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License: Do What The F*ck You Want To Public License
Mari0: Alesan99's Entities
License: Do What The F*ck You Want To Public License
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.
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.
Ability to change glados sounds
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.
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?)
Music changers don't work with any music that has characters used for level data ( - , . )
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.
this is about things that arent very biggie, but it can help with customization in certain aspects
graphical:
sounds:
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!
Currently, these elements do nothing to interact with each other. Allowing funnels to redirect pellets and rockets would open up plenty of new puzzle opportunities.
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.
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.
It was their function in Portal 2 as a test element before they were cut, the player would place a portal under a vent and use it to suck things through the portal.
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
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.
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.
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.
I hope these come helpful! Thanks!
Characters should have a seperate set of frames for when they are running at full speed maybe (think sonic)
(slope: num .. tilemap(x,y))
Currently the game only checks if a block has collision in some cases.
Currently, the only way to redirect rockets is to use portals. This makes sense as an interaction, and would open up new puzzle opportunities.
Edgeless safety cubes already do this, so Propulsion Gel painted cubes should be able to do it too, just like they can in Portal 2.
Instead of using fireball.png, fireworks should use a seperate graphic.
Maybe the same for firebars.
BACKWARDS COMPATIBILITY NEEDED
"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
Currently, enemies can only react to gel in general, and can't differentiate between the different gel types. Seeing as the different gels have vastly different properties, this would be a good feature to have for custom enemies in Portal mappacks
"you should fix the offets for riding an enemy while ducking. Standing and then riding will be normal but ducking while riding will have the player spawn a block higher instead. Can you please fix that? It is pretty broken"
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.
Swimming should work like how it does in smb3
Optional new frames: swimming up and down
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:
This would give region triggers some more flexibility and usefulness for map design.
Self-explanatory. Faith plate can be mounted on walls and ceilings in Portal 2, however they can only be placed upright in Mari0
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.
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
"-Also enemies that kill but not on all sides won't come to a stop on enemies they touch, even on nonlethal
sides"
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