The Enemy Respositorium
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
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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
Hard-Light Turret
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
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?
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?
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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Nope, Yep, and
That was so strange...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
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
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
Last edited by Tecminer on 06 Jan 2015, 14:41, edited 1 time in total.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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Someone should make an enemy that instantly gives you a coin and does the animation.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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Is the trigger death?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
Code: Select all
"transformtrigger": "death"
"lifetime": 0
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
uh. Comma.bubba_nate wrote:Code: Select all
"transformtrigger": "death", "lifetime": 0
Also that would mean it dies instantly.
Then transform into nothing.
Which it would do anyway.
Use:
Code: Select all
"givecoinwhenstomped": true
But it doesnt transform in any way...bubba_nate wrote:Is the trigger death?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.zipshould make it do it right.Code: Select all
"transformtrigger": "death" "lifetime": 0
And i already made that happenMr.Q.Marx? wrote:Now you have a coin that you get when you stomp it.Code: Select all
"givecoinwhenstomped": true
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
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
Help
Stomp him a little bit and you will see the problem.
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
}
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
2.I made the shooting dalek now: https://www.dropbox.com/s/sgns6m59svtpl ... ooting.zip
Last edited by Tecminer on 21 Mar 2014, 21:15, edited 2 times in total.
"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.
wow, thanks for the idea!
If someone said how to create custom spawnsounds, then i could give my dalek the typical shooting sound!
If someone said how to create custom spawnsounds, then i could give my dalek the typical shooting sound!
"spawnsound" plays a sound when the enemy spawns.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.
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"
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... :(
Aw... :(
You have to modify the code to make the sounds get loaded.
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
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Why not just add a system to load custom sounds? It isn't hard at all. I made it in my mod with Commanders...alesan99 wrote:You have to modify the code to make the sounds get loaded.
Custom sounds would work greatly with enemies :)
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
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)
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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I once did something like that by accident. You need to change the width and height to something.
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
No I didn't want to change the width and height cause I'm making a bossMagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
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You want it to collide with the player but not with blocks?Áçé Syntax Áçé wrote:No I didn't want to change the width and height cause I'm making a bossMagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
"mask": [true, false, true]
This should work, I think...
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Is this possible even the blocks is a spike?HugoBDesigner wrote:You want it to collide with the player but not with blocks?Áçé Syntax Áçé wrote:No I didn't want to change the width and height cause I'm making a bossMagicPillow wrote:I once did something like that by accident. You need to change the width and height to something.
"mask": [true, false, true]
This should work, I think...
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
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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 :)Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Thanks but....HugoBDesigner wrote: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 :)Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?
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 !!Áçé Syntax Áçé wrote:Thanks but....HugoBDesigner wrote: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 :)Áçé Syntax Áçé wrote:Is this possible even the blocks is a spike?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
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
I'm at a friend's house who has a mac
I want to show the custom enemies
Where is app data?
I want to show the custom enemies
Where is app data?
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
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Just open Mari0, open "Select mappack" and press "m". I tink this still works in Mari0 SE :)jwright159 wrote:I'm at a friend's house who has a mac
I want to show the custom enemies
Where is app data?
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
How can I supposed to do that I mean what code do I use?SauloFX wrote:Entity Spawner + Entity that turns on and off entities = What you want !!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
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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No it does not. That's something completely different.SauloFX wrote:Entity Spawner + Entity that turns on and off entities = What you want !!
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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He wanted the enemy's spawn to be delayed, not for something to keep spawning enemies.
Áçé Syntax Áçé wrote:Hey alesan99 is there a code that it will delay the spawn of an enemy
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Code: Select all
{
"Lifetime":5.0,
"transforms": true,
"transformsinto": "yourenemyhere",
"transformtrigger": "death"
}
Not Gate + Delay gate + Entity spawner = What you want !!
- MagicPillow
- Posts: 1108
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Except that that will make them spawn over and over.TurretBot wrote:Not Gate + Delay gate + Entity spawner = What you want !!
Use a flip flop gate (or whatever its called)MagicPillow wrote:Except that that will make them spawn over and over.TurretBot wrote:Not Gate + Delay gate + Entity spawner = What you want !!
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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Or just do this...Mr.Q.Marx? wrote:Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.Code: Select all
{ "Lifetime":5.0, "transforms": true, "transformsinto": "yourenemyhere", "transformtrigger": "death" }
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
Hey guys , i made a Ice Lakito !!! (spoiler because codes are very big)
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Where is the "one time spawner"? I can't seem to find itMr.Q.Marx? wrote:Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.Code: Select all
{ "Lifetime":5.0, "transforms": true, "transformsinto": "yourenemyhere", "transformtrigger": "death" }
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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What do you mean? Make the above code an enemy and set it to change into yours.Áçé Syntax Áçé wrote:Where is the "one time spawner"? I can't seem to find itMr.Q.Marx? wrote:Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.Code: Select all
{ "Lifetime":5.0, "transforms": true, "transformsinto": "yourenemyhere", "transformtrigger": "death" }
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Which of the codes tells the "one time spawner"?MagicPillow wrote:What do you mean? Make the above code an enemy and set it to change into yours.Áçé Syntax Áçé wrote:Where is the "one time spawner"? I can't seem to find itMr.Q.Marx? wrote:Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.Code: Select all
{ "Lifetime":5.0, "transforms": true, "transformsinto": "yourenemyhere", "transformtrigger": "death" }
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
it lives for 5 seconds, dies and makes your enemy. As it has to die it can only do this once.Áçé Syntax Áçé wrote:
Which of the codes tells the "one time spawner"?
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:
The build-up:
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
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:
Download: https://www.dropbox.com/s/2deffx4yurc4p ... tended.zip
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Half an hour away from making my first enemy pack, but does anyone mind if I put past enemies in(with my own code)?
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.
The pack will be interesting if there's a lot of new enemies we haven't seen before.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
My first enemy pack!
Download
My enemies are:
Fire Goomba
shoots fireballs
Fireball
kills you and kills other enemies after going through a portal
Goomba Goomba
shoots goombas
Hammer Goomba
shoots hammers
Homing Goomba
follows you
Lakitoomba
spawns goombas
Smart Goomba
don't fall off cliffs cuz of zmartz
Yellow Goomba Goomba
shoots yellow goombas
Yellow Goomba
faster than your average goomba
Yellow Lakitoomba
spawns yellow goombas
Tell me if you want different combos(yellow homing goomba, fire lakitoomba, etc.).
Download
My enemies are:
Fire Goomba
shoots fireballs
Fireball
kills you and kills other enemies after going through a portal
Goomba Goomba
shoots goombas
Hammer Goomba
shoots hammers
Homing Goomba
follows you
Lakitoomba
spawns goombas
Smart Goomba
don't fall off cliffs cuz of zmartz
Yellow Goomba Goomba
shoots yellow goombas
Yellow Goomba
faster than your average goomba
Yellow Lakitoomba
spawns yellow goombas
Tell me if you want different combos(yellow homing goomba, fire lakitoomba, etc.).
If you'd give me credit for the fireball you took that'd be great!