Fizzle's The Ultimate Guide to Making a Mario Party-like Map

This was originally just going to be how I make dice for my maps (thanks to ClicClac and others for that), but I decided to expand it to how I make each space work, and a guide for how you can, too. For now, it’s just the dice, but the other topics will be coming soon. Let me know if you see something that needs editing, and thank you to all the people who have helped me make these items, like ClicClac with the dice last year, and various others.

Dice (1-6 for this example)

Here is all you need to make a simple D6 dice:
-One Trigger
-One Game Overlay
-One Wire (connecting the game overlay to the trigger, but we’ll cover that later)
-Six Notifications (more or less depending on how many sides your dice shall have)


First, taking your Trigger, change it to these settings (I forgot to remove trigger when receiving on, you can use that instead of the wire):

Create a “When triggered…” block, and make the following code (change the back limit for the random integer if you want more or less sides)

Then enter your Game Overlay, and change it to these settings (if skipping the wire, change “When button clicked, transmit on” to roll):

If using the wire, connect the Game Overlay and Trigger with these settings:

Then inside of each notification, change the settings to this, but change the channel number and “You rolled a” number to the right one:

Then start the game. If you have done it right (and left the notification type to none), you should have this:

It will be random, but it may not seem like it all the time.

Spaces Left UI

You’ll need one Property, one Game Overlay, eleven triggers (each with a when triggered… block open), a zone (used for testing) and the dice set up to 1-10 from the previous tutorial.
First, go into your Property. Configure it to these settings:


Now, head into your Game Overlay. Make these settings in it:

Make a “When receiving on channel…” block and set it to your space decrease channel. Inside, make this block code:

Now take 10 of your triggers. Configure each of these like this below, but change the channel and the value added to the property in the block to the channels needed for 1-10:


Head into your testing Zone now. Configure it like this:

And finally, head into your final trigger. Make it like this:


That should do it! Now when you roll, it should add that total to that of spaces remaining (which could allow items to add numbers to it or let you roll more) and when entering or leaving a space, the number in the bottom right goes down one. If you have trouble with this, just let me know!

Not open to the public at the moment
More things are soon to come, but these take time to make and I’m not always free to troubleshoot.

I hope these guides help!

5 Likes

Nice but why did you put a lot in a

Blockquote?

thats really unique, i love mario party

I don’t know how to do the drop-down menu, I need a bit of help with that

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Summary

Like this?
Screenshot 2024-11-13 1.49.33 PM

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that’s a great start to make your guide better you should add more details like minigames and other Mario party quiities

I’m working on that part. I’ll be doing some of my mini games, as well as the spaces stuff and various other qualities of MP

2 Likes

Thanks G-Code549, I didn’t understand where the Hide Items thing was, but now I’ve edited the original post for it to be hidden in a summary. I’ll be adding space tips, item tips, and mini game tips soon enough, but for now, I’ll keep working on my own map.

Just a tip @Fizzle1491:
Your block code is way more complicated than it needs to be.
There’s this thing called concatenation, where we can simplify blocks further in cases like these. Here’s what your blocks could look like and produce the same result:

Broadcast message on channel | Random integer from [1] to [6]

Does that make sense? It will just broadcast what the integer is, saving a headache of code. I would suggest you click on the link to learn more about concatenation, and use this in the future where possible!

2 Likes

That would make it easier actually, I’ll change it around real quick. Thanks, Here_to_help, that actually solves a lot of my later problems for random wheels and spins
EDIT: The picture has been updated to work with 5 blocks, and works the same way. Concatenation for the win

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Uhh, you still made it a bit complicated. Get rid of the “Create Text With” block, it’s not needed. You can connect the Random integer block right to the channel block. Channels automatically broadcast in numbers (don’t ask, just something that’s apparently true), so this just needs to be 4 blocks.

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Very cool idea!

Whenever I attempt to attach the Broadcast Message on Channel block with the Random Integer from # to # block, they move away from each other and don’t connect. Am I doing this wrong, or is there a bug preventing me from doing this, @Bird?

That’s…
odd. I’ve never experienced that before. I honestly don’t know. It’s still fine the way you have it, so good job using concat!

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After all of the hubbub (and me getting promoted somehow :tada:), the Spaces Left UI has been added! Soon to come are Spaces, Board Events, and a mini game!

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I’m still having issues editing the top post with new sections, so this might have to be moved up by a Regular or Leader. Anyway, here are 5 NEW SECTIONS, all of them for spaces. They’re all in one summary right here, and no screenshots for the simplier ones.

Space Types
Blue Space

For the Blue Space, you’ll only need a button and an item granter, as well as your space. Place the button in the center of the space, and change it to display “Blue Space” instead of Interact. Then set the button to transmit on channel Blue. Go into your item granter, and set it to give 3 Cash to the triggering player when receiving on channel Blue. To make more spaces, just repeat the space and the button.

Red Space

Do what you did for the Blue Space, but instead, set the button to say Red Space and to transmit on channel Red, and for the item granter to remove 3 Cash instead on channel Red.

Event Space

This one will be different depending on the boards you pick. You’ll need a button, as well as anything else to trigger the “event”. Set the button to say “Event Space”, and to transmit on channel board name eventnumberevent. Replace what’s in italics with whats needed. Then, set the things needed to do your event (which I’ll describe later on) to activate when receiving on that channel.

Lucky Space

You’ll need a button, a trigger, and a few item granters here. Set the button to say Lucky Space, then send a message on channel Lucky when pressed. Go into the trigger, and make this code, as an example.


You can change the amount of outputs, but there will be more item granters. To explain what happens when it is triggered, the variable gets set to a number 1-6, then transmits on a channel from “Lucky1” to “Lucky6”, which we will continue on. In each of your item granters, pick a Lucky# channel, then set it to give Cash or (in my case) Gimberries depending on what is chosen. Here are some classic Mario Party examples of a lucky space outcome:
5 coins
7 coins
12 coins
15 coins
And some unvanilla ones
30 coins
1 star
Use these, and more, to your advantage when making this code.

Unlucky Space

Do what you did for the lucky space, but change the Luckies to Unluckies, and reverse the polarities on the outcomes.

I hope these help in your mapmaking!

I think you’re past the editing period.
Do you just want me to make it a wiki for you? It would give you unlimited editing time.

That would work, @Bird, that would help a good bit.

Done! Might want to put in there that it’s not for use by public (unless you want to open it up).

I bumped into a dice block