The Enemy Respositorium

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Superjustinbros
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Post » 24 Jan 2014, 19:39

Sorry if I sound like I have no knowledge (since I just started experimenting with SE's editor) but is it possible to change the properties of a Paratroopa to make it bounce, fly horizontally, or remain motionless in one spot?

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TurretBot
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Post » 24 Jan 2014, 22:04

Superjustinbros wrote:Sorry if I sound like I have no knowledge (since I just started experimenting with SE's editor) but is it possible to change the properties of a Paratroopa to make it bounce, fly horizontally, or remain motionless in one spot?
Yes, these are all possible. Though the first one is already in the game, unless you mean red paratroopers.
Flutter Skye wrote:Completely harmless Weighted storage cube
Image
Thanks for making an enemy that's exactly the same as mine except for the graphics!

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Flutter Skye
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Post » 24 Jan 2014, 22:24

Sorry, I used you code by accident. I'll fix it in a few seconds.
EDIT: Redownload
Last edited by Flutter Skye on 10 Apr 2014, 18:34, edited 2 times in total.

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Superjustinbros
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Post » 24 Jan 2014, 23:13

TurretBot wrote:
Superjustinbros wrote:Sorry if I sound like I have no knowledge (since I just started experimenting with SE's editor) but is it possible to change the properties of a Paratroopa to make it bounce, fly horizontally, or remain motionless in one spot?
Yes, these are all possible. Though the first one is already in the game, unless you mean red paratroopers.
Yeah, I meant where a Red Paratroopa (plus the green ones) could be made to fly ala its only available action in 1.6, with the horizontal movement being exclusive to SMB2J.

Considering I try R-clicking on a Red Paratroopa and no drop down appears.

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TurretBot
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Post » 25 Jan 2014, 00:58

I FINALLY DID THIS IT TOOK ME OVER AN HOUR OH GOD I HATE PIRAHNA PLANTS AAAAAAAAAAAARRRRGGGGHH
Remember this?
Well I did it. Basically had to change everything to get it to work because pirahna plants use custom scissors. Also I suck at math. Here's your freaking thwomp:
Graphic: Image (click here to see it on a black background)

Code: Select all

base=plant
{
	"height": 1.5,
	"width": 1.5,
	"pistonspeedy": 7,
	"pistondisty": 15,
	"dontpistonnearplayer": false,
	"pistondisty": 4,
	"spawnoffsetx": -0.5,
	"spawnoffsety": 1,
	"quadcount": 1,
	"nospritesets": true,
	"animationtype": "none",
	"inactiveonrectracted": false,
	"customscissor": [-1, 0, 10, 10]
}
IF YOU'RE GOING TO USE IT PLEASE READ THIS:
It spawns in between two blocks, like in the original SMB3. In the editor, it looks like it doesn't. Place it on the right side of the two blocks you want it to spawn in.
The thwomp travels 4 blocks, but because of it's size, it takes up 6 blocks. I can't make it go farther because it stops acting like a thwomp if I do.
The only thing that's wrong with it is that when it's at the top of it's piston cycle, you can walk through it unharmed. I don't want to fix it, so work around it.
I hate pirahna plants.
Screenshots:
Image
Image
Last edited by TurretBot on 25 Jan 2014, 01:28, edited 5 times in total.

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Superjustinbros
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Post » 25 Jan 2014, 00:59

SMB2J Mushrooms. Super, 1UP, and Poison.
ImageImageImage

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renhoek
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Post » 25 Jan 2014, 11:50

Hey guy's I'm a little shy.
Image (chose YI Shyguys because the smb2 ones would be predictable).
https://www.mediafire.com/?rm83g7x2g37no97
I didn't think enemy coding was going to be that easy but lookie what I maded. (seriously Maurice you did a great job making it easy for noobies such as myself.)

Colour Shyguy (the brown one) - act's like a goomba except it doesn't walk off cliffs.
Green Shyguy - takes two hits to kill. moves a little faster on last hit.
Red Shyguy - is the same as the green Shyguy except he doesn't fall off cliffs.

The pack also comes with accurate palettes though I changed these because I felt the black outline looked better.

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Flutter Skye
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Post » 25 Jan 2014, 12:04

Superjustinbros wrote:SMB2J Mushrooms. Super, 1UP, and Poison.
ImageImageImage
I got bored, so I added these to the game.
https://www.dropbox.com/s/cqmqw12hmbv4o ... 20Pack.zip
Last edited by Flutter Skye on 14 Jul 2014, 11:16, edited 1 time in total.

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Doormat
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Post » 25 Jan 2014, 14:56

One enemy, the Life Capsule from Cave Story. It doesn't move, it doesn't do ANYTHING! Except for give you a 1UP.

Image

Code: Select all

base=oneup
{
	"quadcount": 2,
	
	"animationtype": "frames",
	"animationspeed": 0.1,
	"animationstart": 1,
	"animationframes": 2,
	
	"nospritesets": true,
	
	"static": "true",
	"autodelete": false
}

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OrbitalBlueprint
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Post » 25 Jan 2014, 15:32

Doormat wrote:An entity
I'm slowly thinking that you're remaking Cave Story in Mari0...

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Doormat
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Post » 25 Jan 2014, 15:35

OrbitalBlueprint wrote:
Doormat wrote:An entity
I'm slowly thinking that you're remaking Cave Story in Mari0...
Heh, heh. Maybe I actually will... we'll see.

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eraykaan
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Post » 25 Jan 2014, 16:34

OH AM GEE!!! IT'S GUNNA BE EPIC!

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Doormat
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Post » 25 Jan 2014, 17:36

Boring blue robot dude

Image

Code: Select all

{
	"quadcount": 8,
	
	"animationtype": "frames",
	"animationspeed": 0.1,
	"animationstart": 1,
	"animationframes": 8,
	
	"nospritesets": true,
	
	"active": false,
	
	"width": 1,
	"height": 1,
	"offsetx": 0,
	"offsety": 0,
	"quadcenterx": 0,
	"quadcentery": 8
}
Now I have to figure out how to code all the enemies from Egg Corridor... *shudder*

B-Man99
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Post » 25 Jan 2014, 17:38

Are you obsessed too? :) :) :)

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Doormat
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Post » 25 Jan 2014, 17:39

B-Man99 wrote:Are you obsessed too? :) :) :)
not really but I have a friend who is

B-Man99
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Post » 25 Jan 2014, 17:48

That's what they all say.
No seriously. Step one: Denial. xD

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MagicPillow
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Post » 25 Jan 2014, 18:10

How would you make a goomba clone with different graphics? I tried, but mine crashes my game... D:

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Flutter Skye
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Post » 25 Jan 2014, 18:16

Code: Select all

base=goomba
{
}

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MagicPillow
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Post » 25 Jan 2014, 18:19

Thank you! I forgot the { things

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TurretBot
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Post » 25 Jan 2014, 20:00

Doormat wrote:Except for give you a 1UP.
It'll give you infinite one-ups if you don't make it autodelete.

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MagicPillow
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Post » 26 Jan 2014, 02:16

Sorry for asking, but what would be in the .json file for an enemy that is 8 pixels high?

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MM102
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Post » 26 Jan 2014, 03:00

renhoek wrote:(chose YI Shyguys because the smb2 ones would be predictable).
Image Image Image Image
For those who want them (I don't think this changes the hit box btw)
Doormat wrote:One enemy, the Life Capsule from Cave Story. It doesn't move, it doesn't do ANYTHING! Except for give you a 1UP.

Image
Image
Because I felt like it

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MagicPillow
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Post » 26 Jan 2014, 03:13

MagicPillow wrote:Sorry for asking, but what would be in the .json file for an enemy that is 8 pixels high?
Nevermind, width and height are in terms of blocks...
But how do you change the collision area for an enemy? mine is 8x16 pixels...

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TurretBot
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Post » 26 Jan 2014, 05:17

0.5 = half of a block = 8 pixels * scale

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MagicPillow
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Post » 26 Jan 2014, 05:32

Would there be some way to change the collision of an enemy?

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Superjustinbros
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Post » 26 Jan 2014, 06:18

I'll go right ahead and post my own alternatives to renhoek's Shy Guy sprites, ripped straight out of the hack Funny Princess.
ImageImageImage
A Shy Guy with a yellow outline would be pretty ugly, and making it yellow with a red outline would make it hard to really tell the color from a quick glance.

Image
And just because I felt like it, a Red Goomba; made to have the same properties as the Brown Shy Guys (where they turn around upon reaching a ledge)

Image
Finally to end this post, I give you a Spiny that could be knocked over and kicked, ala the more modern Mario games.

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Sky
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Post » 26 Jan 2014, 07:01

Image
Click the gif for a zip with the enemies.

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MagicPillow
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Post » 26 Jan 2014, 08:38

When you stomp an enemy, and it changes into another, is there any way to make it not always go left?

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Sky
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Post » 26 Jan 2014, 08:44

MagicPillow wrote:When you stomp an enemy, and it changes into another, is there any way to make it not always go left?

Code: Select all

"starttowardsplayerhorizontal": true
Will always make it go toward Mario.

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MagicPillow
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Post » 26 Jan 2014, 09:08

Hmm... I tried that, but it didn't work...

EDIT: forgot the speed variable... :\
It works now.
Wow, I'm doing this a lot today...

Unfortunately, they walk through walls! D:

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eraykaan
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Post » 26 Jan 2014, 16:39

Image
Because i had to...

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renhoek
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Post » 26 Jan 2014, 16:48

what have you done.
it's the ultimate evil. (make him throw hammer bros and it's the evil of all evil things.)

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MagicPillow
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Post » 26 Jan 2014, 16:49

My enemies are walking straight through walls...
Is there some way to fix this?

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Doormat
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Post » 26 Jan 2014, 16:51

Is it possible to make all the enemies from Egg Corridor in Cave Story (Including that white one on the bottom, Basil)? I suck at coding so I'm not really getting anywhere

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renhoek
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Post » 26 Jan 2014, 16:53

Yes you can make him behave like a lakkitu that's as close as you can get I think.
MagicPillow wrote:My enemies are walking straight through walls...
Is there some way to fix this?
Check the collision box code and replace it with the collision code of another enemy.
I haven't researched enough to know what all the true and false variables do.

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MagicPillow
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Post » 26 Jan 2014, 16:56

renhoek wrote: Check the collision box code and replace it with the collision code of another enemy.
I haven't researched enough to know what all the true and false variables do.
How exactly would I do that?

Also, I have another enemy that spawns enemies and doesn't hurt the player. Is there any way to allow the player to walk through it? Right now it acts as a wall.

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eraykaan
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Post » 26 Jan 2014, 17:11

Image
Thank you for the idea, renhoek

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renhoek
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Post » 26 Jan 2014, 17:15

I love it.

anywho
enemy code for collisions

Code: Select all

	"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],
as for the enemy that doesn't effect you I have no idea.

Anyway I was thinking for the enemy pack I'm going to make I'll get enemies from smb2, smb3 and missed enemies from all night nippon and smb2j.
If I still have energy I could make enemies from the mario bros games too.

What do you guys think?

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Superjustinbros
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Post » 26 Jan 2014, 17:17

I knew that Lakitu would be a bit of an eyesore to look at because I forgot to change the yellow/orange out of it's NEStopia color.

Meet my friends the rings from Super Mushroom, Flower Remix, and Star Remix.
ImageImageImageImageImageImageImage

Kamikaze Peach - a reskin of a Hammer Bro.
Image

Walking Bill, also form Kamikaze Mario. It's a reskin of a Buzzy Beetle.
Image
I would've done the green bills that you could ride on in the fifth world of Kamikaze Mario DX+, but I don't think Mari0 is that advanced to do a horizontal Paratroops that "nudges" forwards in whatever direction Mario is facing.
 To go to World 5 in Kamikaze Mario DX+, hold Select then press all of the D-Pad directions except for Up. 

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Turtle95
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Post » 26 Jan 2014, 17:29

renhoek wrote:I love it.

anywho
enemy code for collisions

Code: Select all

	"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],
as for the enemy that doesn't effect you I have no idea.

Anyway I was thinking for the enemy pack I'm going to make I'll get enemies from smb2, smb3 and missed enemies from all night nippon and smb2j.
If I still have energy I could make enemies from the mario bros games too.

What do you guys think?
It should help to put "true" in position three (3). Also, I will place my high energy pellet and GLaDOS here when my map pack is done (and they [the enemies] are also done).

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eraykaan
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Post » 26 Jan 2014, 17:31

I took evil one step further
Image
I can put a download link for it if you want

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MagicPillow
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Post » 26 Jan 2014, 19:28

They're still walking through walls...
Here's the code:

Code: Select all

{

	"quadcount": 2,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 10,

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"starttowardsplayerhorizontal": true,
	"speedx": 2,

	"resistsspikes": true,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.1,

	"width": 1,
	"height": 0.5,

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

	"autodelete": false

}
Am I doing something wrong?

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alesan99
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Post » 26 Jan 2014, 19:42

It has to do with its size.
Mari0's collision messes up if the width or height aren't a multiple/divisor?(I think this is the right term) of the goomba's size.

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Flutter Skye
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Post » 26 Jan 2014, 19:59


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TurretBot
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Post » 26 Jan 2014, 20:03

That's a .lnk, you have to upload an actual .zip.

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MagicPillow
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Post » 26 Jan 2014, 20:08

Well, I changed the size, but now they don't have ANY collision with walls...
Any help?

Code: Select all

{

	"quadcount": 2,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 10,

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"starttowardsplayerhorizontal": true,
	"speedx": 2,

	"resistsspikes": true,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.1,

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

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

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

	"autodelete": false

}

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alesan99
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Post » 26 Jan 2014, 20:09

alesan99 wrote:It has to do with its size.
Mari0's collision messes up if the width or height aren't a multiple/divisor?(I think this is the right term) of the goomba's size.
goomba height and width = 0.75

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MagicPillow
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Post » 26 Jan 2014, 20:42

But... I tried .75 and it didn't work...

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alesan99
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Post » 26 Jan 2014, 20:49

Well how come goomba's work fine with 0.75 and your enemy doesn't, you must've did something wrong.

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TurretBot
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Post » 26 Jan 2014, 20:49

0.75 not .75
.75 is probably not read as number

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