Credits for the Not Pacman port go to Felix Dumenil.
That leaves Ortho Robot and Not Tetris 2. Ortho Robot is really not a problem but I want to update the game a little and thought this would be a nice occasion. As soon as I have that done I will update all downloads for it.
Not Tetris 2 is a little trickier because one of the box2d (the physics engine) functions got removed and I don’t feel like reprogramming big parts of that game right now. There’s an effort to do it by someone else though, so maybe that’ll get updated for OSX 10.9 soon as well.
If you have any problems with the new OSX versions, drop a comment or send us an email so we can fix that as soon as possible!
So around 3 days ago, Apple released their newest OS to the X called Mavericks (10.9), and it breaks every game on this website.
We are aware of this and will hopefully update all the OSX downloads with a fix very soon.
I might actually take the opportunity and update at least some of the old games a little, we’ll see. Until then!
Some time ago, I added animated tiles which loop through frames endlessly and can add a lot to a mappack if done right.
Then about a week ago, I made it so the animated tiles can have different properties (like collision or underwater) on each frame, which would allow you to make those megaman blocks that disappear and are a general pain in the ass (unless you use jet rush..)
Yesterday I went and made those tiles triggerable with the input/output system in Mari0 and now you can do quite a lot with them.
This can be done completely with the tools Mari0 SE gives you. No programming or modding required.
The tile itself looks like this:
Which looks like this animated:
To set the delay and whether the tile should wait for a trigger or loop forever, there’s a .txt file next to the image.
You can set every frame’s delay or any number of delays which will repeat throughout the animation
The gif at the top is built up like this:
The [!] blocks are animated tile triggers, the things above them are delayers which delay an input for X seconds, and the thing at the top left is a square wave input (which just stays ON for X seconds and then stays OFF for Y seconds). The triggers can trigger more than 1 tile at once, don’t worry. I just had to use one trigger per tile for this wave effect.
So the square wave starts sending a signal which is delayed between each trigger by a small amount of time, and the triggers then switch between “on” and “off” all the time, which plays and reverses the animated tiles. Additionally, there’s an AND gate in the gif so the button toggles this whole thing. This is all made ingame.
So there you have it! Animated tiles which you can trigger however you want and then have them part of puzzles or whatever.
Bonus gif! Using another square wave input and a NOT gate.
While we were at gamescom, the people of the Pandora, which is a linux based handheld, had a booth 50 meters from us. At one point one of them, PitSeb, came over to us to show us that he ported Not Pacman to his Pandora (You can read about that over here).
Since then, he has created a package for Mari0 so that if you find yourself in the possession of such a device, you can now find Mari0 in the Pandora repo.
Here it is. 974 players completing the level. We would’ve had more, but at some point getting the high score became really serious business so there was probably about 1000 game resets after the first 3 jumps didn’t work out.
You should watch it in 1080p for a crisp overview of the action. Many options of publishing this video were considered, but it turned out that an embedded 4800 pixels wide, 55 MB gif is not exactly optimal.
Without further ado, lots of Marios. We spared you the thunderous sounds of jumping.
If you’re interested in more Gamescom 2013 stats and Time Trials highscores, check them at our forums.
Remember those 1000 replays of Mario running through the time trial level we collected at Gamescom? Well we’ll have the fully rendered video soon, and here’s a little preview for now:
And it’s done! We ended the week pretty tired but it was worth it. We met some old friends, made some new, and confused everyone else. A lot of Marios were killed, a lot of pellets were eaten, a big pile of tetris pieces were cut into pieces without any rhyme or reason and we collected nearly 1000 runs of our Time Trial level. The number would be much greater if it weren’t for those pesky speedrunners trying to set the top time (and us doing the same).
We’ll be posting some Gamescom statistics in the next few days. For now, pictures!
See all the pictures here!
It’s time for the biggest gaming event on the planet that dwarves even E3 and The International: Gamescom! And we’re not just saying that because we’ll be appearing there with playable games, but it’s kind of a big deal for everyone: new gaming consoles and VCRs are getting released soon and it is the rematch round for the fight of the titans.
But yes, we’re at Gamescom 2013 and you can play our games there. If you’re coming to Gamescom it will be a great opportunity to play some of our games.
For more information, check here!
One of the most requested editor features (and who am I to judge?) is the ability to place coins on any tile. Currently, coins are a tile themselves so placing one on a background hill or similar doesn’t work.
But that changes NOW! Coming with Mari0 SE is the long awaited ability of putting coins literally everywhere. Wanna put that mushroom kingdom gold in a bush? Heck yeah! Wanna put coins on the tile a goomba spawns on? For sure!
You can even put a coin on Mari0’s spawn position so it immediately gets picked up. Does that make a whole lot of sense? No! Is it awesome nonetheless? You bet your sweet ass it is!
Anyway, back to watching The International 3. Go Mousesports!
What’s up everyone! Here’s the main thing that I’ve been working on for the past 3 days during the live streams: The animation system! Or scripted sequences or something. I’m not sure what to call it yet.
It’s basically a Warcraft 3 Trigger Editor inspired GUI where you can set triggers, conditions and actions which will then play out during the level. In the above animation, it will first disable the controls, then make players walk to the right, wait half a second and so on.
The result looks like this:
Any ideas for actions that should be pickable?