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alesan99 avatar greatbritdan avatar kantimplora avatar nnbnh avatar qixils avatar val-int1 avatar williamfr0g avatar

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mari0_ae's Issues

SMW Flip blocks don't stop spinning correctly

In SMW, if you hit a flip block, then stand inside the flip block while its still spinning, it will not stop spinning until the space inside the block is clear. In Mari0, the block will stop spinning regardless of whether something is still inside it, which can lead to enemies getting stuck inside the block, or in extreme cases, allow the player to clip through walls.

Option to update animated tiles in-game

Animated tiles don't update until reloading the mappack, which is annoying when tweaking, updating, or adding new animated tiles. A button in the custom section to quickly reload animated tiles would be quite convenient.

A way to unsnap the grid size of region trigger boundaries

Region trigger boundaries currently snap to half-tile(8px) increments. However, through text editing, it is possible to set them to any size and shape, regardless of whether they actually fit the 8x8 grid size. Some way to disable grid snapping and set the region size in 1px increments in the editor would be useful in some scenarios. Perhaps holding down CTRL while changing a region trigger's boundary could disable grid snapping.

Allow player to cut the death animation and levelscreen short by pressing space

Upon dying in Mari0, you must wait about 6 seconds for the death animation and the levelscreen to end. If death isn't common, then it's not a big issue, but in harder mappacks where the player is dying a lot, this can be very annoying. Allowing the player to press space to skip over the death animation, and press space to cut the levelscreen short, would be quite convenient.

Optional: Allow the levelscreen to stay until the player presses space(possibly via per-mappack setting?)

Double-click sliders to input precise values

When creating levels, it's very difficult to get precise values. For many cases, this isn't much of a problem, as being off by a few decimal values won't change much. However, some entities; particularly Delayers, and setups that need precise timing, such as to sync with Animations; will be almost impossible to set properly in-game.

I've had this as a replacement in my own personal mod of Mari0: SE, and it does genuinely make setting up precise entities easier.

I think the simplest way to implement this would be as a Nitpick, but it could also be useful as a hotkey in the editor.

More spritesets; More castleflag frames; New sounds

this is about things that arent very biggie, but it can help with customization in certain aspects

graphical:

  • spritesets for the rest of enemies who dont have it (and maybe animated upfire :p)
  • smallfont and oneup having spritesets, this allows for things like tan score seen in the original nes game
  • coinblockanimation having more space/remade quads to fit in new graphics without compressing
  • enhanced castleflag (spritesets, 4 frames like flagpole one has and 16x16 canvas size)

sounds:

  • add ability to change sounds like iceball, ice breaking from them
  • new sounds (can be muted if needed): spring, coming out of a pipe (every edit of smb1 had it, may need some timer in the code?)
  • maybe a sound for yoshi egg breaking (a nes one exists from another game you could use)

if u can add these, itd make the mod awesomer than what it is rn hehe. nonetheless, thanks for this mod alesan and all these years of hard work!

"No drop shadow" tile property

It's a niche tile property, but it'd be useful to have in several scenarios, such as having background scenery that intersects with slopes, etc. creating weird drop shadows where the foreground tiles end and the background tiles begin.

Toggle entity

An entity that toggles on/off upon receiving an input. Pretty self-explanatory. Right now, toggling is annoying to do in Mari0 normally, so having a logic entity to do it more easily would be good.

Change version numbering

There probably needs to be a change in how versions are numbered.
Probably a simple date addition (v13c 4-21)

Also need to re-arrange the settings menu so it actually fits

Custom used block sprites

Right now, the only way to customise used blocks is by editing the used blocks in smbtiles.png. This limits the mappack creator to 4 used blocks, with only one of them being usable per level/sublevel, and tying used block variants to the spriteset, causing problems with other entities using spritesets.

Custom used blocks could potentially work similarly to the way custom block debris work - a separate image titled "usedblocks.png" laid out horizontally like an animated tile. The coinblock tile property on the coinblock custom tile is given a specific color, tying it to the used block marked with the same color on usedblocks.png, just like custom block debris correspond to a same-colored breakable property on the custom brick blocks.

A way to differentiate portals from different IDs

Right now, every pair of portals shares the same colors, with no visual indicator to differentiate them. This could be done in multiple ways. Allowing each pair of portals to have their own color could work, but would require its own menu/GUI. Another solution would be to add a floating number in front of each portal, corresponding with the ID. This could be enabled on a level-by-level basis, for maps that have multiple portal pairs.

Reflectiveness Tile Property

A property for tiles to be reflective, so if the player or any other entity stands on top of a tile with this property, their sprite will appear vertically mirrored under the player or entity. I don't know how good of an idea this is or if it's too complicated, but thanks for reading.

Lasers & Semisolids; New animations: ducking, P-Meter, Health

  1. Ceiling Barriers amongst the wind
    It can definitely be an issue whenever wind is enabled and you have ceiling stoppers
    Because of the awkward way wind works and is set up, the player can walk through the barriers without any problem.
  2. Lasers through semi solids
    This is not really much of an issue but I'm not sure if this was an oversight or if it had nothing to do with you but lasers don't pass through semi solids.
  3. Ice physics
    Alright, I know what you're probably thinking but I'm not talking about characters,
    I'm talking about the Enemies!
    It would be a helpful feature have ice properties like "HasIceFriction": "IceFriction": and "Slippery":
  4. Some "KillsEnemies": and "ResistEnemyKills" issues
    There's a few issues that I stumbled across making when huey's adventure.
    First of all, when you enable KillsEnemies on "enemy 1" while "enemy 2 has ResistEnemyKills and transformation contact with "enemy 1" It insteads completely forgets how to transform and nothing happens. Another issue is when KillsEnemies is mixed together with ResistEnemyKills it displays
    some very fucked up results if touches another deadly enemy. Your score count will increase significantly it also lags the game which is both hilarious and broken
  5. More Animation customization
    I'm not saying that there isn't enough already but it would be helpful
    if you add at least two or 3 more.
    I think you should add disable ducking and stop ducking just so cutscenes work and function better! Another is cancel Pmeter and/or flight. Set health for players with stamina.

I hope these come helpful! Thanks!

Seperate firework graphic

Instead of using fireball.png, fireworks should use a seperate graphic.
Maybe the same for firebars.

BACKWARDS COMPATIBILITY NEEDED

enemy kills and transforming

"apparently if an enemy has kill enemies enabled it prevents other enemies from transforming upon that enemy"
i dunno what this means but i think it needs to be fixed

Animations to change the player's available portals and portal ID

Exactly what it says on the tin. An animation property that allows the player's available portals to be changed. You could enable/disable the player's blue and/or orange portals separately. You'd also be able to change the portal linkage ID, allowing for more portal pairs in the level.

Additional settings for region triggers

Currently, region triggers can be set to trigger upon the player, an enemy, or both, entering the region trigger. I propose a new menu system, and additional options for region triggers.

Options are now presented as checkboxes rather than a dropdown menu. Options could include:

  • Player
  • Enemies
  • Cubes
  • Energy Balls
  • Lasers
  • Light Bridges
  • Funnels

This would give region triggers some more flexibility and usefulness for map design.

More settings for energy ball launchers and catchers

  • Checkbox to allow energy ball launchers to continue producing new energy balls even if an energy ball enters a catcher
  • Checkbox to allow energy ball catchers to accept multiple energy balls, rather than deactivating upon receiving just one
  • Allow inputs to enable/disable an energy ball launcher. Green energy balls from green energy ball launchers will disappear and relaunch if a pedestal button linked to it is pressed. Otherwise, the energy ball will only be able to exist if the receiver is actively receiving an input(eg. from a button or laser emitter)

Make Music Not Restart When Going To A Sublevel (Please)

If you use the same music in different sublevels, it will restart when you go from one area to another. It would be nice if there was a way to make the music not restart, maybe a tick box after the music or even a word in the music's name.
(e.g.: "underground-norestart") and you put it in every map that uses it.

Use button for Android (And android button overhaul)

Android should have a seperate use button.

Android buttons should be overhauled in general. They should use classes instead of the current copy-pasted code.
This would allow for easy button re-arrangements

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