The Enemy Respositorium
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100% not Link
(Also I recommend you upload it as a zip if it's more than one enemy)
New page nice
(Also I recommend you upload it as a zip if it's more than one enemy)
New page nice
- SankeySMM2
- Posts: 230
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Ok WilliamFrog, plus, we need a 24th page celebration for this topic.
- SankeySMM2
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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.
Plus, this custom entity is free of errors, I tested it.
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
}
- SankeySMM2
- Posts: 230
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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.
Edit: Credit to WilliamFrog
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.
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
}
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.
- SankeySMM2
- Posts: 230
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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!
Edit: Credit to WilliamFrog
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!
Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.
- GameMasterPDX
- Posts: 11
- Joined: 27 Mar 2022, 21:47
Are you ok with me sharing a edited version of this for my smb2 maker template thingy, I will give credit ofcSankeySMM2 wrote: ↑17 Sep 2022, 09:54Somewhat 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
powerup plant.rarCode: 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 }
- SankeySMM2
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- Contact:
Yep, I'm ok.GameMasterPDX wrote: ↑19 Sep 2022, 21:23Are you ok with me sharing a edited version of this for my smb2 maker template thingy, I will give credit ofcSankeySMM2 wrote: ↑17 Sep 2022, 09:54Somewhat 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
powerup plant.rarCode: 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 }
- SankeySMM2
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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! Edit: Credit to WilliamFrog
Try it out for yourself! Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:06, edited 1 time in total.
- SankeySMM2
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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:
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! Edit: Credit to WilliamFrog
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:
Use this item in your mappacks too! Edit: Credit to WilliamFrog
Last edited by SankeySMM2 on 19 Oct 2022, 08:05, edited 1 time in total.
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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
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
- SankeySMM2
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YOU made those PSNES items? I didn't realize them.WilliamFrog wrote: ↑18 Oct 2022, 20:57I 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
Edit: I edited all the posts with "Credit to WilliamFrog".
- SankeySMM2
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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.
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.
- SankeySMM2
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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:
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
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:
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.
Last edited by SankeySMM2 on 03 Dec 2023, 12:07, edited 1 time in total.
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Aidan wrote: ↑28 Jun 2021, 21:17NEW 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.
- GameMasterPDX
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for all you mari0 map makers who need more portal elements in your life includes:
Non-Emancipatable Cube - cannot be emancipated
thats all for now
requires WilliamFrog's custom enemy cubes
- SankeySMM2
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Amazing!GameMasterPDX wrote: ↑10 Jan 2023, 04:54Screenshot_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
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 wrote: ↑05 Jan 2021, 23:13P 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
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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.
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!
I present to you the...
Default Enemy Pack Expanded V1 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.
Note: I changed the graphics and codes of some enemies to look better and more like the original
Default Enemy Pack Expanded V1 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.
- vladimirdog2021
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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?
Is there a way to get a Big Mario NPC for Alesan's Entities?
In what sort of way?vladimirdog2021 wrote: ↑15 Apr 2023, 06:58I'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?
- vladimirdog2021
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Making Big Mario as the NPC in Mari0?
yes like what specificaly does "maing big mario as the NPC" mean?
- vladimirdog2021
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- BlooKidandPoppy
- Posts: 76
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Hey, can someone make me a code of a custom timer repeating a same sound?
- BlooKidandPoppy
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Nevermind, found the solution.
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
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
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hey can i use this for my project :)WilliamFrog wrote: ↑09 Oct 2020, 23:29Flame 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
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Sure as long as you give credit
- SankeySMM2
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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.
Quick preview:
Credits to Izzi Rae for the original artwork on Spriters Resource.
Quick preview:
(region image is optional)
- SankeySMM2
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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.WilliamFrog wrote: ↑05 Jan 2021, 23:13P 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
- SankeySMM2
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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.
I made a parablooper. but it broke in game. (it says not divisible by quadcount)
Here is the image:
And here is the code:
How do I fix this?
Here is the 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
}
- I LÖVE LUA
- Posts: 222
- Joined: 12 Aug 2013, 13:19
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.
Thanks, it works nowI LÖVE LUA wrote: ↑24 Mar 2024, 18:06That 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
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.
This took like, 5-7 hours. Entity masking made it a lot harder than it needed to be.
EDIT: Fixed a bug where sometimes bubbles would phase through blocks and enemies instead of popping
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.
This took like, 5-7 hours. Entity masking made it a lot harder than it needed to be.
EDIT: Fixed a bug where sometimes bubbles would phase through blocks and enemies instead of popping
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?
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?
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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.
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:0 Tolerance X wrote: ↑07 Apr 2024, 17:12In the enemy, "teleportplayer" forces Mario to stay within the enemy
U can use an animation combined with a "transformanimation" from the enemy, im sure.
"transforms": true,
"transformsinto": nil,
"transformtrigger": cliff,
Will the cliff trigger work?
EDIT: Nevermind, figured it out :)
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".)
This is a concept, I'll make it soon so be patient :)
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
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: Here's the sprites: Here's the code:
And here's an example of what I it wanted to look like:
What's the problem and how do I fix it?
Also when I changed grouping there's some weird problem with the offset that I don't know how to fix: Here's the sprites: 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,
}