The Enemy Respositorium

Mapping related threads and questions go in here!
User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 30 Jul 2019, 22:42

They're done
GIF.gif
GIF.gif (504.21 KiB) Viewed 21496 times

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 03 Aug 2019, 09:53

And here's the sprites and code.
enemies.zip
(8.73 KiB) Downloaded 344 times
Contains Pinopi and Stingby. Give me your opinions of the enemies
Last edited by Evan.F on 03 Aug 2019, 14:03, edited 1 time in total.

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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
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Post » 03 Aug 2019, 12:08

all the currant enemy's for my new mappack, 24 more rooms.

enjoy!!
Image

Code: Select all

base=goomba
{
	"turnaroundoncliff": true,
	
	"resistsice": true,
	
	"autodelete": false
}
Image

Code: Select all

base=goomba
{
	"width": 0.75,
	"height": 1.75,
	
	"transforms": true,
	"transformtrigger": "stomp",
	"transformsinto": "goombastack1",
	
	"turnaroundoncliff": true,
	
	"resistsice": true,
	
	"autodelete": false
}
Image

Code: Select all

base=goomba
{
	"width": 0.75,
	"height": 2.75,
	
	"transforms": true,
	"transformtrigger": "stomp",
	"transformsinto": "goombastack2",
	
	"turnaroundoncliff": true,
	
	"resistsice": true,
	
	"autodelete": false
}
Image

Code: Select all

base=goomba
{
	"width": 0.75,
	"height": 3.75,
	
	"transforms": true,
	"transformtrigger": "stomp",
	"transformsinto": "goombastack3",
	
	"turnaroundoncliff": true,
	
	"resistsice": true,
	
	"autodelete": false
}

Image

Code: Select all

{
	"quadcount": 3,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationstart": 1,
	"animationframes": 2,
	"animationspeed": 0.4,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 3,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"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,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"gravity": 0,
	
	"autodelete": false
}

Image

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationstart": 1,
	"animationframes": 2,
	"animationspeed": 0.4,
	
	"transforms": true,
	"transformsinto": "shell",
	"transformtrigger": "stomp",
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"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,
	
	"offsetX": 6,
	"offsetY": 11,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"gravity": 0,
	
	"autodelete": false
}

Image

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"stompanimation": false,
	
	"truffleshufflespeed": 3,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 1.5,
	"height": 1.5,
	
	"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,
	
	"offsetX": 12,
	"offsetY": -1,
	"quadcenterX": 16,
	"quadcenterY": 16,
	
	"health": 15,
	
	"transforms": true,
	"transformtrigger": "death",
	"transformsinto": "bossgoombamad"
}

Image

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,
	
	"truffleshufflespeed": 4,
	"truffleshuffleacceleration": 8,
	
	"bounces": true,
	"bounceforce": 4,
	"gravity": 30,
	
	"quadno": 1,
	
	"width": 1.5,
	"height": 1.5,
	
	"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,
	
	"offsetX": 12,
	"offsetY": -1,
	"quadcenterX": 16,
	"quadcenterY": 16,
	
	"health": 15
}


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Qwerbey
Posts: 1282
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Post » 03 Aug 2019, 23:40

Hmm, I shoulda made a currant enemy in Qwertylevels, what with all the fruits.

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Britdan
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Post » 18 Aug 2019, 15:16

ONE WAYS!

Capture.PNG
Capture.PNG (8.37 KiB) Viewed 21605 times

this conatins the four one ways form SMM / SMM2 (made by me)
and 4 mini variations (made by Xanderrock98)

download = https://www.dropbox.com/sh/n7c9vxn1eqdz ... -XvDa?dl=0

(redownload, did some modifications)

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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
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Post » 05 Sep 2019, 22:21

NEW SUPER MARIO MAKER 2 STUFF!
(for alesan99's entities V12 and up)

https://www.dropbox.com/sh/jslshp77o7ws ... aVMxa?dl=0

Code: Select all

Contains...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
(let me know if you need anything else)

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 06 Sep 2019, 19:58

Aidan wrote:
05 Sep 2019, 22:21
(let me know if you need anything else)
how about the hiding lakitu

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Britdan
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Post » 07 Sep 2019, 12:18

Evan.F wrote:
06 Sep 2019, 19:58
Aidan wrote:
05 Sep 2019, 22:21
(let me know if you need anything else)
how about the hiding lakitu
What's that?

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 07 Sep 2019, 12:43

Aidan wrote:
07 Sep 2019, 12:18
Evan.F wrote:
06 Sep 2019, 19:58
Aidan wrote:
05 Sep 2019, 22:21
(let me know if you need anything else)
how about the hiding lakitu
What's that?
I'm not sure about the name, but they're lakitus that throw spines from inside a pipe or behind a wall. They were in SMW and I believe there were other uses too.

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 08 Sep 2019, 17:39

I've got something other enemies which will actually help me.
4matsy gave me the idea for having certain totems in the batadon stage jump out to chase the player (these totems are on the level layer) how can I make them leap off the pole when the player gets near without ground.


Also the upwards and sideways fire for dino torch

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alesan99
Posts: 2335
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Post » 08 Sep 2019, 18:13

Evan.F wrote:
08 Sep 2019, 17:39
I've got something other enemies which will actually help me.
4matsy gave me the idea for having certain totems in the batadon stage jump out to chase the player (these totems are on the level layer) how can I make them leap off the pole when the player gets near without ground.
"transformtrigger": "playernear"
"playerneardist": 3,
Evan.F wrote:
08 Sep 2019, 17:39
Also the upwards and sideways fire for dino torch
Make the dino spawn fire enemies and give them lifetimes so they disappear

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Britdan
Posts: 680
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Post » 13 Sep 2019, 20:00

NEW SUPER MARIO MAKER 2 STUFF! (V2)
(for alesan99's entities V12 and up)

https://www.dropbox.com/sh/mm1l59cbzlok ... Nmbsa?dl=0

Code: Select all

New...
     - skull raft
     - blue skull raft
Old...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
Coming Soon...
     - Mario maker style bill launcher
(let me know if you need anything else)

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 23 Sep 2019, 18:44

Aidan wrote:
13 Sep 2019, 20:00
NEW SUPER MARIO MAKER 2 STUFF! (V2)
(for alesan99's entities V12 and up)

https://www.dropbox.com/sh/mm1l59cbzlok ... Nmbsa?dl=0

Code: Select all

New...
     - skull raft
     - blue skull raft
Old...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
Coming Soon...
     - Mario maker style bill launcher
(let me know if you need anything else)
I've got it!!!
the falling blue platform

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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
Contact:

Post » 23 Sep 2019, 20:10

Evan.F wrote:
23 Sep 2019, 18:44
Aidan wrote:
13 Sep 2019, 20:00
NEW SUPER MARIO MAKER 2 STUFF! (V2)
(for alesan99's entities V12 and up)

https://www.dropbox.com/sh/mm1l59cbzlok ... Nmbsa?dl=0

Code: Select all

New...
     - skull raft
     - blue skull raft
Old...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
Coming Soon...
     - Mario maker style bill launcher
(let me know if you need anything else)
I've got it!!!
the falling blue platform
easy

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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
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Post » 23 Sep 2019, 20:37

NEW SUPER MARIO MAKER 2 STUFF! (V3)
(for alesan99's entities V12 and up)

https://www.dropbox.com/sh/49lna4e5hu0a ... 59Y3a?dl=0

Code: Select all

New...
     - bill launcher
     - item launcher (can be customised for any item, read "about item launcher" below)
     - blue falling platfrom
Old...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
     - skull raft
     - blue skull raft
Coming Soon...
     - nothing for now
inside the item launcher.json will be some properties that you can change

Code: Select all

- quick edits

    - "spawnEnemy" - what it spawns
    - "spawnEnemyDelays" - how long between shots
    - "spawnMax" - how much can spawn before it stops until one is killed
    
- not satifyed?

    - "spawnEnemySpeedX" - how fast it exits the cannon
    - "gravity" - how fast the launcher falls
    
(their are more you can change their just the most useful)
    
(let me know if you need anything else)

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Evan.F
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Joined: 15 Jun 2019, 21:10

Post » 23 Sep 2019, 20:52

I'm surprised how well the Blue Platform works

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Evan.F
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Post » 28 Sep 2019, 20:11

I've noticed that Mario has a hard time getting off the blue platform while making the Pipe Level.

go fix

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alesan99
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Post » 29 Sep 2019, 00:25

Evan.F wrote:
28 Sep 2019, 20:11
I've noticed that Mario has a hard time getting off the blue platform while making the Pipe Level.

go fix
platformfall.zip
(1.51 KiB) Downloaded 246 times

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Evan.F
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Post » 29 Sep 2019, 19:34

how can I stop a enemy from turning around?

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Britdan
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Post » 29 Sep 2019, 20:11

Evan.F wrote:
29 Sep 2019, 19:34
how can I stop a enemy from turning around?
"facesPlayer": false,
most enemy properties are on https://stabyourself.fandom.com/wiki/Cu ... Properties

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Evan.F
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Post » 29 Sep 2019, 20:23

Aidan wrote:
29 Sep 2019, 20:11
Evan.F wrote:
29 Sep 2019, 19:34
how can I stop a enemy from turning around?
"facesPlayer": false,
most enemy properties are on https://stabyourself.fandom.com/wiki/Cu ... Properties
I mean when hitting a wall

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Qwerbey
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Post » 29 Sep 2019, 20:37

Use speedx instead of truffleshuffle.

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Evan.F
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Post » 02 Oct 2019, 22:06

Here's the Dino Rhino enemy. Could someone make it work better? so it behaves more like the original.
Dino Rhino.zip
(6.21 KiB) Downloaded 313 times

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Evan.F
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Post » 15 Oct 2019, 23:26

how can I make a forward facing squid. It's for a new enemy

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Evan.F
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Post » 14 Dec 2019, 01:15

I need help with custom timers, how am I supposed to set up this, I'm making the goat from Ducktales
NES,

Code: Select all

	"customtimer": [
					[0.1, "setanimationstart",1],
					[0.1, "settransforms",true],
					[99999999999,"setcustomtimerstage",0]
	],

Edit: okay, I've thought of an easier way to do this. My questions are now
1. can you give two values for animationspeed?
2 can an enemy become itself? (this is to restart the leap animation

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Qwerbey
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Post » 14 Dec 2019, 15:38

Try setting quadno and see if that works.

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Evan.F
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Post » 14 Dec 2019, 18:45

here's the crash
crash3.PNG
crash3.PNG (40.46 KiB) Viewed 19910 times

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Evan.F
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Joined: 15 Jun 2019, 21:10

Post » 15 Dec 2019, 21:53

here's the full code, keep in mind that the crash is the same as in the image
[code{
"quadcount": 2,

"movement": "truffleshuffle",

"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 2,
"animationspeed": [0.1,99],

"stompanimation": false,

"nospritesets": true,
"truffleshufflespeed": 4,
"truffleshuffleacceleration": 100,

"quadno": 2,

"width": 0.75,
"height": 1.5,

"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,

"transforms": false,
"transformsinto": "goat",
"transformtrigger": "floorcollide",

"bounces": true,
"bounceforce": 10,


"offsetX": 8,
"offsetY": 8,
"quadcenterX": 8,
"quadcenterY": 7,
"customtimer": [
[0.1, "settransforms",true],
[99999999999,"setcustomtimerstage",0]
],
"gravity": 20
}][/code]

forgot to copy the code in, sorry
Last edited by Evan.F on 15 Dec 2019, 23:26, edited 1 time in total.

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 15 Dec 2019, 23:26

made this as a reference to the David Thorne bank email seen here http://www.27bslash6.com/overdue.html
thornespider.png
thornespider.png (483 Bytes) Viewed 19888 times

Code: Select all

base=goomba
{
"givecoinondeath": 233.95,
"nospritesets": true
}
I value the enemy at $233.95 so trust that this settles the matter
regards, Evan

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alesan99
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Post » 16 Dec 2019, 00:46

animationspeed isn't a table

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Evan.F
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Joined: 15 Jun 2019, 21:10

Post » 16 Dec 2019, 20:39

Fixed it
goat.png
goat.png (841 Bytes) Viewed 19867 times

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	"animationtype": "none",
	"animationframes": 2,
	"animationstart": 2,
	"animationspeed": 0,
	
	"stompanimation": false,

	"nospritesets": true,
	"truffleshufflespeed": 4,
	"truffleshuffleacceleration": 100,
	
	
	"width": 0.75,
	"height": 1.5,
	
	"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,
	
	"transforms": false,
	"transformsinto": "goat",
	"transformtrigger": "floorcollide",

	"bounces": true,
	"bounceforce": 10,

	
	"offsetX": 8,
	"offsetY": 8,
	"quadcenterX": 8,
	"quadcenterY": 7,
	"customtimer": [
					[0, "setframe",2],
					[0.05, "settransforms",true],
					[0.1, "setframe",1],
					[9999999999999999999999999999, "setframe",1]
	],
	"gravity": 20
}
Compete with proper animation, does not like going backwards
goat.gif
goat.gif (110.84 KiB) Viewed 19867 times

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LoggyBr0sGaming
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Post » 22 Dec 2019, 01:57

i am making a coin that has a glitter effect upon collecting it. But it wont work This seems to be the place for this heres the code

Code: Select all

{
"playsound":"coin",
"RemoveOnMarioContact":true,
"quadcount": 2,
"kills": false,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"nospritesets": true,
"quadno": 1,
"width": 1,
"height": 1,
"static": true,
"active": true,
"category": 5,
"emancipatecheck": true,
"transformtrigger": "collide",
"transforms": true,
"transformsinto": "spark",
"givecoinondeath": 1,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"gravity": 0
}

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 22 Dec 2019, 10:01

"playsound":"coin",
"RemoveOnMarioContact":true,

I'd say you forgot spaces Loggy, but you didn't really elaborate on what the problem is from a testing perspective

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LoggyBr0sGaming
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Post » 22 Dec 2019, 16:40

Coin Glitter Update
I made the coin the coin works the sparkle works
but when i collect the coin it stops Mario mid air like a wall was there for 0.1 second
heres my code
Sparkle coin

Code: Select all

{
"playsound":"coin",
"quadcount": 2,
"kills": false,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"nospritesets": true,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": true,
"active": true,
"category": 5,
"emancipatecheck": true,
"transformtrigger": "collide",
"transforms": true,
"transformsinto": "spark",
"givecoinondeath": 1,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"gravity": 0
}
sparklingcoin.png
sparklingcoin.png (211 Bytes) Viewed 19743 times
Sparkle

Code: Select all

{
"movement": "none",
"gravity": 0,
"quadcount": 4,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 4,
"animationspeed": 0.1,
"lifetime": 0.4,
"nospritesets": true,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 0,
"mask": [	false, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
"width": 1,
"height": 1,
"offsetX": 8,
"offsetY": 0,
"autodelete": true,
"light": 1,
"weight": 0
}
spark.png
spark.png (518 Bytes) Viewed 19743 times
Gif
Here's a gif but it doesn't show it well it skips frames
coin.gif
coin.gif (2.39 MiB) Viewed 19743 times

User avatar
Britdan
Posts: 680
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Post » 22 Dec 2019, 17:18

LoggyBr0sGaming wrote:
22 Dec 2019, 16:40
Coin Glitter Update
I made the coin the coin works the sparkle works
but when i collect the coin it stops Mario mid air like a wall was there for 0.1 second
heres my code
Sparkle coin

Code: Select all

{
"playsound":"coin",
"quadcount": 2,
"kills": false,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"nospritesets": true,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": true,
"active": true,
"category": 5,
"emancipatecheck": true,
"transformtrigger": "collide",
"transforms": true,
"transformsinto": "spark",
"givecoinondeath": 1,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"gravity": 0
}
sparklingcoin.png
Sparkle

Code: Select all

{
"movement": "none",
"gravity": 0,
"quadcount": 4,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 4,
"animationspeed": 0.1,
"lifetime": 0.4,
"nospritesets": true,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 0,
"mask": [	false, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
"width": 1,
"height": 1,
"offsetX": 8,
"offsetY": 0,
"autodelete": true,
"light": 1,
"weight": 0
}
spark.pngGif
Here's a gif but it doesn't show it well it skips framescoin.gif
this isn't half bad...

also SMM2 enemies V4 coming soon...-

User avatar
LoggyBr0sGaming
Posts: 54
Joined: 15 Aug 2019, 16:57
Contact:

Post » 22 Dec 2019, 18:54

Aidan wrote:
22 Dec 2019, 17:18
LoggyBr0sGaming wrote:
22 Dec 2019, 16:40
Coin Glitter Update
I made the coin the coin works the sparkle works
but when i collect the coin it stops Mario mid air like a wall was there for 0.1 second
heres my code
Sparkle coin

Code: Select all

{
"playsound":"coin",
"quadcount": 2,
"kills": false,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"nospritesets": true,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": true,
"active": true,
"category": 5,
"emancipatecheck": true,
"transformtrigger": "collide",
"transforms": true,
"transformsinto": "spark",
"givecoinondeath": 1,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"gravity": 0
}
sparklingcoin.png
Sparkle

Code: Select all

{
"movement": "none",
"gravity": 0,
"quadcount": 4,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 4,
"animationspeed": 0.1,
"lifetime": 0.4,
"nospritesets": true,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 0,
"mask": [	false, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
"width": 1,
"height": 1,
"offsetX": 8,
"offsetY": 0,
"autodelete": true,
"light": 1,
"weight": 0
}
spark.pngGif
Here's a gif but it doesn't show it well it skips framescoin.gif
this isn't half bad...

also SMM2 enemies V4 coming soon...-
But is there any way to fix the problem of Mario stoping when he hits the coin

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Dec 2019, 22:37

i would assume the sparkle being solid is probably an issue

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 22 Dec 2019, 23:10

alesan99 wrote:
22 Dec 2019, 22:37
i would assume the sparkle being solid is probably an issue
You fix this by removing collision masks

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 23 Dec 2019, 00:12

Evan.F wrote:
22 Dec 2019, 23:10
You fix this by removing collision masks
"active": false
is easier

the coin should be static as well

User avatar
Detronicle
Posts: 49
Joined: 12 Oct 2017, 14:49

Post » 23 Dec 2019, 12:31

[AE] Woollet Bill

These Bullet Bill cousins hail from Yoshi's Woolly World. They fly like their normal variants, but leave a trail of wool/cloud for Mario to step on as temporary platform. You could go make them spawn with the EnemySpawner entity and slap on some Bill Blaster tile. Requires Alesan's Entities mod to work, due to the way how the cloud trail performs.
woolletbill
woolletbill.png
woolletbill.png (2.86 KiB) Viewed 19716 times

Code: Select all

{
	"quadcount": 1,
	
	"spawnoffsety": -0.0625,

	"movement": "none",
	"killsonbottom": true,
	"killsonsides": true,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 8,
	"starttowardsplayerhorizontal": true,
	
	"spawnsenemy": "woolletbillcloud",
	"spawnenemydelays": [0.1],
	"spawnenemyspeed": 0,
	"spawnenemyoffsety": 0.1,
	
	"width": 1,
	"height": 0.875,
	
	"static": false,
	"active": true,
	
	"gravity": 0,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 8,
	"offsetY": 1,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"customscissor": [0, 0, 1, 1],
	"invertedscissor": true,
	
	"spawnsound": "bulletbill"
}
woolletbillcloud
woolletbillcloud.png
woolletbillcloud.png (2.82 KiB) Viewed 19716 times

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	"stompable": false,
	"kills": false,
	
	"animationtype": "none",

	"platform": true,

	"resistsfire": true,
	"resistsstar": true,
	"resistsenemykill": true,
	"laserresistant": true,
	"notkilledfromblocksbelow": true,
	"jumpsfromblocksbelow": false,
		
	"quadno": 1,
	
	"width": 1,
	"height": 0.75,

	"nospritesets": true,
	
	"static": true,
	"active": true,
	
	"lifetime": 3,
	
	"category": 4,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"dontmirror": true,

	"offsetX": 8,
	"offsetY": 4,
	"quadcenterX": 8,
	"quadcenterY": 8,

	"customtimer":
[[0.5, "setdrawback", false]],

	"drawback": true,
	
	"ignoreleftcollide": true,
	"ignorerightcollide": true,
	"ignorefloorcollide": true

}
Notes:
~ Using POW Blocks can destroy the clouds, so don't use them if they could become a detrimental obstacle to your level (unless that's the gimmick).
~ Only Mario (or the player character) can step on the clouds. If you want other enemies to hop right away, go change the masks.
~ Fireballs will simply pass through the cloud. I'm not sure what would happen if you changed the cloud's collision, since I didn't bother with that.

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 23 Dec 2019, 13:12

Detronicle wrote:
23 Dec 2019, 12:31
[AE] Woollet Bill

These Bullet Bill cousins hail from Yoshi's Woolly World. They fly like their normal variants, but leave a trail of wool/cloud for Mario to step on as temporary platform. You could go make them spawn with the EnemySpawner entity and slap on some Bill Blaster tile. Requires Alesan's Entities mod to work, due to the way how the cloud trail performs.
woolletbillwoolletbill.png

Code: Select all

{
	"quadcount": 1,
	
	"spawnoffsety": -0.0625,

	"movement": "none",
	"killsonbottom": true,
	"killsonsides": true,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 8,
	"starttowardsplayerhorizontal": true,
	
	"spawnsenemy": "woolletbillcloud",
	"spawnenemydelays": [0.1],
	"spawnenemyspeed": 0,
	"spawnenemyoffsety": 0.1,
	
	"width": 1,
	"height": 0.875,
	
	"static": false,
	"active": true,
	
	"gravity": 0,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 8,
	"offsetY": 1,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"customscissor": [0, 0, 1, 1],
	"invertedscissor": true,
	
	"spawnsound": "bulletbill"
}
woolletbillcloud
woolletbillcloud.png

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	"stompable": false,
	"kills": false,
	
	"animationtype": "none",

	"platform": true,

	"resistsfire": true,
	"resistsstar": true,
	"resistsenemykill": true,
	"laserresistant": true,
	"notkilledfromblocksbelow": true,
	"jumpsfromblocksbelow": false,
		
	"quadno": 1,
	
	"width": 1,
	"height": 0.75,

	"nospritesets": true,
	
	"static": true,
	"active": true,
	
	"lifetime": 3,
	
	"category": 4,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"dontmirror": true,

	"offsetX": 8,
	"offsetY": 4,
	"quadcenterX": 8,
	"quadcenterY": 8,

	"customtimer":
[[0.5, "setdrawback", false]],

	"drawback": true,
	
	"ignoreleftcollide": true,
	"ignorerightcollide": true,
	"ignorefloorcollide": true

}
Notes:
~ Using POW Blocks can destroy the clouds, so don't use them if they could become a detrimental obstacle to your level (unless that's the gimmick).
~ Only Mario (or the player character) can step on the clouds. If you want other enemies to hop right away, go change the masks.
~ Fireballs will simply pass through the cloud. I'm not sure what would happen if you changed the cloud's collision, since I didn't bother with that.
Great enemy! I'm making small agustments to fit it in SM16 at the moment

User avatar
LoggyBr0sGaming
Posts: 54
Joined: 15 Aug 2019, 16:57
Contact:

Post » 23 Dec 2019, 17:47

alesan99 wrote:
23 Dec 2019, 00:12
Evan.F wrote:
22 Dec 2019, 23:10
You fix this by removing collision masks
"active": false
is easier

the coin should be static as well

Code: Select all

{
"movement": "none",
"gravity": 0,
"quadcount": 4,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 4,
"animationspeed": 0.1,
"lifetime": 0.4,
"nospritesets": true,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 0,
"active": false,
"mask": [	false, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
"width": 1,
"height": 1,
"offsetX": 8,
"offsetY": 0,
"autodelete": true,
"light": 1,
"weight": 0
}
}
That didnt work where do i put the "active": false ?

User avatar
LoggyBr0sGaming
Posts: 54
Joined: 15 Aug 2019, 16:57
Contact:

Post » 23 Dec 2019, 17:47

LoggyBr0sGaming wrote:
23 Dec 2019, 17:47
alesan99 wrote:
23 Dec 2019, 00:12
Evan.F wrote:
22 Dec 2019, 23:10
You fix this by removing collision masks
"active": false
is easier

the coin should be static as well

Code: Select all

{
"movement": "none",
"gravity": 0,
"quadcount": 4,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 4,
"animationspeed": 0.1,
"lifetime": 0.4,
"nospritesets": true,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 0,
"active": false,
"mask": [	false, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
"width": 1,
"height": 1,
"offsetX": 8,
"offsetY": 0,
"autodelete": true,
"light": 1,
"weight": 0
}
}
That didn't work where do i put the "active": false ?

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 23 Dec 2019, 18:56

LoggyBr0sGaming wrote:
23 Dec 2019, 17:47
That didnt work where do i put the "active": false ?
It doesn't matter where you put properties
coinsparkle.zip
(3.04 KiB) Downloaded 257 times

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LoggyBr0sGaming
Posts: 54
Joined: 15 Aug 2019, 16:57
Contact:

Post » 23 Dec 2019, 18:57

alesan99 wrote:
23 Dec 2019, 18:56
LoggyBr0sGaming wrote:
23 Dec 2019, 17:47
That didnt work where do i put the "active": false ?
It doesn't matter where you put properties
coinsparkle.zip
thanks

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LoggyBr0sGaming
Posts: 54
Joined: 15 Aug 2019, 16:57
Contact:

Post » 23 Dec 2019, 21:59

Hey Aidan in your smm2 pack are you going to add checkpoints?

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 23 Dec 2019, 22:25

LoggyBr0sGaming wrote:
23 Dec 2019, 21:59
Hey Aidan in your smm2 pack are you going to add checkpoints?
um... you cant make checkpoints and even if you mean as a background entity, tiles can do that perfectly - including animation

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Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
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Post » 23 Dec 2019, 23:34

LoggyBr0sGaming wrote:
23 Dec 2019, 21:59
Hey Aidan in your smm2 pack are you going to add checkpoints?
i can't in V4 as it is done but maybe in V5
also, exactly like evan f said it won't be functional

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Britdan
Posts: 680
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Post » 24 Dec 2019, 20:23

NEW SUPER MARIO MAKER 2 STUFF! (V4)
(for alesan99's entities V12.1 and up)

https://www.dropbox.com/sh/uxigdvdi5xlq ... 6tAQa?dl=0

Code: Select all

New...
     - arrows (with all 8 directions [right click])
     - snow arrows (with all 8 directions [right click])
     - starting arrow (normal and snow [right click])
     - blue spike top (made by alesan, 2 directions [right click])
     - blinking blocks (place down bbred and bbblueoff and none others for normal results)
     - IMPROVED launcher (multiple items [right click])
     - red launcher (multiple items [right click]) [i](please note, homing bill option still not available)[/i]
     - bobomb
     - saw
Old...
     - 10 coin (with custom sound effect)
     - 30 coin (with custom sound effect)
     - 50 coin (with custom sound effect)
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill (with directions [right click])
     - homing banzai bill (with directions [right click])
     - skull raft
     - blue skull raft
     - blue falling platform (updated to alseans)
Coming Soon...
     - sideways piranha plant
(let me know if you need anything else)

User avatar
Detronicle
Posts: 49
Joined: 12 Oct 2017, 14:49

Post » 25 Dec 2019, 12:31

Aidan wrote:
24 Dec 2019, 20:23
NEW SUPER MARIO MAKER 2 STUFF! (V4)
(for alesan99's entities V12.1 and up)

https://www.dropbox.com/sh/uxigdvdi5xlq ... 6tAQa?dl=0

Code: Select all

New...
     - arrows (with all 8 directions [right click])
     - snow arrows (with all 8 directions [right click])
     - starting arrow (normal and snow [right click])
     - blue spike top (made by alesan, 2 directions [right click])
     - blinking blocks (place down bbred and bbblueoff and none others for normal results)
     - IMPROVED launcher (multiple items [right click])
     - red launcher (multiple items [right click]) [i](please note, homing bill option still not available)[/i]
     - bobomb
     - saw
Old...
     - 10 coin (with custom sound effect)
     - 30 coin (with custom sound effect)
     - 50 coin (with custom sound effect)
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill (with directions [right click])
     - homing banzai bill (with directions [right click])
     - skull raft
     - blue skull raft
     - blue falling platform (updated to alseans)
Coming Soon...
     - sideways piranha plant
(let me know if you need anything else)
Oh goodie.

Though the bobomb seems missing from the zip. Just saying because right now I'm trying to figure out how to make custom bobombs.

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