can you make it huge with the supersize entity?)
	"description": "", (will be shown in the entity list in the editor)
	"rightclickmenumutlipleproperties": true, (needs "rightclickmenutable" too!, will set multiple properties "rightclickmenu": [[["propertyname1", value],["propertyname2", value], ...], ...])
	"queueanimationtrigger": true, (use with "animationtriggerondeath", will let the animation finish if its currently playing)
	"doesntflyawayonstomp": true, (if stompanimation is disabled, the enemy won't fly away when stomped)
	"enemykillsdontflyaway": true, (the enemies it kills will just dissappear)
	"transformenemyanimationondeath": "TRANSFORMANIMATION", (will trigger a "transform enemy" animation)
	"nodropshadow": true,
	"customtimer": [
		[1, ["random", "speedx"], [1,2,6,7]], (picks a random value from an array)
		[1, ["set", "speedx"], ["property", "speedy"]] (sets property to an existing property)
		[1, "spawnenemy"], (if enemy uses spawnsenemy, this will force it to spawn an enemy)
		]
ADDED Custom powerup options "makesmarioshoot": {
	"enemy": ["enemy1", "enemy2", ..], (you can give an property a table now) (left -> right, if one gets 	fired the next in line won't get fired)
	"max": [2, 3, ..],
	"button": ["run", "use",..],
	"killonbuttonrelease": false,
	"playerspeedx": 0, (knockback)
	"playerspeedy": 0, 
	"holdbutton": ["down",false, ..],
	"fireanim": "fire",
	"firequad": 1,
	"offsety": 0,
	"ride": false, (player will stick to enemy it fires)
	 "rideoffsetx": 0,
	 "rideoffsety": 0,
	 "rideactive": false, (is the player active while riding?)
	 "ridedrawable": false, (is the player visible while riding?),
	 "rideaftertransform": false, (will the player continue to stick after the enemy transforms?)},
	 "dontfirewhenriding": false, (should mario fire when riding enemy?)
	 "rideanim": "idle", (what animation mario has when riding enemy)
	 "ridequad": 1, (number of frame if needed)
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	 "stickanim": "idle"
	 "stickquad": 1,
	 "flipstickoffsetx": true,
	"size": 1, (must be this size in order to fire)
	"hat": 1, (add custom hats in hats mappack folder)
	"firewhenfalling": false,
	"firewhennotfalling": false,
	"firewhenhumping": false,
	"fireifducking": true, (should it still fire if mario is ducking?)
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
	Trigger: Player Lands
	Trigger: Player Hurt
	Trigger: When number is _ (Thanks to frostplays for the implementation idea)
	Condition: Player is size
	Condition: Button Held Down
	Condition: Require Keys
	Condition: If number is _
	"kill all enemies"
	"Make Player Grow"
	"set wind"
	"Disable Jumping"
	"Enable Jumping"
	"Animation Trigger"
	"Add keys"
	"Remove keys"
	"Set number"
	"reset numbers"
	"load level instantly"
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Mappack Selection Loading
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
TWEAKED Time Length in Mario Maker Physics
TWEAKED Yoshi (Can kill koopas, immune to spikes)
TWEAKED Energy Launcher Behavior (won't launch energy ball after it's caught)
TWEAKED Suspend Game (Game will be saved if you collected collectables, uses .json)
TWEAKED Background color rgb inputs (you can now slide them with your mouse)
TWEAKED Bullet Bill Cannons; will no longer spawn if blocked by tile
IMPROVED Turrets (Shooting collision is now accurate and reliable, can be blocked with boxes)
IMPROVED Big koopas (now break hard blocks)
IMPROVED Custom enemy "transformobjectcollide" and "transformenemycollide" (can now be tables)
IMPROVED Conveyer Belts with gel (its not perfect)
IMPROVED Editor Middle Click with entities (you can middle click an entity to copy it)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
CHANGED Rocky Wrench Sprites
CHANGED Big Mole and Amp Sprites
CHANGED Donut Falling Animation
CHANGED MEGA MARIO size
CHANGED Snow Spike Sprites
CHANGED Mario's Minecraft Sprites (Now its just a pickaxe overlay)
CHANGED Meteor behavior
CHANGED Raccoon Leaf Behavior
CHANGED Powerup suit Behavior (THEY BOUNCE NOW? THEY BOUNCE NOW.)
CHANGED Rip Van Fish water behavior (they will now have gravity once they exit water)
CHANGED Moles (inside ground is a right click option now)
CHANGED Splunkin, ninji, and rotodisc Sprites courtesy of subpixel
CHANGED Mario cape flying
CHANGED Custom powerup y offset (enemies will now spawn at the bottom of mario's hitbox by default)
CHANGED Boo Circle Formation to be easier to go through
CHANGED Excursion Funnels into the ones from SE (They used to be coded by me, but SE's are more functional)
FIXED Button Press Animations not working with Joysticks
FIXED givescoinondeath when transforming
FIXED Custom enemy max count for the third time
FIXED Editor Level Buttons being clicked when they're off screen
FIXED Entity Descriptions getting cut off
FIXED Para-goombas killing mario when being stomped
FIXED Lasers not melting frozen coins
FIXED "starttowardsplayerhorizontal" not working with homing enemies
FIXED Flagpole softlocking (the level will end after 8 seconds if mario doesn't go inside the castle)
FIXED Raccoon mario's tail not flipping shells
FIXED Boxes clipping through walls horizontally if portalled at really fast speeds
FIXED Online multiplayer starting suspended game instead of selected mappack
FIXED Custom entities image not loading
FIXED Enemies not turning around ledges on entity tiles
FIXED Portals not being removed by portal entity
REMOVED Upsidedown pirhana plant sprites
REMOVED A bunch of useless entities from entity list
REMOVED Quicksand

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


Resources:
CUSTOM CHARACTER TEMPLATE
Image
LINK CUSTOM CHARACTER

I've improved the Alesans Entities mappack, check it out.
Oh and there's new dlc too!

FAQ:
"You forgot the link powerup!!" Use the custom character I made. Want it to be exactly like smm2? Buy smm2.
"We NEED track splits, overlapping tracks, curves, and custom track speeds!!" No, you don't need them.
"You made boomerangs, propeller boxes, and cannon boxes wrong!" I added them before the smm2 update came out, I based the boxes off sm3dw. I am not redoing them.
"You didn't add everything from super mario maker 2!!!" I know.

https://i.imgur.com/waVytLk.png
You didn't add everything from super mario maker 2 :( hahaha :D.
The truth is impressive your work bro, I am very grateful with this update, the best addition for me are the clear pipes and tracks. I would pay for this great mod.

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 23 Jun 2020, 01:01

Alexis0159 wrote:
22 Jun 2020, 23:02
You didn't add everything from super mario maker 2 :( hahaha :D.
And Alesan removed the quicksand entity!

EDIT: It's a fucking joke!

User avatar
JordanBotelho323
Posts: 63
Joined: 04 Sep 2018, 17:17

Post » 23 Jun 2020, 01:57

jermboy27 wrote:
23 Jun 2020, 01:01
Alexis0159 wrote:
22 Jun 2020, 23:02
You didn't add everything from super mario maker 2 :( hahaha :D.
And Alesan removed the quicksand entity!

EDIT: It's a fucking joke!
He replaced it with slowsand.

(Adding to the joke)

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 23 Jun 2020, 08:40

jermboy27 wrote:
23 Jun 2020, 01:01
Alexis0159 wrote:
22 Jun 2020, 23:02
You didn't add everything from super mario maker 2 :( hahaha :D.
And Alesan removed the quicksand entity!

EDIT: It's a fucking joke!
Why would he remove a feature used in a load of mappacks already

Mattheholic444
Posts: 2
Joined: 11 Mar 2017, 13:56
Contact:

Post » 23 Jun 2020, 10:19

Hey Alesan where do I submit bug reports?
The bugs I have noticed so far are:
  1. Bridge Tiles don't get deleted when the Axe falls down.
    Bridge
    Bridge
    Hnet.com-image (1).gif (3.92 MiB) Viewed 34393 times
  • Piranha Plant and its Dry Variant Graphics is seemingly off-centered.
    Plant
    Plant
    Hnet.com-image.gif (3.07 MiB) Viewed 34393 times
Great Update BTW I am having fun with the Clear Pipes!



asleon
go fix

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 23 Jun 2020, 11:09

I think the piranha plant textures changed (which is why it looks weird)

User avatar
Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
Contact:

Post » 23 Jun 2020, 11:41

Hey thought i would show of a mod i am working on, it adds custom hud's to the game, it is still early in development but here is a look at what kind of stuff will be possible, i plan to make it possible to remake all hud's in the main Mario games (if possible)

It has many types of text including collectables, lives, icons and custom icons.

It has alignment for left right and a w.i.p middle.

And overlays

Capture.PNG
Capture.PNG (36.38 KiB) Viewed 34382 times

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 23 Jun 2020, 15:03

Mattheholic444 wrote:
23 Jun 2020, 10:19
Bridge Tiles don't get deleted when the Axe falls down.
]Piranha Plant and its Dry Variant Graphics is seemingly off-centered.
1. You need to use the bridge property.
I tested it and the ones in the smb mappack work fine. I also made custom bridge tiles (with the bridge property) and they worked from any height

2. You need to redo your piranha sprites because i changed the layout.

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 23 Jun 2020, 20:28

Bug Report:
Custom enemies like Jumping plants or normal plants or fire plants are glitched. Just load up the smw or the smb3 dlc and you should see them appearing in front of the pipe (and a static sprite where the enemy is spawned).

On a related note, SMB3 plant sprites are broken cuz of the new layout.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 23 Jun 2020, 21:04

TheSkullCreeper! wrote:
23 Jun 2020, 20:28
Bug Report:
Custom enemies like Jumping plants or normal plants or fire plants are glitched. Just load up the smw or the smb3 dlc and you should see them appearing in front of the pipe (and a static sprite where the enemy is spawned).
Those are bad custom sprite layouts, its not a bug
and:
Capture.PNG
Capture.PNG (2.77 KiB) Viewed 34344 times

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 23 Jun 2020, 22:42

Screenshot1.png
Screenshot1.png (5.3 KiB) Viewed 34335 times
Screenshot2.png
Screenshot2.png (9.87 KiB) Viewed 34335 times

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 23 Jun 2020, 23:01

TheSkullCreeper! wrote:
23 Jun 2020, 22:42
Screenshot1.png
Screenshot2.png
Your graphics card doesn't support scissors (cutting off a sprite)

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 24 Jun 2020, 02:37

There's definitely something wrong.
tiles.png
tiles.png (549.57 KiB) Viewed 34315 times
Screenshot_20200623-203155.png
Screenshot_20200623-203155.png (50 KiB) Viewed 34315 times

Mattheholic444
Posts: 2
Joined: 11 Mar 2017, 13:56
Contact:

Post » 24 Jun 2020, 06:55

Is there anyway for custom music to have a sped-up version WITH an intro? Thanks
Edit:
Also after being sped-up the music takes a long time to get started.
Edit 2:
Decided to send all the tracks I was experimenting with....
music.zip
music
(2.08 MiB) Downloaded 132 times

User avatar
Alexis0159
Posts: 24
Joined: 02 Jan 2020, 23:41

Post » 24 Jun 2020, 07:08

TheSkullCreeper! wrote:
24 Jun 2020, 02:37
There's definitely something wrong.
tiles.png
Screenshot_20200623-203155.png
Maybe this tileset has reached the limit (Not literal), it is very big for me.

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 24 Jun 2020, 08:33

TheSkullCreeper! wrote:
24 Jun 2020, 02:37
There's definitely something wrong.
tiles.png
Screenshot_20200623-203155.png
That’s because the tileset is way too big to read (Mari0 can only handle a 10,000 by 10,000 pixle sheet, or else it will break)

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 24 Jun 2020, 15:04

Evan.F wrote:
24 Jun 2020, 08:33
TheSkullCreeper! wrote:
24 Jun 2020, 02:37
There's definitely something wrong.
tiles.png
Screenshot_20200623-203155.png
That’s because the tileset is way too big to read (Mari0 can only handle a 10,000 by 10,000 pixle sheet, or else it will break)
Its 374 x 6222.

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 24 Jun 2020, 18:53

alesan99 wrote:
22 Jun 2020, 19:58
UPDATE 13 RELEASE
Image

It's finally here.
I've added a ton of stuff. The biggest ones are clear pipes and tracks.
There's a lot of quality of life improvements like a better editor.
DLC is fixed too, though you can't download in-game anymore because I no longer have a way to host maps.

This update took way too long to make so don't expect another one any time soon.
Major Additions:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
ADDED Custom enemy properties
ADDED Custom powerup options "makesmarioshoot"
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
All Changes:

Code: Select all

-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
	"fireenemy": SAME_AS_CUSTOM_ENEMIES (Put enemies folder in character folder)
	"smallducking": false,
	"swimpushframes": 1 (number of frames mario has when pushing in water)
	"smallduckingframes": 0,
	"fenceframes": 2,
	"nopointing": false,
	"noportalgun": false,
	"aimwithoutpointing": false,
	"breaksblockssmall": false,
ADDED Custom enemy properties
	"animationtriggerondeath": "NAME OF ANIMATION TRIGGER",
	"mushroomifmariosmall": "NAME OF MUSHROOM ENEMY",
	"meltice": true, (melt when touched by enemies with "meltsice")
	"transformtrigger": "melt",
	"instantkill": true, (Kills player instantly)
	"snapxtogrid": true,
	"snapytogrid": true,
	"snapxtogridoffset": 0,
	"snapytogridoffset": 0,
	"trackable": false
	 "trackplatform": true, (will carry stuff when on a track)
	 "trackoffsetx": 0,
	 "trackoffsety": 0,
	 "trackspeed" 3,
	 "trackgraboncenterofobject": true, (can only collide with tracks touching its center)
	 "ignoretrackgraboncenterofobject": false, (will not automatically give it the property above)
	 "trackgravity": 40, (gravity of object after its released from track (dont add property if you want default))
	 "rotatetowardstrackpath": true, (will rotate in the direction its going in on the track)
	 "rotatetowardstrackpathoffset": 0, (how many radians will be added to the rotation)
	 "dontpasstracked": true, (enemy wont stay on track after transforming)
	 "dontreturnmaskontrackrelease" true, (will not collide with tiles after being forced off tracks (only useful with custom timers))
	 "transformtrigger": "trackturnaround",
	"spawnonload": true, (will spawn as soon as level starts, instead of when its onscreen)
	"pushmariowhenstomped": false, (use if mario needs to stomp an enemy
		that isn't killed when stomped once, but mario dies when stomping)
	"xrelativetocamera": 0, (stay in the same posistion of the camera)
	"yrelativetocamera": 0,
	"stompbounce": true, (makes mario bounce off enemy instead of killing it)
	 "stompbouncesound": true, (makes sound when mario stompbounces off enemy)
	 "stompbouncex": 1, (pushes mario horizontally, like when stomping a koopaling in a shell)
	"dontspawnnearcheckpoint": true,
	"makesmariostarduration": 12,
	"treattransformasdeath": true, (don't use unless neccesary: triggers things like deathsound even if the enemy 			didn't die)
	"starthomingrotationtowardsplayer": true, (homing enemy will start facing player)
	"upsidedownifhomingrotationright" true,
	"blowrange": [x, y, w, h], (moves entities if inside the range)
	 "blowchecktable": ["player"]
	 "blowspeedx": 0,
	 "blowspeedy": 0,
	 "blowminspeedx": -60, (minimum speed of enemy inside blowrange)
	 "blowmaxspeedx": 60,
	 "blowminspeedy": -60,
	 "blowmaxspeedy": 60,
	 "blowstaticenemies": false, (should it blow static enemies)
	 "blowstrong": false, (don't use unless neccesary, will force entities to move without changing speed)
	"blowable": true, (can be blown by enemies that have blowrange?)
	"throwntimeendonfloorcollide"
	"platformcollisionup": true,
	"platformcollisiondown": true,
	"platformcollisionleft": true,
	"platformcollisionright": true,
	"offsetYadjust": true, (automatically shifts sprites 8px up by default)
	"hollow": true, (entities won't collide if inside enemy)
	"bouncy": true, (bounces player)
	 "bouncyontop": true,
	 "bouncyonbottom": true,
	 "bouncyonsides": true,
	 "bouncyonleft": true,
	 "bouncyonright": true,
	 "bouncyforce": 1
	 "bouncyforcex": 1
	 "bouncyforcey": 1
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "sticktonearestplayer": true,
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	"teleportplayer": true, (or player number) (will teleport mario to enemy)
	 "teleportnearestplayer": true,
	 "teleportplayeroffsetx": 0,
	 "teleportplayeroffsety": 0,
	 "teleportplayerspeedx": 0, (speed of the player after teleporting)
	 "teleportplayerspeedy": 0,
	"movetotoponpassivecollide": true, (enemy gets teleported to the top of object it's inside)
	"gel": 1, (sets gel on any tiles it touches)
	"pipespawnmax": true, (how many times it can be spawned by pipe, until the spawned ones are killed)
	"extremeautodelete": true (enemy won't despawn offscreen, but it will despawn if it falls out of the map)
	"releasespeedx": 2, (speed after enemy exits a vertical clear pipe or a pipe spawner)
	"lifetimerandoms": [1, 2, 3],
	"movement": "chase" (think: monty mole, basically the follow movement, but without the weird lakitu stuff)
	 "chasespeed": 3.5, (same name as hammerbros' chasespeed, technically a different property)
	 "chaseacceleration": 14,
	 "chasespace": 2, (how far mario has to be for it to turn around)
	 "chasebounceforcex": 6 (force when enemy hits a wall)
	 "chasebounceforcey": 6
	 "chasespeedy": 3.5, (Same as above, except for vertical chasing)
	 "chaseaccelerationy": 14,
	 "chasespacey": 2,
	"dontenterclearpipes": true, (wont go into clear pipes)
	"killsinsideclearpipes": true, (will kill mario if inside a clear pipe)
	"sticktonearestplayer": true,
	 "sticktoplayeroffsetx": 0,
	 "sticktoplayeroffsety": 0,
	"blockportaltile": true, (blocks portals from going through its spawned tile)
	"dontremoveblockportaltileondeath": true, (will continue to block portals in a tile after death)
	"breaksflipblocks": true,
	"onlymovewhenhomingrotationatplayer": true, ("homing" movement will only move when facing player)
	"onlymovewhenhomingrotationatplayerthreshold": 0.1,
	"dontchangehomingrotationwhenmoving": true,
	"homingatenemy": ["goomba"], (will follow closest custom enemy)
	"bouncesonenemykill": true, (enemy will bounce when it kills another enemy, use bounceforce)
	"friction": 80, (will stop enemy from sliding. also doable by setting truffleshuffle speed to 0)
	"boss": true, (will cause axe to break bridge, like with bowser)
	"supersize": true, (can you make it huge with the supersize entity?)
	"description": "", (will be shown in the entity list in the editor)
	"rightclickmenumutlipleproperties": true, (needs "rightclickmenutable" too!, will set multiple properties "rightclickmenu": [[["propertyname1", value],["propertyname2", value], ...], ...])
	"queueanimationtrigger": true, (use with "animationtriggerondeath", will let the animation finish if its currently playing)
	"doesntflyawayonstomp": true, (if stompanimation is disabled, the enemy won't fly away when stomped)
	"enemykillsdontflyaway": true, (the enemies it kills will just dissappear)
	"transformenemyanimationondeath": "TRANSFORMANIMATION", (will trigger a "transform enemy" animation)
	"nodropshadow": true,
	"customtimer": [
		[1, ["random", "speedx"], [1,2,6,7]], (picks a random value from an array)
		[1, ["set", "speedx"], ["property", "speedy"]] (sets property to an existing property)
		[1, "spawnenemy"], (if enemy uses spawnsenemy, this will force it to spawn an enemy)
		]
ADDED Custom powerup options "makesmarioshoot": {
	"enemy": ["enemy1", "enemy2", ..], (you can give an property a table now) (left -> right, if one gets 	fired the next in line won't get fired)
	"max": [2, 3, ..],
	"button": ["run", "use",..],
	"killonbuttonrelease": false,
	"playerspeedx": 0, (knockback)
	"playerspeedy": 0, 
	"holdbutton": ["down",false, ..],
	"fireanim": "fire",
	"firequad": 1,
	"offsety": 0,
	"ride": false, (player will stick to enemy it fires)
	 "rideoffsetx": 0,
	 "rideoffsety": 0,
	 "rideactive": false, (is the player active while riding?)
	 "ridedrawable": false, (is the player visible while riding?),
	 "rideaftertransform": false, (will the player continue to stick after the enemy transforms?)},
	 "dontfirewhenriding": false, (should mario fire when riding enemy?)
	 "rideanim": "idle", (what animation mario has when riding enemy)
	 "ridequad": 1, (number of frame if needed)
	"sticktoplayer": true, (should the enemy stick to mario's position?)
	 "stickoffsetx": 0,
	 "stickoffsety": 0,
	 "stickanim": "idle"
	 "stickquad": 1,
	 "flipstickoffsetx": true,
	"size": 1, (must be this size in order to fire)
	"hat": 1, (add custom hats in hats mappack folder)
	"firewhenfalling": false,
	"firewhennotfalling": false,
	"firewhenhumping": false,
	"fireifducking": true, (should it still fire if mario is ducking?)
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
	Trigger: Player Lands
	Trigger: Player Hurt
	Trigger: When number is _ (Thanks to frostplays for the implementation idea)
	Condition: Player is size
	Condition: Button Held Down
	Condition: Require Keys
	Condition: If number is _
	"kill all enemies"
	"Make Player Grow"
	"set wind"
	"Disable Jumping"
	"Enable Jumping"
	"Animation Trigger"
	"Add keys"
	"Remove keys"
	"Set number"
	"reset numbers"
	"load level instantly"
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
TWEAKED Spawner and Tile Tool Right click Menues (Easier to use!)
TWEAKED Variations of Entities, many of them are now combined
TWEAKED Entity List Organization
TWEAKED Mappack Selection Loading
TWEAKED Portal Sprites (Added Spritesets, Some on/off states, gel ids)
TWEAKED Bigger Brushes (Just hold run and press run buttons, no assistmode)
TWEAKED Time Length in Mario Maker Physics
TWEAKED Yoshi (Can kill koopas, immune to spikes)
TWEAKED Energy Launcher Behavior (won't launch energy ball after it's caught)
TWEAKED Suspend Game (Game will be saved if you collected collectables, uses .json)
TWEAKED Background color rgb inputs (you can now slide them with your mouse)
TWEAKED Bullet Bill Cannons; will no longer spawn if blocked by tile
IMPROVED Turrets (Shooting collision is now accurate and reliable, can be blocked with boxes)
IMPROVED Big koopas (now break hard blocks)
IMPROVED Custom enemy "transformobjectcollide" and "transformenemycollide" (can now be tables)
IMPROVED Conveyer Belts with gel (its not perfect)
IMPROVED Editor Middle Click with entities (you can middle click an entity to copy it)
CHANGED Amps into fuzzies (you can still select amps in their right click menu)
CHANGED Hat Format (Now uses .json, allows for different directions)
CHANGED Rocky Wrench Sprites
CHANGED Big Mole and Amp Sprites
CHANGED Donut Falling Animation
CHANGED MEGA MARIO size
CHANGED Snow Spike Sprites
CHANGED Mario's Minecraft Sprites (Now its just a pickaxe overlay)
CHANGED Meteor behavior
CHANGED Raccoon Leaf Behavior
CHANGED Powerup suit Behavior (THEY BOUNCE NOW? THEY BOUNCE NOW.)
CHANGED Rip Van Fish water behavior (they will now have gravity once they exit water)
CHANGED Moles (inside ground is a right click option now)
CHANGED Splunkin, ninji, and rotodisc Sprites courtesy of subpixel
CHANGED Mario cape flying
CHANGED Custom powerup y offset (enemies will now spawn at the bottom of mario's hitbox by default)
CHANGED Boo Circle Formation to be easier to go through
CHANGED Excursion Funnels into the ones from SE (They used to be coded by me, but SE's are more functional)
FIXED Button Press Animations not working with Joysticks
FIXED givescoinondeath when transforming
FIXED Custom enemy max count for the third time
FIXED Editor Level Buttons being clicked when they're off screen
FIXED Entity Descriptions getting cut off
FIXED Para-goombas killing mario when being stomped
FIXED Lasers not melting frozen coins
FIXED "starttowardsplayerhorizontal" not working with homing enemies
FIXED Flagpole softlocking (the level will end after 8 seconds if mario doesn't go inside the castle)
FIXED Raccoon mario's tail not flipping shells
FIXED Boxes clipping through walls horizontally if portalled at really fast speeds
FIXED Online multiplayer starting suspended game instead of selected mappack
FIXED Custom entities image not loading
FIXED Enemies not turning around ledges on entity tiles
FIXED Portals not being removed by portal entity
REMOVED Upsidedown pirhana plant sprites
REMOVED A bunch of useless entities from entity list
REMOVED Quicksand

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


Resources:
CUSTOM CHARACTER TEMPLATE
Image
LINK CUSTOM CHARACTER

I've improved the Alesans Entities mappack, check it out.
Oh and there's new dlc too!

FAQ:
"You forgot the link powerup!!" Use the custom character I made. Want it to be exactly like smm2? Buy smm2.
"We NEED track splits, overlapping tracks, curves, and custom track speeds!!" No, you don't need them.
"You made boomerangs, propeller boxes, and cannon boxes wrong!" I added them before the smm2 update came out, I based the boxes off sm3dw. I am not redoing them.
"You didn't add everything from super mario maker 2!!!" I know.

https://i.imgur.com/waVytLk.png
I actually like this update.

That's too bad that you didn't include the right click option on Fuzzies to include Urchins (you know, from Super Mario World).

WanderingTedium
Posts: 40
Joined: 05 Mar 2012, 13:54

Post » 25 Jun 2020, 00:24

Can anyone let me know of an easy way to make certain entities start moving to the right on spawn? Like Goombas and spiked balls?

And is there a way to make entities remain in place permanently? Like I place one of Aidan's one-ways in an area, I leave the screen, and when I backtrack, the one-way is gone.

User avatar
NH1507
Posts: 211
Joined: 08 Nov 2018, 04:30

Post » 25 Jun 2020, 04:02

TheSkullCreeper! wrote:
24 Jun 2020, 02:37
There's definitely something wrong.
tiles.png
Screenshot_20200623-203155.png
How do people have the time to make these huge tilesets

I think it's because your tileset is too large. If not then I don't know what the problem is.
Last edited by NH1507 on 25 Jun 2020, 17:54, edited 1 time in total.

Arfan Eka
Posts: 10
Joined: 27 May 2020, 05:18

Post » 25 Jun 2020, 04:56

YAAAAAAAASSSSSS

User avatar
QÜ!/\/TÖ/\/
Posts: 63
Joined: 24 Sep 2019, 01:51
Contact:

Post » 25 Jun 2020, 12:44

here are some cheats to have fun with!

put this in the update function of your mario.lua for any version of AE

Code: Select all

if  love.keyboard.isDown("1") then

	self:star()
	end
if  love.keyboard.isDown("-") then
	self:grow(-1)
	end
if  love.keyboard.isDown("+") then
	
	end
if  love.keyboard.isDown("2") then
self.dkhammer = 16
		self.dkhammeranim = 0
		self.dkhammerframe = 1
	end
	if  love.keyboard.isDown("3") then
	self:grow(3)
	end
	if  love.keyboard.isDown("4") then
	self:grow(4)
	end
	if  love.keyboard.isDown("5") then
	self:grow(10)
	end
	if  love.keyboard.isDown("6") then
	self:grow(13)
	end
	if  love.keyboard.isDown("7") then
	self:grow(9)
	end
	if  love.keyboard.isDown("8") then
	self:grow(5)
	end

	if  love.keyboard.isDown("0") then
	self.speedy = 0			
	end
		if  love.keyboard.isDown("[") then
	self.gravitydir = "up"
	end
	if  love.keyboard.isDown("]") then
	self.gravitydir = "down"
	end
	
	if  love.keyboard.isDown(",") then
	self.gravitydir = "right"
	end
	if  love.keyboard.isDown(".") then
	self.gravitydir = "left"
	end
if  love.keyboard.isDown("9") then	
	for i2, v2 in pairs(objects) do
		
			for i, v in pairs(objects[i2]) do
				if v.freeze then
					if not objects["player"][i] then
					v:freeze()
					
					end
				end
			end
	end
end

User avatar
NH1507
Posts: 211
Joined: 08 Nov 2018, 04:30

Post » 25 Jun 2020, 18:05

QÜ!/\/TÖ/\/ wrote:
25 Jun 2020, 12:44
here are some cheats to have fun with!

put this in the update function of your mario.lua for any version of AE

Code: Select all

if  love.keyboard.isDown("1") then

	self:star()
	end
if  love.keyboard.isDown("-") then
	self:grow(-1)
	end
if  love.keyboard.isDown("+") then
	
	end
if  love.keyboard.isDown("2") then
self.dkhammer = 16
		self.dkhammeranim = 0
		self.dkhammerframe = 1
	end
	if  love.keyboard.isDown("3") then
	self:grow(3)
	end
	if  love.keyboard.isDown("4") then
	self:grow(4)
	end
	if  love.keyboard.isDown("5") then
	self:grow(10)
	end
	if  love.keyboard.isDown("6") then
	self:grow(13)
	end
	if  love.keyboard.isDown("7") then
	self:grow(9)
	end
	if  love.keyboard.isDown("8") then
	self:grow(5)
	end

	if  love.keyboard.isDown("0") then
	self.speedy = 0			
	end
		if  love.keyboard.isDown("[") then
	self.gravitydir = "up"
	end
	if  love.keyboard.isDown("]") then
	self.gravitydir = "down"
	end
	
	if  love.keyboard.isDown(",") then
	self.gravitydir = "right"
	end
	if  love.keyboard.isDown(".") then
	self.gravitydir = "left"
	end
if  love.keyboard.isDown("9") then	
	for i2, v2 in pairs(objects) do
		
			for i, v in pairs(objects[i2]) do
				if v.freeze then
					if not objects["player"][i] then
					v:freeze()
					
					end
				end
			end
	end
end
Cool!

Meculus
Posts: 66
Joined: 28 Apr 2020, 22:15

Post » 29 Jun 2020, 16:43

I love the new update!

Two questions:
1. Is there any way that I can test Co-Op levels without having to have two seperate instances of the game?
2. What is MagicDNS?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 29 Jun 2020, 16:44

Meculus wrote:
29 Jun 2020, 16:43
1. Is there any way that I can test Co-Op levels without having to have two seperate instances of the game?
Use normal multiplayer

EDIT: wait nevermind, i get what you mean. No there isn't a way.

Meculus
Posts: 66
Joined: 28 Apr 2020, 22:15

Post » 30 Jun 2020, 16:27

One more question: Can you make it so that in multiplayer, when a player dies, he goes back to the last checkpoint he touched, instead of to the other character?

Oh, by the way, I found a solution to my first problem: I basically run two copies of the app on my computer at the same time, and start a online multiplayer game on one of the apps, then have the other one join by using "localhost" as an ip address.

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 01 Jul 2020, 04:24

How do I change the gel color for the gelcannon?

User avatar
SubPixuru
Posts: 108
Joined: 29 Sep 2019, 20:00
Contact:

Post » 01 Jul 2020, 06:36

there's only two options, normal click for blue, right click for orange

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 01 Jul 2020, 16:57

Meculus wrote:
30 Jun 2020, 16:27
Oh, by the way, I found a solution to my first problem: I basically run two copies of the app on my computer at the same time, and start a online multiplayer game on one of the apps, then have the other one join by using "localhost" as an ip address.
You said "test" so i though you meant the level editor.

Just use normal local multiplayer, why are you using an online game?

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 04 Jul 2020, 20:30

The level editor on the Android version has been improved, but there are a few issues.
- No UNDO button (which is odd as there's a graphic for it)
- Right Click menus are impossible to use (except for things where you type), as you can bring it up but can't select anything (so no warp doors or pipes)
-mWhen you tap once it acts like a curser hovering over it, tap again and you can select stuff (and with scroll bars, its extremely annoying)
- Drop down menus are annoying, as you have to GUESS where the option you want to select is (and with custom graphics, you have to guess where the scroll bar is)

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 05 Jul 2020, 00:27

TheSkullCreeper! wrote:
04 Jul 2020, 20:30
- Right Click menus are impossible to use (except for things where you type), as you can bring it up but can't select anything (so no warp doors or pipes)
Not sure what you're talking about, i can use them just fine. I know android users who haven't had issues either
TheSkullCreeper! wrote:
04 Jul 2020, 20:30
- Drop down menus are annoying, as you have to GUESS where the option you want to select is (and with custom graphics, you have to guess where the scroll bar is)[/collapse]
Can't you just look? Or are you say that its to small to pick options with fingers?

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 05 Jul 2020, 18:09

alesan99 wrote:
05 Jul 2020, 00:27
TheSkullCreeper! wrote:
04 Jul 2020, 20:30
- Right Click menus are impossible to use (except for things where you type), as you can bring it up but can't select anything (so no warp doors or pipes)
Not sure what you're talking about, i can use them just fine. I know android users who haven't had issues either
TheSkullCreeper! wrote:
04 Jul 2020, 20:30
- Drop down menus are annoying, as you have to GUESS where the option you want to select is (and with custom graphics, you have to guess where the scroll bar is)[/collapse]
Can't you just look? Or are you say that its to small to pick options with fingers?
A. The menus come up, but when I try to select an option, it exits the menu.
B. Tap once: Highlights Drop down menu button. Tap again: Menu drops down. Then Tap an option: exits drop down menu without selecting option.

DadsamG
Posts: 7
Joined: 29 Jul 2018, 23:55

Post » 05 Jul 2020, 19:23

Using Tiles > Objects on Background Layer don't works will acts as if the background mode is not activated

NoName
Posts: 1
Joined: 07 Jul 2020, 15:56

Post » 08 Jul 2020, 07:33

I had a suggestion for an update when you feel like making one:
Properties that only works when supersized (Ex: breakshardblockswhensupersized)

User avatar
SubPixuru
Posts: 108
Joined: 29 Sep 2019, 20:00
Contact:

Post » 08 Jul 2020, 08:38

yeah that would be a good idea, but the name is a bit too long

User avatar
Detronicle
Posts: 49
Joined: 12 Oct 2017, 14:49

Post » 08 Jul 2020, 09:47

Speaking of supersized properties...

Code: Select all

* "transformsupersized": true - The enemy remains supersized after transforming, requires "supersize": true for each enemy to transform.

* "spawnenemysupersized": true - Supersized enemy will spawn supersized enemies as well, requires "supersize": true for spawned enemies.

* "spawnenemyoffsetxsupersize": true - Offsets spawning from supersized enemy.

* "spawnenemyoffsetxsupersize": integer - If you want to change the spawning offset in case you're not satisfied with the above property.

* "spawnenemyoffsetysupersize": true - Same as above, except vertical alignment.

* "spawnenemyoffsetysupersize": integer - Same as above, except vertical alignment.

* "extremebreakblock": false - Instead of bouncing away after hitting a breakable block, the shell enemy continues sliding through until hitting an unbreakable block.

* "extremebreakblockwhensupersized": true - Same as above, except only works when supersized.

* "stompsupersizedsplit": true - Splits into two smaller versions after stomping a supersized enemy. Think Big Goombas.

* "breaksflipblockswhensupersized": false - Self-explanatory.

* "supersizehealth": integer - If supersized, uses this property instead of "health".

* "supersizestomphealth": integer - If supersized, uses this property instead of "stomphealth".

* "supersizeshothealth": integer - If supersized, uses this property instead of "shothealth".

* "stompsupersizebounce": true - Bounces away Mario without affecting the enemy when stomp while supersized. Think Big Dry Bones.

* "killsenemieswhensupersized": false - Can kill other enemies that collides with it if supersized. (I don't think there's any sort of SMM2 enemy that does this though.)
Last edited by Detronicle on 09 Jul 2020, 16:23, edited 1 time in total.

User avatar
UnoffThrower2
Posts: 72
Joined: 03 Jun 2020, 04:14

Post » 09 Jul 2020, 01:27

SubPixuru wrote:
08 Jul 2020, 08:38
yeah that would be a good idea, but the name is a bit too long
Yup, I'm sure "BreakSupersized" would work just as well.

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