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 Post subject: Re: Engine
PostPosted: Sun May 05, 2013 3:05 pm 
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The only option I ever see happening is that I give the engine to someone I trust to make something amazing with it. But beyond that, no. Another reason is that the engine requires GM7, which is outdated, and a good amount of self-written (and not so well documented either) GM7 extensions (that also don't work with GM8+). And I have a completely new basic movement engine written before stripping all features out of this one, so it even if I wanted to release some kind of basic engine to help newcomers, Midas certainly is not that engine (and tbh, the movement engine in Midas isn't really that great compared to other stuff I made after it).

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 Post subject: Re: Engine
PostPosted: Thu May 16, 2013 12:00 am 
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For whatever reason, the game is unable to load more than one Lakitu per room, which as you can guess makes the Lakitu Lagoon level a bit tough to test (this loading issue seems to happen with Pokey as well). Also, is it possible to make Lakirang move a bit slower when he tries to match your location? Having him zip to it looks strange is all, although since the cloud you ride in is slow, maybe it won't be an issue, idk.

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 Post subject: Re: Engine
PostPosted: Thu Jul 11, 2013 1:12 am 
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Oh yeah, this isn't urgent or anything, just something i noticed (and almost forgot to report). For some reason when I went to fight Chummy, he wouldn't move. He just sat there where he originally spawned. It was weird.

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 Post subject: Re: Engine
PostPosted: Thu Jul 11, 2013 6:31 am 
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Hm strange, something I've done elsewhere probably caused this. Does it happen every time?

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 Post subject: Re: Engine
PostPosted: Thu Jul 11, 2013 10:13 am 
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Idk, I only tried it once, but I'll take another look.

EDIT- Yeah it looks like it's every time.

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 Post subject: Re: Engine
PostPosted: Tue Jul 23, 2013 1:10 am 
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Hey Guinea, just a heads up, I've finished a level and from what I can tell, it's good to go, all it needs is for the rooms to be connected or whatever it is. I have the actual warps and what not set up, the rooms just need to be added. Either way, I think it's a rather neat level (maybe a bit too ambitious), and I even made use of the neat train effect you added in (since it'd be a shame to limit it to only one level.)

Anyways, if you get a chance, please take a look and let me know what you think.

Oh, I also have a few more levels in mind that I can make which what I have at hand, plus I'm going to try and make all the casino rooms sometime soon.

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 Post subject: Re: Engine
PostPosted: Mon Jul 29, 2013 5:55 pm 
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Probably a dumb mistake on my part, but I keep getting this error on the sand castle level:
Quote:
___________________________________________
ERROR in
action number 1
of Other Event: Room Start
for object objTimeline:

Error in code at line 212:
gtl_new(tlPipe,0,0,arg[0],new_pipe,-new_pipe.propDirection,room_change);

at position 55: Unknown variable propDirection

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 8:43 am 
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That looks like you forgot to put a pipe in this room, or it doesn't have its properties properly set, or you link to the wrong pipe.

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 11:31 am 
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I just double checked and everything seems to be set up properly. If you have a moment and can take a look later, I'd appreciate it.

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 3:13 pm 
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Ok, fixed with some small additions.

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 3:27 pm 
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Guinea wrote:
Ok, fixed with some small additions.

First off, thanks for fixing that. If you don't mind me asking, what did I do wrong? I was looking for the issue for a while last night and I could figure it out.

Second, WHOA! That effect you added to the world 6 map (the second part of it) looks amazing, seriously, that is impressive. I'm almost wondering if we should use that effect on levels that are exclusively underwater (or for levels that are mainly underwater like the first half of the sub), mainly because it looks so cool, it'd be a shame to only use it once

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 3:31 pm 
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Haha, it's a really simple effect, but I'm glad you like it :)
We can maybe use it on all bodies of water, I'll check the possibilities...

EDIT: And done ;)

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 Post subject: Re: Engine
PostPosted: Tue Jul 30, 2013 5:56 pm 
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You two work fast.

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 Post subject: Re: Engine
PostPosted: Wed Jul 31, 2013 1:42 am 
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Hey Guinea, would it be possible to make it so that when under the effects of a pepper, all character's physics default to Marios? I ask this because those kinds of levels, unlike the rest, are meant to be played with a single way in mind, which makes it a lot harder to make the levels when you have Luigi floating around and Wario falling like a rock. It wouldn't be an issue but these levels are more about precession which can make things really tricky.

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 Post subject: Re: Engine
PostPosted: Wed Jul 31, 2013 2:28 pm 
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Yes, will do that.

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 Post subject: Re: Engine
PostPosted: Wed Jul 31, 2013 2:41 pm 
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Awesome, thanks. You may have seen the pepper section I made for the casino, lets just say that it would be nearly impossible to beat as is for anyone other than Mario (and possibly Waluigi). Granted, I may have gone a bit overboard because it's nearly impossible as Mario.

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 Post subject: Re: Engine
PostPosted: Sun Aug 18, 2013 10:54 pm 
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Hey Guinea, I found an interesting glitch. It's not in need of immediate attention, I just wanted to make this post so I don't forgot about it.
Image
If you pull back on Cataplant until it's at its limit, then start to walk forward... well, you get some interesting results. There also the issue of walking off a ledge while holding Cataplant, although I can fix that by adding a block near the edges provided you pop up at least one block when launched.

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 Post subject: Re: Engine
PostPosted: Mon Aug 19, 2013 4:55 am 
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^Ah right, known but forgotten bug. Both will be fixed.

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