The Enemy Respositorium

Mapping related threads and questions go in here!
WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 27 Aug 2022, 03:02

100% not Link
(Also I recommend you upload it as a zip if it's more than one enemy)
New page nice

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 27 Aug 2022, 12:38

Ok WilliamFrog, plus, we need a 24th page celebration for this topic.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 27 Aug 2022, 12:47

Never gonna give you up.
Rick Astley

Just now, I was making a video game of my series. All of a sudden, I decided to make this. Plus, credit to the "hidden ones lies awaken" mappack for teaching me how to make an advanced right-click menu. Plus, before you criticize me, here is the code AND the preview.

Code: Select all

{
	"description": "never gonna give you up",
	
	"quadcount": 4,
	"quadno": 1,
	"nospritesets": true,
	"drawback": true,

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

	"offsetX": 7.5,
	"offsetY": 41,
	"quadcenterX": 50,
	"quadcenterY": 50,

	"trackable": false,
	"dontenterclearpipe": true,
 
	"static": true,
	"active": true,

 	"emancipatecheck": false,
	"autodelete": false,

	"category": 27,
	"mask": [ 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, true],
 
	"gravity": 0,
	 
	"rightclick": [
		["text", "filter:"],
		["dropdown","filter",10,["1","2","3","4"],["no filter","invert","b&w","b&w invert"]]
	],
	"rightclickdefaults": ["1"],
	"rightclicktypes": ["num"],

	"customtimer": [
		[0,["if",["property","filter"],"==",1],"setframe",1],
		[0,["if",["property","filter"],"==",2],"setframe",2],
		[0,["if",["property","filter"],"==",3],"setframe",3],
		[0,["if",["property","filter"],"==",4],"setframe",4]
	],
	"dontloopcustomtimer": true
}
rickroll.png
rickroll.png (56.08 KiB) Viewed 16550 times
rickroll.zip
(53.71 KiB) Downloaded 219 times
Plus, this custom entity is free of errors, I tested it.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 17 Sep 2022, 09:54

Somewhat like SMB2...
Power-up Plant!

So I got the idea of making a plant that transforms into a specific power-up when carried. If the power-up lands on the ground, it will behave normal. This can work anywhere in any course. Plus, if you right-click the plant, a menu will pop up, you can select which power-up it will transform into.
plant.png
plant.png (445 Bytes) Viewed 16440 times

Code: Select all

{
	"quadcount": 7,
	"nospritesets": true,

	"animationtype": "frames",
	"animationframes": 7,
	"animationstart": 1,
	"animationspeed": 0.15,

	"carryable": true,
	"carryrange": [0, 0.5, 1, 0.5],

	"transforms": true,
	"transformtrigger": "carry",
	"transformsinto": "mushroomjump",

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

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

	"category":1,
	"resistseverything":true,
	"spawnonload":true,

	"drawback": true,

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

	"rightclick": [
		["text", "powerup:"],
		["dropdown","itemcarry",15,["1","2","3","4","5"],["super mushroom","1up","fire flower","super star","poison mushroom"]]
	],
	"rightclickdefaults": ["1"],
	"rightclicktypes": ["num"],

	"customtimer": [
		[0,["if",["property","itemcarry"],"==",1],["set","transformsinto"],"mushroomjump"],
		[0,["if",["property","itemcarry"],"==",2],["set","transformsinto"],"oneupjump"],
		[0,["if",["property","itemcarry"],"==",3],["set","transformsinto"],"flowerjump"],
		[0,["if",["property","itemcarry"],"==",4],["set","transformsinto"],"starjump"],
		[0,["if",["property","itemcarry"],"==",5],["set","transformsinto"],"poisonmushroomjump"]
	],
	"dontloopcustomtimer": true
}
powerup plant.rar
(6.35 KiB) Downloaded 247 times
Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 17 Sep 2022, 12:35

An SMB2 mini-boss?
Mouser

This boss was originated from SMB2. Just an hour ago, I got the idea of making Mouser. So I decided to import the Birdo entity to change it. This time, Mouser doesn't throw eggs, he throws bombs. I used the paint.net software to make the hurt sprite. If the bomb lands on anything, it will stop moving, if the bomb is thrown, it will go through walls like thrown eggs do. Download it now!
mouser.rar
(17.69 KiB) Downloaded 242 times
Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.

User avatar
GameMasterPDX
Posts: 11
Joined: 27 Mar 2022, 21:47

Post » 19 Sep 2022, 21:23

SankeySMM2 wrote:
17 Sep 2022, 09:54
Somewhat like SMB2...
Power-up Plant!

So I got the idea of making a plant that transforms into a specific power-up when carried. If the power-up lands on the ground, it will behave normal. This can work anywhere in any course. Plus, if you right-click the plant, a menu will pop up, you can select which power-up it will transform into.

plant.png

Code: Select all

{
	"quadcount": 7,
	"nospritesets": true,

	"animationtype": "frames",
	"animationframes": 7,
	"animationstart": 1,
	"animationspeed": 0.15,

	"carryable": true,
	"carryrange": [0, 0.5, 1, 0.5],

	"transforms": true,
	"transformtrigger": "carry",
	"transformsinto": "mushroomjump",

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

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

	"category":1,
	"resistseverything":true,
	"spawnonload":true,

	"drawback": true,

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

	"rightclick": [
		["text", "powerup:"],
		["dropdown","itemcarry",15,["1","2","3","4","5"],["super mushroom","1up","fire flower","super star","poison mushroom"]]
	],
	"rightclickdefaults": ["1"],
	"rightclicktypes": ["num"],

	"customtimer": [
		[0,["if",["property","itemcarry"],"==",1],["set","transformsinto"],"mushroomjump"],
		[0,["if",["property","itemcarry"],"==",2],["set","transformsinto"],"oneupjump"],
		[0,["if",["property","itemcarry"],"==",3],["set","transformsinto"],"flowerjump"],
		[0,["if",["property","itemcarry"],"==",4],["set","transformsinto"],"starjump"],
		[0,["if",["property","itemcarry"],"==",5],["set","transformsinto"],"poisonmushroomjump"]
	],
	"dontloopcustomtimer": true
}
powerup plant.rar
Are you ok with me sharing a edited version of this for my smb2 maker template thingy, I will give credit ofc

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 20 Sep 2022, 07:17

GameMasterPDX wrote:
19 Sep 2022, 21:23
SankeySMM2 wrote:
17 Sep 2022, 09:54
Somewhat like SMB2...
Power-up Plant!

So I got the idea of making a plant that transforms into a specific power-up when carried. If the power-up lands on the ground, it will behave normal. This can work anywhere in any course. Plus, if you right-click the plant, a menu will pop up, you can select which power-up it will transform into.

plant.png

Code: Select all

{
	"quadcount": 7,
	"nospritesets": true,

	"animationtype": "frames",
	"animationframes": 7,
	"animationstart": 1,
	"animationspeed": 0.15,

	"carryable": true,
	"carryrange": [0, 0.5, 1, 0.5],

	"transforms": true,
	"transformtrigger": "carry",
	"transformsinto": "mushroomjump",

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

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

	"category":1,
	"resistseverything":true,
	"spawnonload":true,

	"drawback": true,

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

	"rightclick": [
		["text", "powerup:"],
		["dropdown","itemcarry",15,["1","2","3","4","5"],["super mushroom","1up","fire flower","super star","poison mushroom"]]
	],
	"rightclickdefaults": ["1"],
	"rightclicktypes": ["num"],

	"customtimer": [
		[0,["if",["property","itemcarry"],"==",1],["set","transformsinto"],"mushroomjump"],
		[0,["if",["property","itemcarry"],"==",2],["set","transformsinto"],"oneupjump"],
		[0,["if",["property","itemcarry"],"==",3],["set","transformsinto"],"flowerjump"],
		[0,["if",["property","itemcarry"],"==",4],["set","transformsinto"],"starjump"],
		[0,["if",["property","itemcarry"],"==",5],["set","transformsinto"],"poisonmushroomjump"]
	],
	"dontloopcustomtimer": true
}
powerup plant.rar
Are you ok with me sharing a edited version of this for my smb2 maker template thingy, I will give credit ofc
Yep, I'm ok.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 15 Oct 2022, 08:24

I made a bonus lift from Super Mario Bros! Originally, people call it "platform", but it's "lift" according to Nintendo. With this custom entity, you can choose a direction from straight or diagonal.

Try it out for yourself!
bonuslift.png
bonuslift.png (1.34 KiB) Viewed 16212 times
bonus lift.rar
(2.45 KiB) Downloaded 201 times
Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 18 Oct 2022, 12:10

It's much better than advanced...
The Custom P-Switch

This entity was first made from the hidden ones lies awaken mappack. So I decided to remake it but better. This time, if you right click, you will see a hint and it says:
Place an energy catcher next to the p-switch and a text entity that is above the energy catcher, set the text entity's link power to the energy catcher if you don't want the game to crash.

You can see it from the tooltip in the Mari0 editor too, it's also below me.
p switch cloner-tooltip.png
p switch cloner-tooltip.png (1.63 KiB) Viewed 16153 times
This time, the timer won't decrease by 0.1 seconds, it will decrease by 0.01 seconds. If you have anything to say about this, inform me!

Use this item in your mappacks too!
custom p-switch.zip
(6.24 KiB) Downloaded 203 times
Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:05, edited 1 time in total.

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 18 Oct 2022, 20:57

I wouldn't say you remade this, more that you just tweaked a couple values. You also didn't ask either me (I made it originally) or Aidan for permission to repost it. It's good that you're getting more familiar with making enemies, but please try to be more careful with handling other people's creations.

Some of your recent enemies (Mouser, plants, bonus platforms) are also based on my work from PSNES and you didn't credit me in those either

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 19 Oct 2022, 08:05

WilliamFrog wrote:
18 Oct 2022, 20:57
I wouldn't say you remade this, more that you just tweaked a couple values. You also didn't ask either me (I made it originally) or Aidan for permission to repost it. It's good that you're getting more familiar with making enemies, but please try to be more careful with handling other people's creations.

Some of your recent enemies (Mouser, plants, bonus platforms) are also based on my work from PSNES and you didn't credit me in those either
YOU made those PSNES items? I didn't realize them.

Edit: I edited all the posts with "Credit to WilliamFrog".

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 29 Oct 2022, 15:15

My Entire Collection

I started working on these like...months ago. I wanted to share it with you so you could use it in your mappacks. The enemies are in separate folders to avoid confusion.
Detector Blaster
Laser Flower
Lightning
Star Coin
It's for the enemies to fade out.
my enemies.rar
(87.99 KiB) Downloaded 276 times

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 23 Dec 2022, 09:12

Finally, after hours of work with WilliamFrog...
Text Cloner

Recently, I've been thinking of a camera-locked text. It's basically a text locked in a position of a camera, you can set it yourself.
The text cloner should be setup like this:
text cloner-tooltip.png
text cloner-tooltip.png (666 Bytes) Viewed 15703 times
Place an energy launcher, and the text cloner above it. Place a text entity aside it, linking to the energy catcher.
Set the text and camera position just by right-clicking. Just use one on screen otherwise the game will crash on attempt to field quadgroup. Credit to WilliamFrog for code assistance.

This is a custom entity. Use it in your mappack if you like, just ensure you credit me and WilliamFrog. Place it in enemies and if it crashes, just remember that you need an energy catcher below the text cloner. Also, place a text entity and link it to the energy catcher.

Edit: You can place multiple text cloners but you have to copy the text and energy catcher entities.
text cloner.zip
(3.08 KiB) Downloaded 143 times
Last edited by SankeySMM2 on 03 Dec 2023, 12:07, edited 1 time in total.

headphones_guy
Posts: 4
Joined: 18 Mar 2021, 20:56
Contact:

Post » 06 Jan 2023, 18:51

Aidan wrote:
28 Jun 2021, 21:17
NEW SUPER MARIO MAKER 2 STUFF! (V9)
The actual final update... i swear...
(For alesan99's entities V13c and up)


V9KINDAPOGGERS.png



This is the actual final update for the enemy pack, It's been a while since the last update, i never realised how broken some of the enemies were in this pack. So i decided to give it a proper final clean-up. As well as adding a few new things ;))

Download - https://www.dropbox.com/sh/gumfplezo1pv ... 9U_Aa?dl=0

Excuse me, what is the correct way to install?
When I do it, some errors appear, I'm using version 13e.

User avatar
GameMasterPDX
Posts: 11
Joined: 27 Mar 2022, 21:47

Post » 10 Jan 2023, 04:54

Screenshot_20230109-214828~2.jpg
Screenshot_20230109-214828~2.jpg (5.58 KiB) Viewed 15573 times
GMPDX's custom testing elements!
for all you mari0 map makers who need more portal elements in your life
mycustomelementsv1.zip
please download
(2.14 KiB) Downloaded 173 times
includes:
Non-Emancipatable Cube - cannot be emancipated
thats all for now
requires WilliamFrog's custom enemy cubes

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 10 Jan 2023, 05:24

GameMasterPDX wrote:
10 Jan 2023, 04:54
Screenshot_20230109-214828~2.jpg

GMPDX's custom testing elements!
for all you mari0 map makers who need more portal elements in your life
mycustomelementsv1.zip
includes:
Non-Emancipatable Cube - cannot be emancipated
thats all for now
requires WilliamFrog's custom enemy cubes
Amazing!

User avatar
Samari0
Posts: 38
Joined: 16 Oct 2022, 13:13
Contact:

Post » 06 Mar 2023, 18:56

WilliamFrog wrote:
05 Jan 2021, 23:13
P is for...
Power Meter
Power Meter Showcase.gif

Fairly recently I started work on making the P Meter from SMB3 in Mari0. I actually had the idea for a while before, it just took me a while to get around to it. I released a demo on the Discord a while back, and then I forgot about it. I've finished it now though. It has several advantages over the demo, the most notable being that it is now compatible with all custom characters, even ones with different run speeds. It works very similarly to how it does in SMB3. Unless your version is modified, you will need to release Run once the meter is full in order to experience the speed boost. Every character's p speed is 1.4x their normal max speed. Doesn't play nice with raccoon, tanooki, and cape forms. Nothing breaks, but it doesn't work how you'd expect, and it makes awful noises when you reach both p speeds at once. Every other form works as intended.

Also be sure to not reach p speed during a door/pipe transition, because you'll crash the game. If an area is to be entered via pipe, you need to spawn the p meter on a delay (via spawner) or else the game will crash upon entry.

Read the entire post before asking me questions
For Mari0 AE V13a and above. Put the included animations in your mappack's animations folder, and put the enemies in the enemies folder.
power meter.zip
As usual, tell me if you have any issues not mentioned in the post, or if I messed up the download somehow.
I probably won't update this, but you never know
Can I use this in a SMB3 Character that I make, and if I can, how can I make it so that it works?

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 07 Mar 2023, 02:10

Sure you can use it, make sure to credit me. You can probably just set spawnsenemy in the config to the enemy you would normally place in the map. I can't guarantee complete functionality though, since it's not meant for that.

User avatar
A.A.
Posts: 23
Joined: 14 Jan 2023, 02:57

Post » 08 Apr 2023, 18:33

After doing this, I wonder if I deserve to be called a human being, or if I've turned into a heartless monster for making an abomination of nature that I dubbed Bros Bros. Bros Bros is a Hammer Bros that shoots other Hammer Bros that shoot other Hammer Bros that shoot other Hammer Bros and so on infinitely. In its initial stage, with few Bros Bros, it is possible to defeat it with boomerang flower, hammer suit or star, but if it is in an advanced stage, with many Bros Bros, only the lucky star can stop it. I also made a Hammer Bros Bros, which is a Hammer Bros that shoots other Hammer Bros. Since it doesn't multiply, it's easier to defeat than the Bros Bros. I also made these two screenshots, one of the Bros Bros right after it was spawned, and another 30 seconds after the previous screenshot was taken. Can Bros Bros be the end of humanity? And if so, am I still a human being? Download Bros Bros now!
before.jpg
before.jpg (169.3 KiB) Viewed 15038 times
after.jpg
after.jpg (213.62 KiB) Viewed 15038 times
brosbros.zip
(6.56 KiB) Downloaded 123 times

User avatar
A.A.
Posts: 23
Joined: 14 Jan 2023, 02:57

Post » 14 Apr 2023, 06:34

I present to you the...
Default Enemy Pack Expanded V1
DEPE V1.png
DEPE V1.png (8.31 KiB) Viewed 14888 times
The Default Enemy Pack Expanded (or DEPE, as I prefer to call it) is an enemy pack with the default custom enemies, but with more custom enemies.
-beetle
-bullet bill
-red cheep cheep
-green cheep cheep (originally white)
-fire
-fire flower
-flying fish
-goomba
-hammer
-hammer bros
-koopa
-flying koopa
-red koopa
-flying red koopa
-lakito
-mushroom
-one up
-plant
-poison mushroom
-spikey
-spikey egg
-squid
-star
-upfire
-secret enemy
-barrel
-banzai bill
-big beetle
-big goomba
-big koopa
-big blue koopa
-big red koopa
-big yellow koopa
-big spikey
-boomerang
-boomerang bros
-down plant
-down red plant
-fireball
-goombrat
-homing bullet bill
-blue koopa
-yellow koopa
-tiny goomba
-paragoomba
-pink squid
-red plant
-splunkin
-mad splunkin
Alesan99 - big goomba, big koopa, boomerang, boomerang bros, down plant, blue koopa, yellow koopa, plant red, splunkin, splunkin mad and tiny goomba
Aidan - homing bullet bill (originally blasta bullet)
Sky - fireball and barrel (codes)
SuperJustinBros - fireball and barrel (graphics)
Myself - banzai bill, big beetle, big blue koopa, big red koopa, big yellow koopa, big spikey, down red plant and pink squid (codes)
Williamfrog - helping me with homing bullet bill codes
Default Enemy Pack Expanded V1.zip
(119.08 KiB) Downloaded 307 times
Note: I changed the graphics and codes of some enemies to look better and more like the original

User avatar
vladimirdog2021
Posts: 110
Joined: 09 Aug 2022, 15:44
Contact:

Post » 15 Apr 2023, 06:58

I'm attempting to make my own Big Mario NPC but it doesn't work.

Is there a way to get a Big Mario NPC for Alesan's Entities?

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

Post » 15 Apr 2023, 12:05

vladimirdog2021 wrote:
15 Apr 2023, 06:58
I'm attempting to make my own Big Mario NPC but it doesn't work.

Is there a way to get a Big Mario NPC for Alesan's Entities?
In what sort of way?

User avatar
vladimirdog2021
Posts: 110
Joined: 09 Aug 2022, 15:44
Contact:

Post » 15 Apr 2023, 12:54

Making Big Mario as the NPC in Mari0?

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

Post » 15 Apr 2023, 21:36

vladimirdog2021 wrote:
15 Apr 2023, 12:54
Making Big Mario as the NPC in Mari0?
yes like what specificaly does "maing big mario as the NPC" mean?

User avatar
vladimirdog2021
Posts: 110
Joined: 09 Aug 2022, 15:44
Contact:

Post » 20 Apr 2023, 17:09

Evan.F wrote:
15 Apr 2023, 21:36
yes like what specificaly does "maing big mario as the NPC" mean?
Making him transform into another enemy?

User avatar
BlooKidandPoppy
Posts: 76
Joined: 16 Feb 2023, 00:25
Contact:

Post » 20 Jun 2023, 21:32

Hey, can someone make me a code of a custom timer repeating a same sound?

User avatar
BlooKidandPoppy
Posts: 76
Joined: 16 Feb 2023, 00:25
Contact:

Post » 21 Jun 2023, 22:44

Nevermind, found the solution.

User avatar
boshi59
Posts: 2
Joined: 24 Jun 2023, 22:37
Contact:

Post » 24 Jun 2023, 23:09

new super mario bros wii enemies

includes

goomba
goombrat
big goomba
hammerbros
montymole
mushroom
oneup
bobomb
banzaibill
homingbanzaibill
koopa
red koopa
bigkoopa
big koopa red
beetles

original made by aidan SMM2 V9


wii enemies.rar
(220.42 KiB) Downloaded 260 times

thebababois369
Posts: 3
Joined: 09 Oct 2023, 18:54

Post » 09 Oct 2023, 19:00

WilliamFrog wrote:
09 Oct 2020, 23:29
Flame Chomps
Flame Chomp.gif

I decided to recreate Flame Chomps in Mari0. For AE V13a. They work pretty much just like they do in the official games.
Use the right click menu to select the number of fireballs they start with.
Be sure to put the animations in the animations folder of your mappack!
Also if you want them to work properly, only have one Flame Chomp at a time

flame chomp.zip
hey can i use this for my project :)

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 15 Oct 2023, 09:08

Sure as long as you give credit

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 01 Dec 2023, 07:00

I managed to create a talking flower from Super Mario Bros. Wonder in SMW style. I made 3 variants so far: yellow, blue and red. In the zip file, there is an animation folder. Place that in the mappack and make a specific condition (e.g.: region, action block, collectable, animation output, collectable lock, timer, delayer, and gate, or gate, not gate, rsflipflop, square wave and random output (idk about this one)) and link the "flowertalkon" animation trigger for the flower to start talking when it's true. Add a not gate above that condition and link the "flowertalkoff" animation trigger so the flower will stop talking. If you want the flower to constantly talk, you don't have to put the not gate. In the collapse below, you'll see how to set it up.
Talking Flower.zip
(5.8 KiB) Downloaded 131 times
Quick preview:
talkingflower.png
talkingflower.png (8.78 KiB) Viewed 13027 times
talking flower-link preview.png
talking flower-link preview.png (2.66 KiB) Viewed 13027 times
talking flower-region preview.png
talking flower-region preview.png (2.22 KiB) Viewed 13027 times
(region image is optional)
Add the code below in a new line of the "talkingflower.json":

Code: Select all

"nospritesets": true
After you do that, you should crop out the height of the image to the top 21 pixels.
Credits to Izzi Rae for the original artwork on Spriters Resource.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 01 Dec 2023, 08:19

WilliamFrog wrote:
05 Jan 2021, 23:13
P is for...
Power Meter
Power Meter Showcase.gif

Fairly recently I started work on making the P Meter from SMB3 in Mari0. I actually had the idea for a while before, it just took me a while to get around to it. I released a demo on the Discord a while back, and then I forgot about it. I've finished it now though. It has several advantages over the demo, the most notable being that it is now compatible with all custom characters, even ones with different run speeds. It works very similarly to how it does in SMB3. Unless your version is modified, you will need to release Run once the meter is full in order to experience the speed boost. Every character's p speed is 1.4x their normal max speed. Doesn't play nice with raccoon, tanooki, and cape forms. Nothing breaks, but it doesn't work how you'd expect, and it makes awful noises when you reach both p speeds at once. Every other form works as intended.

Also be sure to not reach p speed during a door/pipe transition, because you'll crash the game. If an area is to be entered via pipe, you need to spawn the p meter on a delay (via spawner) or else the game will crash upon entry.

Read the entire post before asking me questions
For Mari0 AE V13a and above. Put the included animations in your mappack's animations folder, and put the enemies in the enemies folder.
power meter.zip
As usual, tell me if you have any issues not mentioned in the post, or if I messed up the download somehow.
I probably won't update this, but you never know
I wanna make a level with this entity but it crashes when the player exits via pipe. Maybe it might work if the player enters the course and the spawner input comes out as true.

User avatar
SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
Contact:

Post » 07 Dec 2023, 09:55

Here's a random tower pokey I made. I can only do 3 phases as it's recommended for the number of boss phases in a game.
Red Pokey:

Code: Select all

{
	"quadcount":52,

	"movement":"truffleshuffle",
	"stompable":true,
	"killsonsides":true,
	"killsonbottom":true,
	
	"animationtype":"frames",
	"animationframes":4,
	"animationstart":1,
	"animationspeed":0.2,

	"stompanimation":false,
	"stompanimationtime":0.5,
	
	"truffleshufflespeed":2,
	"truffleshuffleacceleration":99e99,
	
	"quadno":1,
	
	"width":0.75,
	"height":2.25,
	
	"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,
				false],
	
	"emancipatecheck":true,
	"autodelete":true,
	"dontspawnnearcheckpoint":true,
	
	"offsetX":8,
	"offsetY":9,
	"quadcenterX":12,
	"quadcenterY":10,

	"transforms":true,
	"transformsinto":"pokey",
	"transformtrigger":"death",
	"transformpassedparameters":["animationdirection"],
	"transformsetparameters":[
		["animationstart",5],
		["height",1.5],
		["offsetY",15],
		["quadcenterY",16],
		["truffleshufflespeed",4],
		["transformsetparameters",[
			["stompanimation",true],
			["animationstart",9],
			["stompedframe",13],
			["height",0.75],
			["offsetY",21],
			["quadcenterY",22],
			["truffleshufflespeed",6],
			["transforms",false]]]
	],
	"transformsetparametersbeforespawn":true
}
Green Pokey:

Code: Select all

base=pokey
{
	"animationstart":14,
	"transformsetparameters":[
		["animationstart",18],
		["height",1.5],
		["offsetY",15],
		["quadcenterY",16],
		["truffleshufflespeed",4],
		["transformsetparameters",[
			["stompanimation",true],
			["animationstart",22],
			["stompedframe",26],
			["height",0.75],
			["offsetY",21],
			["quadcenterY",22],
			["truffleshufflespeed",6],
			["transforms",false]]]
	]
}
Yellow Pokey:

Code: Select all

base=pokey
{
	"animationstart":27,
	"transformsetparameters":[
		["animationstart",31],
		["height",1.5],
		["offsetY",15],
		["quadcenterY",16],
		["truffleshufflespeed",4],
		["transformsetparameters",[
			["stompanimation",true],
			["animationstart",35],
			["stompedframe",39],
			["height",0.75],
			["offsetY",21],
			["quadcenterY",22],
			["truffleshufflespeed",6],
			["transforms",false]]]
	]
}
Blue Pokey:

Code: Select all

base=pokey
{
	"animationstart":40,
	"transformsetparameters":[
		["animationstart",44],
		["height",1.5],
		["offsetY",15],
		["quadcenterY",16],
		["truffleshufflespeed",4],
		["transformsetparameters",[
			["stompanimation",true],
			["animationstart",48],
			["stompedframe",52],
			["height",0.75],
			["offsetY",21],
			["quadcenterY",22],
			["truffleshufflespeed",6],
			["transforms",false]]]
	]
}
pokey.png
pokey.png (22.1 KiB) Viewed 12630 times
pokey.zip
(7.45 KiB) Downloaded 107 times

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 21 Mar 2024, 17:24

I made a parablooper. but it broke in game. (it says not divisible by quadcount)
Here is the image:
Image

And here is the code:

Code: Select all

{
	"quadcount": 2,
	
	"spawnoffsety": 0,

	"movement": "squid",
	"animationtype": "squid",
	"squidfallspeed": 2,
	"squidxspeed": 10,
	"squidupspeed": 7,
	"squidacceleration": 15,
	"squiddowndistance": 6,
	"squidhordistance": 6,
	
	"kills": true,
	
	"gravity": 0,
	
	"nospritesets": true,
	
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 30,
	
	"mask": [	true,
				true, false, true, true, true,
				true, true, true, true, true,
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	"dontspawnnearcheckpoint": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"portalable": false,
	
	"ignorefaithplates": true,
	"ignoreplatform": true
}

How do I fix this?

User avatar
I LÖVE LUA
Posts: 222
Joined: 12 Aug 2013, 13:19

Post » 24 Mar 2024, 18:06

FunnyGame wrote:
21 Mar 2024, 17:24
it says not divisible by quadcount
That just means the width of the image must be a multiple of the "quadcount" property (in your case, 2).
And after looking at the image I saw its width is 53, which is not a multiple of 2. I also noticed that it seemed to have a 1 pixel gap between the two frames, and so I removed it for you.
image.png
image.png (783 Bytes) Viewed 3001 times

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 24 Mar 2024, 22:26

I LÖVE LUA wrote:
24 Mar 2024, 18:06
FunnyGame wrote:
21 Mar 2024, 17:24
it says not divisible by quadcount
That just means the width of the image must be a multiple of the "quadcount" property (in your case, 2).
And after looking at the image I saw its width is 53, which is not a multiple of 2. I also noticed that it seemed to have a 1 pixel gap between the two frames, and so I removed it for you.
image.png
Thanks, it works now

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 25 Mar 2024, 22:54

Now introducing...

THE SMM2 ENEMY PACK!
pixil-frame-0.png
pixil-frame-0.png (2.77 KiB) Viewed 2921 times
Thanks to I LÖVE LUA for fixing the Parablooper image
Don't hesitate to tell me if something is broken :)
Green and Red Koopa
Buzzy Beetle
Parabeetle
Parablooper
Boo
Goomba
Goombrat
Koopa Clown Car? - No.
SMM2 Lakitu? - Maybe.
Meowser? - No.
Huckit Crab - Yes.
Underground, Castle, and Underwater Colors? - Yes.
Banzai Bill? - No.
Chargin Chuck? - Probably not...? But you never know.
3D World Koopa Car? - Yes.
Skipsqueak? - Maybe.
SMM2 Grinder? - Maybe.
Ant Trooper? - Yes.
Front Facing Banzai Bill? - Absolutely not.
Pom-pom? = Again, absolutely not.
Stuff from other games? - Yes.
Mario Wonder Stuff? - Yes.

Expect some of these things! Requests will be taken as well.
Super Mario Maker 2 Pack.zip
please dont ask why there is an ant trooper and chuckya image inside the pack
(15.86 KiB) Downloaded 39 times

Q: Why is there a chuckya and ant trooper inside the folder?
A: don't ask

Q: Why did you make the Boo like that? That isn't how the SMM2 one looks.
A. I know, sorry, when I made it, it just looked better than the default so I had to add it :P

Q: Wait! FunnyGame! Didn't Aid0n/Britdan already make SMM2 Enemies?
A: Yes yes, I know, but I wanted to make my own to see what I could do.

Q: Why did you barely change anything with the Goomba?
A: I know, I just recolored it. Not very impressive.

Q: Make them for other game styles?
A: No

Q: Please add more stuff?
A: I will.
Enjoy and expect more in the future!

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 30 Mar 2024, 07:33

The Bubble Flower!

So, I got a bit bored with the default AE powerups, and I already knew that you could make a custom powerup, so I decided to make the Bubble Flower from Mario Wonder.

Unfortunately, It doesn't work exactly like in Wonder, it just straight up kills the enemies. I would have made it capture the enemies, but because of limitations and totally not my stupid lack of programming it wasn't possible, or at least not for me. Also, you can spawn only 3 bubbles at a time before they despawn/pop.
bubbleflower.png
bubbleflower.png (527 Bytes) Viewed 2645 times
bubble.png
bubble.png (304 Bytes) Viewed 2645 times
This took like, 5-7 hours. Entity masking made it a lot harder than it needed to be.
bubbleflower.zip
(2.14 KiB) Downloaded 32 times
EDIT: Fixed a bug where sometimes bubbles would phase through blocks and enemies instead of popping

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 03 Apr 2024, 04:20

I have a question. Is there a way to force Mario to follow an enemy, or basically freeze Mario in place and force him to stay in the center of an enemy until the said enemy dies or despawns? Sorry if I'm not being straightforward

EDIT: Second question. Is there a way to make an enemy transform into another when Mario presses shift, and goes back to normal once Mario dies, powers down, or presses shift again and so on?

0 Tolerance X
Posts: 9
Joined: 03 Oct 2021, 15:44

Post » 07 Apr 2024, 17:12

In the enemy, "teleportplayer" forces Mario to stay within the enemy

U can use an animation combined with a "transformanimation" from the enemy, im sure.

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 08 Apr 2024, 00:49

0 Tolerance X wrote:
07 Apr 2024, 17:12
In the enemy, "teleportplayer" forces Mario to stay within the enemy

U can use an animation combined with a "transformanimation" from the enemy, im sure.
Ah thank you. One last tiny little question maybe? Is there a way for an enemy to have a turning animation? Basically, an example:

"transforms": true,
"transformsinto": nil,
"transformtrigger": cliff,

Will the cliff trigger work?

EDIT: Nevermind, figured it out :)

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 09 Apr 2024, 01:28

Here's a random enemy sheet I made called the shellshroom. (Even though it's actually a goomba, I called it shellshroom because it just sounded better than "helmet goomba" or "shellmet goomba".)
shellshroom.png
shellshroom.png (2.42 KiB) Viewed 1490 times
Obviously, I'll make it into an actual enemy. I just wanted to share it to see your opinions and if I maybe should change something
The shells aren't actually just cosmetic. They're intended to have different purposes:

Beetle Shell: Durable shell that allows the shellshroom not to be stomped on.

Spiny Shell: I'm pretty sure that maybe you should already know what this does...

Green Koopa Shell: Just for an extra stomp. Less durable than the Beetle shell, as it can be taken off with a stomp leaving the shellshroom without
protection making it vulnerable (as seen in the last sheet row).

Red Koopa Shell: The same as the Green Koopa shell, except it allows the shellshroom to not walk off edges.
Here's some shells for the shellshroom I'll maybe consider.

Blue Koopa Shell: Makes the shellshroom fast.

Yellow Koopa Shell: The shellshroom will follow the player with this on.

Flying Green Koopa Shell: Same movement as Green Parakoopa, shell can be taken out with a stomp.

Flying Red Koopa Shell: Same movement as Red Parakoopa.

Dry Bones Shell: Hides under pile when stomped.

Bony Beetle/Spiked Shell: Randomly emits spikes from the top.

You can recommended more shells to me! :)
  
This is a concept, I'll make it soon so be patient :)

User avatar
FunnyGame
Posts: 41
Joined: 15 Mar 2022, 19:44

Post » 15 Apr 2024, 22:04

I tried to make the Dancing Map Mario from SMM2 into SMB1 style. I managed to do it and I wanted to make it into an NPC. But the quadcount won't work again, if I change the quadcount, the game crashes, and if I changed sprite grouping or size it either looks awkward or the game will crash yet again
Also when I changed grouping there's some weird problem with the offset that I don't know how to fix:
brokenoffset.png
brokenoffset.png (4.09 KiB) Viewed 944 times
Here's the sprites:
dancingmario.png
dancingmario.png (752 Bytes) Viewed 944 times
Here's the code:

Code: Select all

{
	"quadcount": 6,

	"movement": "truffleshuffle",

	"nospritesets": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.10,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": true,
	"active": true,
	
	"category": 13,
	
	"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,

}
And here's an example of what I it wanted to look like:
don't ask why it's called biganimations.
don't ask why it's called biganimations.
biganimations.gif (8.45 KiB) Viewed 944 times
What's the problem and how do I fix it?

Post Reply