The Enemy Respositorium

Mapping related threads and questions go in here!
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Villager103
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Post » 02 Jun 2018, 07:01

Make a custom enemy that spawns the bullet bills, then place it on the cannon. You can fine-tune the timings, too. Alternatively, you could also use the enemy spawner entity.

edit: new page yay

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Qwerbey
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Post » 02 Jun 2018, 15:28

Nope. You'll need to make a custom launcher using either spawner entities or another custom enemy.

EDIT: Ninja'd

CoolJulianXD
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Post » 07 Jul 2018, 01:19

Request:
an goomba that spawns in goombas that spawn in goombas

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Qwerbey
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Post » 07 Jul 2018, 04:28

Image
http://blog.stabyourself.net/post/35343 ... r-mappacks
Maurice has the code all laid out for you there.

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alex gaah
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Post » 12 Jul 2018, 19:49

hey friends, hmmm i was asking myself if its any way to make a enemy jump only up, i got this code but i want it just jumps up, is that possible ?

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"nospritesets": true,
	
	"kills": true,
	"movement": "none",

	"jumps": true,
	"jumptime": 3,
	"jumpforce": 25,
	"jumpforcedown": 0.1,

	

	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}

CoolJulianXD
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Post » 02 Aug 2018, 01:28

I have no idea how to make a sprite fit in game i tried messing with offset and quadcenter but nothing works

Code: Select all


	"quadcount": 3,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 6,
	"truffleshuffleacceleration": 6,

	"category": 1,
	
	"stompable": false,
	"killsonsides": false,
	"killsonbottom": false,

	"turnaroundoncliff": true,
	"starttowardsplayerhorizontal": true,
	"spawnenemyspeed": 6,

	"resistsspikes": false,

	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.1,

	"transforms": true,
	"transformsinto": "humanhurt",
	"transformtrigger": "stomp",
	"width": 1.50,
	"height": 1.50,
	
	"offsetX": 4,
	"offsetY": 0,
	"quadcenterX": 1,
	"quadcenterY": 10,


	"autodelete": false
Im trying to make a toad npc that runs around here is the sprite:Image

Bonus question: how would i make an enemy jump once every few seconds with an jumping sprite?

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craftersshaftstuff
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Post » 03 Sep 2018, 22:52

It might be because because your sprites don't match up with your scaling. if width and height are 1.50 that means it's looking for a 32x32 image per frame.

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Qwerbey
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Post » 04 Sep 2018, 19:50

No, "width" and "height" determine the size of the bounding box, not the quad size. I think your problem is that you have one less spriteset row than you should (or maybe 2 more than you should, and you need "nospritesets").

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frostplays
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Post » 05 Sep 2018, 07:03

Hello people, why does an enemy with flyvertical movement never collide with the ground? I want it to be able to.

Oh, and re @CoolJulianXD, you need four rows of spritesets, not three, like everyone else said - the offset and quadcenter are for in-game rendering. As for jumping, I don't think the sprite part is possible without transforming into another enemy, but periodic jumping may be possible by setting speedY with a custom timer. Check the wiki if you're confused.

Edit: I changed your png for you.
Image
Last edited by frostplays on 06 Sep 2018, 11:27, edited 1 time in total.

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Qwerbey
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Post » 05 Sep 2018, 17:28

You can also modify "animationstart" with custom timers. I once did that to give my enemies simple idle animations.

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frostplays
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Post » 07 Sep 2018, 11:22

Is there a way to make an enemy render behind tiles?

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Qwerbey
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Post » 07 Sep 2018, 17:32

Make the tiles foreground.

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masterminer176
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Post » 30 Sep 2018, 22:00

I made a sledgebro! It doesn't stomp, it's just a big hammerbro essentially.

Here's the drive folder for the enemies

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Britdan
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Post » 22 Nov 2018, 23:39

i have been trying to add tracks as decoration but i cant get it to load correctly and it never works so i thought i would leave it to the experts.
ImageImageImageImage
ImageImageImageImage
even a little advice is appreciated.
[Edit: i have a detail to add. can you make them spawn on this block
[ ][ ][ ]
[ ][ ][ ]
[X][ ][ ]
[edit: iv figured it out now]

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Britdan
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Post » 25 Nov 2018, 17:02

wow after a lot of confusion and struggle i have it done.

TRACKS FROM MARIO MAKER
[aidanTP is not responsible for tracks that dont hold items like in mario maker]
there just to be used as a decoration. i'm using them for my next mappack so i thought i would post them
download 1 - only the tracks without track variation - e.g []----[] - 8 enemies
https://www.dropbox.com/s/0oib96y91nt7t ... 8.rar?dl=0
download 2 - all tracks includeing variation - e.g []----[] / ()----[] / []----() / ()----() 32 enemies
https://www.dropbox.com/s/8q80d9rzxibji ... 2.rar?dl=0
(sorry for bad names, i will update links in the future)

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Britdan
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Post » 09 Jan 2019, 00:08

I THINK I MIGHT HAVE A WAY TO MAKE ALL THE TRACK VARIATIONS WITH ONLY 9 ENEMIES!
IL KEEP YOU POSTED

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Britdan
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Post » 09 Jan 2019, 00:16

Removed
Last edited by Britdan on 25 Jan 2019, 21:49, edited 1 time in total.

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SirBaconIII
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Post » 09 Jan 2019, 11:11

I get this crash whenever I try to make a goomba that throws goombas yes, I used the above code
Error

JSON.lua:525: JSON.lua:240: expected string's opening quote at char 4 of: {
spawnsenemy = goomba,
spawnenemydelays = {0.2, 0.1, 1},
spawnenemyspeedx = -15,
spawnenemyspeedy = -20,
}


Traceback

main.lua:2951: in function <main.lua:2910>
[C]: in function 'assert'
JSON.lua:525: in function 'decode'
enemies.lua:81: in function 'loadenemy'
enemies.lua:28: in function 'enemies_load'
menu.lua:1496: in function 'loadbackground'
menu.lua:64: in function 'menu_load'
intro.lua:33: in function 'intro_update'
main.lua:1423: in function 'update'
[C]: in function 'xpcall'
Here is my code:

Code: Select all

base = goomba
{
 spawnsenemy = "goomba",
 spawnenemydelays = {0.2, 0.1, 1},
 spawnenemyspeedx = -15,
 spawnenemyspeedy = -20,
}
darn eastern time... now I have to wait to get an answer

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Qwerbey
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Post » 09 Jan 2019, 21:55

You have incorrect syntax. It should be:

Code: Select all

"spawnsenemy": "goomba",
instead of

Code: Select all

spawnsenemy = "goomba",

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SirBaconIII
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Post » 09 Jan 2019, 22:28

QwertymanO07 wrote:You have incorrect syntax. It should be:

Code: Select all

"spawnsenemy": "goomba",
instead of

Code: Select all

spawnsenemy = "goomba",
Now it doesnt crash but the enemy doesnt appear, but all the other enteties appear in the custom section of the enteties list (but they're unchanged)

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Qwerbey
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Post » 12 Jan 2019, 04:30

If you used my code verbatim, it won't work. You still need the braces to notate the enemy object. Here's the official page on JSON.

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Sky
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Post » 17 Jan 2019, 06:58

Was reminded that I never released these anywhere, so here's the enemies from Super Mario Bros. Special!
Image
Image
Image
https://www.dropbox.com/s/swqts1v6t5em9 ... s.zip?dl=1
Note that this doesn't include any of the powerups, since those either require complicated animations to set up, or are not possible to recreate accurately in Mari0.

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Tecminer
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Post » 25 Jan 2019, 21:27

Unexpected issue here, my enemy falls through solid tiles (not supposed to) and not just straight through but rather stops on every tile and then continues dropping

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.25,
	"stompanimation": false,

	"lifetime": 4.1,
	
	"spawnsenemy": "explosion",
	"spawnenemydelays": [4],

	"nospritesets": true,

	"stompable": false,
	"kills": false,

	"movement": "none",

	"width": 1,
	"height": 1,

	"offsetX": 8,
	"offsetY": 0,
	"quadcenterX": 8,
	"quadcenterY": 8
}

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Qwerbey
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Post » 26 Jan 2019, 01:28

Width and height must be a mutiple of 0.75.

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Tecminer
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Post » 26 Jan 2019, 11:36

So i can't really make an enemy with a collision box of 1 tile in width and height then?

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MagicPillow
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Post » 26 Jan 2019, 11:50

you can, but collisions will be borked to heck.

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Tecminer
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Post » 26 Jan 2019, 12:07

Has anyone mentioned this in the CE thread yet?

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alesan99
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Post » 26 Jan 2019, 13:28

Tecminer wrote:Has anyone mentioned this in the CE thread yet?
I already pushed out a fix for it. You might be on an old version

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Tecminer
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Post » 26 Jan 2019, 15:54

Downloaded CE 1.4, problem persists

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alesan99
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Post » 26 Jan 2019, 16:32

Tecminer wrote:Downloaded CE 1.4, problem persists
1.4 doesn't have the fix since it was released in November. You'll have to download the files for now until there's an official update.

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Tecminer
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Post » 26 Jan 2019, 17:10

Hadn't realized the löve release wasn't the latest build, that did fix it; thanks

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Britdan
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Post » 08 Feb 2019, 19:32

request - for mari0 64, chain chomp that dies when you jump on its head, any help is appreciated

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Britdan
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Post » 29 Mar 2019, 11:58

!HELP WANTED! CUSTOM ENEMY'S FOR SUPER MARIO WORLD Image Need help creating the many enemies for Super Mario World for two mappacks! even if its only one or two it will help, but looking for someone who I can work alongside to get the enemies I need! For More information please contact me via discord PM or through the forums PM or if you just have one or two please post here MANY THANKS!!!

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Evan.F
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Post » 15 Jun 2019, 23:26

Aidan wrote:
29 Mar 2019, 11:58
!HELP WANTED! CUSTOM ENEMY'S FOR SUPER MARIO WORLD Image Need help creating the many enemies for Super Mario World for two mappacks! even if its only one or two it will help, but looking for someone who I can work alongside to get the enemies I need! For More information please contact me via discord PM or through the forums PM or if you just have one or two please post here MANY THANKS!!!
I've got a working rex and a porcupuffer, though I am not sure if they work with SE.

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Britdan
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Post » 16 Jun 2019, 13:14

Evan.F wrote:
15 Jun 2019, 23:26
Aidan wrote:
29 Mar 2019, 11:58
!HELP WANTED! CUSTOM ENEMY'S FOR SUPER MARIO WORLD Image Need help creating the many enemies for Super Mario World for two mappacks! even if its only one or two it will help, but looking for someone who I can work alongside to get the enemies I need! For More information please contact me via discord PM or through the forums PM or if you just have one or two please post here MANY THANKS!!!
I've got a working rex and a porcupuffer, though I am not sure if they work with SE.
this is from 3 months ago, i'm not working on it anymore...

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Evan.F
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Post » 23 Jun 2019, 23:18

Here is some sprites I made of Pinopi/pionpi for MFGG. how would I be able to get the more 16-bit looking one to function like the original.
Pinopi.png
Pinopi.png (6.8 KiB) Viewed 22933 times

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Qwerbey
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Post » 24 Jun 2019, 01:27

I'm not familiar with it, so can you give a run down of what it's supposed to do?

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Evan.F
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Post » 24 Jun 2019, 13:02

forget this exists
Last edited by Evan.F on 24 Jun 2019, 13:41, edited 1 time in total.

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Evan.F
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Post » 24 Jun 2019, 13:04

Evan.F wrote:
24 Jun 2019, 13:02
Evan.F wrote:
23 Jun 2019, 23:18
Here is some sprites I made of Pinopi/pionpi for MFGG. how would I be able to get the more 16-bit looking one to function like the original.
Pinopi.png
No wonder. PInopi appear in the last world of Super Mario Land, known as the Chai kingdom. They hop after Mario. They only move while jumping ( they wait for around a second between hops). After being stomped on they behave like dry bones, getting back up a second or two after being stomped, continuing to hop after Mario

The Super 0'Brothers channel has a video of Pinopi in Mari0, so it's definitely possible
opps wrong quote

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Evan.F
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Post » 24 Jun 2019, 13:05

QwertymanO07 wrote:
24 Jun 2019, 01:27
I'm not familiar with it, so can you give a run down of what it's supposed to do?
No wonder. PInopi appear in the last world of Super Mario Land, known as the Chai kingdom. They hop after Mario. They only move while jumping ( they wait for around a second between hops). After being stomped on they behave like dry bones, getting back up a second or two after being stomped, continuing to hop after Mario

The Super 0'Brothers channel has a video of Pinopi in Mari0, so it's definitely possible

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Evan.F
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Post » 24 Jun 2019, 13:53

also is there a way of have a projectile be thrown based on Mario's position, like this
projectile infographic.png
projectile infographic.png (3.31 KiB) Viewed 22922 times

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Qwerbey
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Post » 25 Jun 2019, 00:38

For the Pinopi, you should have it throw an intermediary enemy towards the player that transforms back into the main one on floor collide, like a spiny egg. When stomped, it should transform into a unmoving enemy that doesn't collide with the player, then transforms back on a lifetime, just like Alesan's dry bones.

As for your projectile issue, I've had the same problem with Caustic, and I hadn't found a solution.

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Evan.F
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Post » 25 Jun 2019, 19:50

QwertymanO07 wrote:
25 Jun 2019, 00:38
For the Pinopi, you should have it throw an intermediary enemy towards the player that transforms back into the main one on floor collide, like a spiny egg. When stomped, it should transform into a unmoving enemy that doesn't collide with the player, then transforms back on a lifetime, just like Alesan's dry bones.

As for your projectile issue, I've had the same problem with Caustic, and I hadn't found a solution.
how do I make the enemy throw it?

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Evan.F
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Post » 25 Jun 2019, 21:25

Now the hopping variant crashes when used
[code]{
"quadcount": 5,

"movement": "truffleshuffle",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,

"animationtype": "frames",

"stompanimation": false,
"speedy": -20,

"transforms": true,
"transformsinto": "pinopistand",
"transformtrigger": "floorcollide",

"truffleshufflespeed": 3,
"truffleshuffleacceleration": 8,
"starttowardsplayerhorizontal": true,

"quadno": 1,
"nospritesets": true,

"width": 1,
"height": 1.001,

"static": false,
"active": true,

"category": 4,

"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],


"emancipatecheck": true,
"autodelete": true,

"bounces": true,
"bounceforce": 9,
"gravity": 25,

"offsetX": 8,
"offsetY": -0.5,
"quadcenterX": 8,
"quadcenterY": 8
[/code]

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Evan.F
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Post » 23 Jul 2019, 21:21

I am done with Pinopi, Now since then I have found the custom enemy properties page on the wiki and have learned some new things about the editor, so now I shall explain some stuff that most enemy packs dont use:

1. There is a true/false (boolean) property called “nofollowspeedup” which Disables the speedup enemies with the movement “follow” not to achieve a speed boost when mario walks past it.

2. There are two barely used movement properties in game. “Jump” is similar to bouncing but intended for the Hammer bro style of jumping and “chase” which is nofollowspeedup on a timer, once again intended for the hammer bro

3. Transforming enemies can be trigged by collistion with walls and ceilings as well as floor, and even by the player showing up.(this transform trigger, which I cant remember the name of, has inspered me to add a new enemy too my mappack... The Stinby from the 3d land/world games.)

4. Custom timers are a really complicated feature used in the diamond entity. I can see the timer be used for making more ambitious entetie such as an actual pinopi, fighter flies, a variety of bosses, etc

5. If you want a platform, categories box and platform (I think the were 4 and 15 respectively) will work.

And this is not all! The wiki has more useful information than the enemy documentation!

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Qwerbey
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Post » 24 Jul 2019, 13:44

Fun Fact: The only reason I listed the diamond enemy was because I had a picture of it on hand. It's one of the simpler uses as well, so that helped.

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Evan.F
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Post » 25 Jul 2019, 09:20

QwertymanO07 wrote:
24 Jul 2019, 13:44
Fun Fact: The only reason I listed the diamond enemy was because I had a picture of it on hand. It's one of the simpler uses as well, so that helped.
Wait you wrote the custom timer entry?

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Evan.F
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Post » 25 Jul 2019, 20:36

QwertymanO07 wrote:
24 Jul 2019, 13:44
Fun Fact: The only reason I listed the diamond enemy was because I had a picture of it on hand. It's one of the simpler uses as well, so that helped.
Also what are these other uses you implied...

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Qwerbey
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Post » 26 Jul 2019, 18:45

Yeah, I wrote much of the custom enemy documentation, as pieced together from Trosh and Alesan's prior work. Some of the other properties are really abstract, so they can get complicated fast. I can't think of any proper examples at this time, but maybe there's something from one of my mappacks.

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Evan.F
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Post » 27 Jul 2019, 09:34

I am making a Stingby now and I want to know if you can make a flying enemy wiggle vertically at the same time.

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