The Enemy Respositorium

Mapping related threads and questions go in here!
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OrbitalBlueprint
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Post » 18 Mar 2014, 21:24

I made some kind of turret that shoots hard light. I didn't spend too much effort on it, but it's cool
Hard-Light Turret

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jwright159
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Post » 19 Mar 2014, 03:28

I am going to contribute an enemy pack, but I have questions

1. How can a truffleshuffle enemy follow you?
2. Can you change the speed at which a follow movement enemy goes?

All of my enemies are mine and I did not copy code.

Edit: also can someone post what the new enemy.lua adds?

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MagicPillow
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Post » 19 Mar 2014, 05:00

Nope, Yep, and
alesan99 wrote:

Code: Select all

-----------------------
----ENEMY CHANGELOG----
-----------------------
--Any thing that was --
----suggested after----
-2/23/2014 isn't here--
-----------------------

ADDED: "givecoinwhenstomped": boolean   (gives coin when stomped)
ADDED: "givecoinwhenshot": boolean   (gives coin when shot)
ADDED: "followspeed": decimal   (how fast the enemy will follow you(if movement is set to "follow"))
ADDED: "shotjumpforce": decimal   (shot jumpforce duh)
ADDED: "shotspeedx": decimal   (shot speedx)
ADDED: "fallswhenstomped": boolean   (falls when stomped, even if it has a stomped frame)
ADDED: "health": integer   (health, decreased when shot or stomped)
ADDED: "customtimer": array   (put arrays in the array, the first slot is the delay, the second one is the action, the third one are the arguments)
	ACTIONS
	"bounce"
	"playsound"
	"setframe"
	"set[PARAMETER HERE]"	
ADDED: "chasetime": decimal   (chase mario after a x seconds (like hammer bros in SMB))
ADDED: "chasespeed": decimal
ADDED: "breaksblocks": boolean
ADDED: "breakblockside": string   (what side to break)
ADDED: "spawnsenemyrandoms": array   (spawns a random enemy)
ADDED: "flyingtime": decimal
ADDED: "flyingdistance": decimal
ADDED: "reflects": boolean   (bounces off of tiles)

ADDED: tranformtriggers: "rightcollide", "leftcollide", "ceilcollide", "globalcollide", "collide", "death", "shot", "collidewith" .. enemyname
ADDED: movements: "flyvertical", "flyhorizontal" (flying koopas)

FIXED: dontpistondist not working
That was so strange...

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Tecminer
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Post » 19 Mar 2014, 19:08

I did it! I made a con-like enemy to make a coinblock out of every breakable block!
Well, you have to stomp on it to get it, but at least it is some kind of coin...
Download: https://www.dropbox.com/s/p3x1icquydchjpl/coin.zip
Image
Last edited by Tecminer on 06 Jan 2015, 14:41, edited 1 time in total.

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MagicPillow
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Post » 19 Mar 2014, 23:33

Someone should make an enemy that instantly gives you a coin and does the animation.

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Sunset_Moth
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Post » 20 Mar 2014, 00:31

Tecminer wrote:I did it! I made a con-like enemy to make a coinblock out of every breakable block!
Well, you have to stomp on it to get it, but at least it is some kind of coin...
Download: https://www.dropbox.com/s/p3x1icquydchjpl/coin.zip
Is the trigger death?

Code: Select all

"transformtrigger": "death"
"lifetime": 0
should make it do it right.

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Mr.Q.Marx?
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Post » 20 Mar 2014, 10:37

bubba_nate wrote:

Code: Select all

"transformtrigger": "death",
"lifetime": 0
uh. Comma.
Also that would mean it dies instantly.
Then transform into nothing.
Which it would do anyway.

Use:

Code: Select all

"givecoinwhenstomped": true
Now you have a coin that you get when you stomp it.

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Tecminer
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Post » 20 Mar 2014, 17:53

bubba_nate wrote:
Tecminer wrote:I did it! I made a con-like enemy to make a coinblock out of every breakable block!
Well, you have to stomp on it to get it, but at least it is some kind of coin...
Download: https://www.dropbox.com/s/p3x1icquydchjpl/coin.zip
Is the trigger death?

Code: Select all

"transformtrigger": "death"
"lifetime": 0
should make it do it right.
But it doesnt transform in any way...

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Tecminer
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Post » 20 Mar 2014, 17:56

Mr.Q.Marx? wrote:

Code: Select all

"givecoinwhenstomped": true
Now you have a coin that you get when you stomp it.
And i already made that happen

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Tecminer
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Post » 20 Mar 2014, 20:59

Just quickly made a dalek that follows you.
I am currently working on a shooting one, so this version just follows and kills you...
Download: https://www.dropbox.com/s/d005x7bhnr7m35c/dalek.zip
Oh, adn sorry for triple post

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SauloFX
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Post » 21 Mar 2014, 16:19

Help
Image

Code: Select all

{
"quadcount": 2,
"nospritesets": true,
"turnaroundoncliff": true,
"stompable": true,
"health": 10,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"movement": "follow",
"followspace": 0,
"distancetime": 0,
"quadno": 1,
"width": 5.5,
"height": 5.5,
"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],
"spawnenemyoffsety": -0.5,
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": -1,
"quadcenterX": 16,
"quadcenterY": 16
}
Stomp him a little bit and you will see the problem.

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Tecminer
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Post » 21 Mar 2014, 18:46

1.shouldnt that be in the custom enemy help-thread, SauloFX?
2.I made the shooting dalek now: https://www.dropbox.com/s/sgns6m59svtpl ... ooting.zip
Image
Last edited by Tecminer on 21 Mar 2014, 21:15, edited 2 times in total.

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Baf
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Post » 21 Mar 2014, 20:59

"spawnsound" seems to be cool, but I didn't figure out how it works. Somebody could be nice by telling me how to do this ? And also, how to change every sounds effects without modding, I'm starting to be sick of hearing this "jump" sfx from the eighties and wanted to become sick of the one from the nineties.

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Tecminer
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Post » 21 Mar 2014, 21:14

wow, thanks for the idea!
If someone said how to create custom spawnsounds, then i could give my dalek the typical shooting sound!

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alesan99
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Post » 21 Mar 2014, 21:15

Baf wrote:"spawnsound" seems to be cool, but I didn't figure out how it works. Somebody could be nice by telling me how to do this ? And also, how to change every sounds effects without modding, I'm starting to be sick of hearing this "jump" sfx from the eighties and wanted to become sick of the one from the nineties.
"spawnsound" plays a sound when the enemy spawns.
Sadly, you can't make it play custom sounds but you can make it play existing sounds. Here is the list of sounds:

Code: Select all

"jump", "jumpbig", "stomp", "shot", "blockhit", "blockbreak", "coin", "pipe", "boom", "mushroomappear", "mushroomeat", "shrink", "death", "gameover", "fireball", "oneup", "levelend", "castleend", "scorering", "intermission", "fire", "bridgebreak", "bowserfall", "vine", "swim", "rainboom", "konami", "pause", "bulletbill","lowtime", "tailwag", "planemode", "stab", "portal1open", "portal2open", "portalenter", "portalfizzle", "portal1open", "portal2open", "portalenter", "portalfizzle"
And I don't think sounds can be changed without modding.

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Tecminer
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Post » 21 Mar 2014, 21:48

Well, when i paste some sounds into the sounds-folder in the mari0SE.love and edit an enemy to make that sound, nothing crashes, but the sound isnt played.
Aw... :(

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alesan99
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Post » 21 Mar 2014, 21:49

You have to modify the code to make the sounds get loaded.

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HugoBDesigner
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Post » 21 Mar 2014, 22:55

alesan99 wrote:You have to modify the code to make the sounds get loaded.
Why not just add a system to load custom sounds? It isn't hard at all. I made it in my mod with Commanders...
Custom sounds would work greatly with enemies :)

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Baf
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Post » 21 Mar 2014, 23:08

alesan99 wrote:You have to modify the code to make the sounds get loaded.
Ok, thank you very much Alesan99. By the way, thank you for your customs ennemies, they are very cool !

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Áçé Syntax Áçé
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Post » 22 Mar 2014, 14:42

Hey alesan99 is there a code that it will delay the spawn of an enemy like for example, the enemy position is in the screen but I wanted to spawn him 5 seconds after and a code that make the enemy go through the tiles even it's a spike but it can still harm the player when the enemy touches the player (like a noclip effect)

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MagicPillow
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Post » 22 Mar 2014, 16:30

I once did something like that by accident. You need to change the width and height to something.

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Áçé Syntax Áçé
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Post » 23 Mar 2014, 02:07

MagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
No I didn't want to change the width and height cause I'm making a boss

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HugoBDesigner
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Post » 23 Mar 2014, 02:51

Áçé Syntax Áçé wrote:
MagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
No I didn't want to change the width and height cause I'm making a boss
You want it to collide with the player but not with blocks?
"mask": [true, false, true]

This should work, I think...

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Áçé Syntax Áçé
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Post » 23 Mar 2014, 02:53

HugoBDesigner wrote:
Áçé Syntax Áçé wrote:
MagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
No I didn't want to change the width and height cause I'm making a boss
You want it to collide with the player but not with blocks?
"mask": [true, false, true]

This should work, I think...
Is this possible even the blocks is a spike?

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HugoBDesigner
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Post » 23 Mar 2014, 02:56

Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?
The spike block only gets "spiky" effects if the player/enemy can collide with it. Removing collisions with blocks should work, but I can't guarantee. I'm 99% sure, though, that it should work :)

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Áçé Syntax Áçé
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Post » 23 Mar 2014, 03:07

HugoBDesigner wrote:
Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?
The spike block only gets "spiky" effects if the player/enemy can collide with it. Removing collisions with blocks should work, but I can't guarantee. I'm 99% sure, though, that it should work :)
Thanks but....
Áçé Syntax Áçé wrote: is there a code that it will delay the spawn of an enemy like for example, the enemy position is in the screen but I wanted to spawn him 5 seconds after

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SauloFX
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Post » 23 Mar 2014, 03:23

Áçé Syntax Áçé wrote:
HugoBDesigner wrote:
Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?
The spike block only gets "spiky" effects if the player/enemy can collide with it. Removing collisions with blocks should work, but I can't guarantee. I'm 99% sure, though, that it should work :)
Thanks but....
Áçé Syntax Áçé wrote: is there a code that it will delay the spawn of an enemy like for example, the enemy position is in the screen but I wanted to spawn him 5 seconds after
Entity Spawner + Entity that turns on and off entities = What you want !!

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jwright159
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Post » 23 Mar 2014, 04:27

I'm at a friend's house who has a mac
I want to show the custom enemies
Where is app data?

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HugoBDesigner
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Post » 23 Mar 2014, 04:29

jwright159 wrote:I'm at a friend's house who has a mac
I want to show the custom enemies
Where is app data?
Just open Mari0, open "Select mappack" and press "m". I tink this still works in Mari0 SE :)

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Áçé Syntax Áçé
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Post » 23 Mar 2014, 13:14

SauloFX wrote:
Áçé Syntax Áçé wrote: is there a code that it will delay the spawn of an enemy like for example, the enemy position is in the screen but I wanted to spawn him 5 seconds after
Entity Spawner + Entity that turns on and off entities = What you want !!
How can I supposed to do that I mean what code do I use?

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MagicPillow
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Post » 23 Mar 2014, 15:00

SauloFX wrote:Entity Spawner + Entity that turns on and off entities = What you want !!
No it does not. That's something completely different.

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SauloFX
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Post » 23 Mar 2014, 15:09

MagicPillow wrote:
SauloFX wrote:Entity Spawner + Entity that turns on and off entities = What you want !!
No it does not. That's something completely different.
Image

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MagicPillow
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Post » 23 Mar 2014, 15:13

He wanted the enemy's spawn to be delayed, not for something to keep spawning enemies.

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SauloFX
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Post » 23 Mar 2014, 15:30

MagicPillow wrote:He wanted the enemy's spawn to be delayed, not for something to keep spawning enemies.
Oh,ok,i don't know about this.

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Tecminer
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Post » 23 Mar 2014, 16:17

Áçé Syntax Áçé wrote:Hey alesan99 is there a code that it will delay the spawn of an enemy

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Mr.Q.Marx?
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Post » 23 Mar 2014, 21:24

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.

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TurretBot
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Post » 23 Mar 2014, 22:04

Not Gate + Delay gate + Entity spawner = What you want !!

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MagicPillow
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Post » 23 Mar 2014, 22:21

TurretBot wrote:Not Gate + Delay gate + Entity spawner = What you want !!
Except that that will make them spawn over and over.

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alesan99
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Post » 23 Mar 2014, 22:27

MagicPillow wrote:
TurretBot wrote:Not Gate + Delay gate + Entity spawner = What you want !!
Except that that will make them spawn over and over.
Use a flip flop gate (or whatever its called)

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MagicPillow
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Post » 24 Mar 2014, 01:33

Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
Or just do this...

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HowToEatGirafes
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Post » 24 Mar 2014, 11:00

Hey guys , i made a Ice Lakito !!! (spoiler because codes are very big)
here's the code(s) :

Ice lakito :

Image

Code: Select all

base=lakito

{
"SpawnsEnemy": "iceflying"
}
Ice flying :

Image

Code: Select all

{
	"quadcount": 2,

	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"transforms": true,
	"transformsinto": "icepile",
	"transformtrigger": "floorcollide",
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	"KillsEnemies": false,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	"LaserResistant": false
}
Ice pile :

Image

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"resistsfire": false,
	
	"kills": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 0,
	"truffleshuffleacceleration": 0,
	
	"emancipatecheck": true,
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
                  "lifetime": 3,
                  "killsEnemies": false,
	"LaserResistant": false
}

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Áçé Syntax Áçé
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Post » 24 Mar 2014, 13:04

Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
Where is the "one time spawner"? I can't seem to find it

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MagicPillow
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Post » 24 Mar 2014, 15:07

Áçé Syntax Áçé wrote:
Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
Where is the "one time spawner"? I can't seem to find it
What do you mean? Make the above code an enemy and set it to change into yours.

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Áçé Syntax Áçé
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Post » 24 Mar 2014, 16:25

MagicPillow wrote:
Áçé Syntax Áçé wrote:
Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
Where is the "one time spawner"? I can't seem to find it
What do you mean? Make the above code an enemy and set it to change into yours.
Which of the codes tells the "one time spawner"?

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Mr.Q.Marx?
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Post » 24 Mar 2014, 18:18

Áçé Syntax Áçé wrote:
Which of the codes tells the "one time spawner"?
it lives for 5 seconds, dies and makes your enemy. As it has to die it can only do this once.

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Tecminer
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Post » 24 Mar 2014, 18:33

New enemy!
I wasnt sure if this belongs here or to the animated tiles repository, but i decided it should be here:
A bulletbillcannon that always faces you and doesnt just stand there 2d-painted on the screen
Screenshots in spoiler: In-game:
Image
The build-up:
Image
Its basically an invisible enemy that doesnt move placed in an animated tile, which shows the cannon and is activated by a region trigger, placed to the right side of it. It can be a bit complicated
Download: https://www.dropbox.com/s/2deffx4yurc4p ... tended.zip

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jwright159
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Post » 24 Mar 2014, 23:09

Half an hour away from making my first enemy pack, but does anyone mind if I put past enemies in(with my own code)?

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alesan99
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Post » 24 Mar 2014, 23:15

If you're doing that just to have a lot of enemies in your pack then no.
The pack will be interesting if there's a lot of new enemies we haven't seen before.

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jwright159
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Post » 24 Mar 2014, 23:47

My first enemy pack!
Download
My enemies are:
Fire Goomba
Image
shoots fireballs

Fireball
Image
kills you and kills other enemies after going through a portal

Goomba Goomba
Image
shoots goombas

Hammer Goomba
Image
shoots hammers

Homing Goomba
Image
follows you

Lakitoomba
Image
spawns goombas

Smart Goomba
Image
don't fall off cliffs cuz of zmartz

Yellow Goomba Goomba
Image
shoots yellow goombas

Yellow Goomba
Image
faster than your average goomba

Yellow Lakitoomba
Image
spawns yellow goombas


Tell me if you want different combos(yellow homing goomba, fire lakitoomba, etc.).

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alesan99
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Post » 25 Mar 2014, 00:43

If you'd give me credit for the fireball you took that'd be great!

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