The Enemy Respositorium

Mapping related threads and questions go in here!
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TheSkullCreeper!
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Joined: 12 Feb 2018, 11:09

Post » 27 May 2020, 21:36

Aidan wrote:
27 May 2020, 14:28
MINI COINS

will create 4 coins on a single tile.

4coin.png

babycoin.png

GIF 27-05-2020 13-02-42.gif
Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?

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Britdan
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Post » 27 May 2020, 21:53

TheSkullCreeper! wrote:
27 May 2020, 21:36
Aidan wrote:
27 May 2020, 14:28
MINI COINS

will create 4 coins on a single tile.

4coin.png

babycoin.png

GIF 27-05-2020 13-02-42.gif
Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
my enemies are commission only, it will cost 125$ and will take until V15...

sure, do you mean ? blocks or just ground

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TheSkullCreeper!
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Joined: 12 Feb 2018, 11:09

Post » 28 May 2020, 18:27

Aidan wrote:
27 May 2020, 21:53
TheSkullCreeper! wrote:
27 May 2020, 21:36
Aidan wrote:
27 May 2020, 14:28
MINI COINS

will create 4 coins on a single tile.

4coin.png

babycoin.png

GIF 27-05-2020 13-02-42.gif
Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
my enemies are commission only, it will cost 125$ and will take until V15...

sure, do you mean ? blocks or just ground
Ground. ?-Blocks could be included as well.

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Evan.F
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Post » 28 May 2020, 19:01

Currently making an enemy pack here's some previews
goombro.gif
goombro.gif (46.21 KiB) Viewed 15210 times
lava bro.gif
lava bro.gif (45.97 KiB) Viewed 15210 times

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TheSkullCreeper!
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Post » 28 May 2020, 19:32

Evan.F wrote:
28 May 2020, 19:01
Currently making an enemy pack here's some previews
goombro.giflava bro.gif
Is it the Bro. Pack?

Looks good. I wonder where the Goombro is getting the Goombas. Does the lava disappear after a while?

Could someone make me the following list of enemies:
- Fishing Lakito
- Fishing Boo
- Eerie
- Cape Koopa
- Blockhopper
- Bully
- P-Coin and Dash Coin
- Vertical Bullet Bill and Vertical Bulls-Eye Bill

Meculus
Posts: 66
Joined: 28 Apr 2020, 22:15

Post » 29 May 2020, 00:59

I have a few questions.
1.
Meculus wrote:
20 May 2020, 02:41
Also, I've been having a problem where colors don't work right. I was trying to add yellow and green switched items similar to the ones in the on-off enemy pack, but this happened:

This is what the sprites are supposed to look like:
greenwaylefton.png

But this is what I got (The green on-off switch should have the same colors as the one-way door):
Screen Shot 2020-05-09 at 9.34.05 PM.png

Can anyone let me know hat happened?
Did anyone see this?

2. Is there a way for enemies to have more than one dropdown in their rightclick menu, or to set multiple variables with a single dropdown?

3. Is there a way for an enemy to trigger an animation?

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Evan.F
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Post » 29 May 2020, 13:42

Meculus wrote:
29 May 2020, 00:59
I have a few questions.
1.
Meculus wrote:
20 May 2020, 02:41
Also, I've been having a problem where colors don't work right. I was trying to add yellow and green switched items similar to the ones in the on-off enemy pack, but this happened:

This is what the sprites are supposed to look like:
greenwaylefton.png

But this is what I got (The green on-off switch should have the same colors as the one-way door):
Screen Shot 2020-05-09 at 9.34.05 PM.png

Can anyone let me know hat happened?
Did anyone see this?

2. Is there a way for enemies to have more than one dropdown in their rightclick menu, or to set multiple variables with a single dropdown?

3. Is there a way for an enemy to trigger an animation?
I saw it, have no idea how the on-off thing works though. Aidan’s the only person who could help you so I might ask him

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Britdan
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Post » 29 May 2020, 16:28

Meculus wrote:
29 May 2020, 00:59
I have a few questions...
1. i saw it, no idea tho.

2. multiple drop-downs are not a thing, but you can change multiple properties using a custom timer, i will make a post about that later.

3. "triggeranimationondeath" is the only one that i know of.

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Britdan
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Post » 01 Jun 2020, 22:08

THE SWINGING PACK
Got a new set of enemies for ya.
these swinging platforms come from SMW, and i have now remade them in mari0.

They even have optional heights. also cool smb1 style sprites made by SubPixuru.

https://www.dropbox.com/sh/kkf6ll5y0y1j ... c5mDa?dl=0

Capture.PNG
Capture.PNG (9.3 KiB) Viewed 15150 times

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Britdan
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Post » 04 Jun 2020, 11:48

TheSkullCreeper! wrote:
28 May 2020, 18:27
Aidan wrote:
27 May 2020, 21:53
TheSkullCreeper! wrote:
27 May 2020, 21:36


Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
my enemies are commission only, it will cost 125$ and will take until V15...

sure, do you mean ? blocks or just ground
Ground. ?-Blocks could be included as well.
you could just use tiles, and if you want like half tiles and stuff that will be possible in V13

j4mesabiode
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Joined: 13 Jun 2020, 21:06

Post » 13 Jun 2020, 21:12

you from youtub tell alesan to ad fnaf

j4mesabiode
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Post » 13 Jun 2020, 21:13

Aidan wrote:
04 Jun 2020, 11:48
TheSkullCreeper! wrote:
28 May 2020, 18:27
Aidan wrote:
27 May 2020, 21:53

my enemies are commission only, it will cost 125$ and will take until V15...

sure, do you mean ? blocks or just ground
Ground. ?-Blocks could be included as well.
you could just use tiles, and if you want like half tiles and stuff that will be possible in V13
tell alesan to ad fnaf

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Britdan
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Post » 14 Jun 2020, 02:04

j4mesabiode wrote:
13 Jun 2020, 21:13
Aidan wrote:
04 Jun 2020, 11:48
TheSkullCreeper! wrote:
28 May 2020, 18:27


Ground. ?-Blocks could be included as well.
you could just use tiles, and if you want like half tiles and stuff that will be possible in V13
tell alesan to ad fnaf
no, please shut the hell up, also this isn't the place for suggestions to AE

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Britdan
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Post » 14 Jun 2020, 16:42

A new challenger has appeared!
Capture.PNG
Capture.PNG (10.51 KiB) Viewed 15017 times

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Dr. Waluigi
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Post » 16 Jun 2020, 02:47

Aidan wrote:
14 Jun 2020, 16:42
A new challenger has appeared!

Capture.PNG
That's sick. Can it pick up both Mario and other entities?

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Evan.F
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Joined: 15 Jun 2019, 21:10

Post » 16 Jun 2020, 09:13

Dr. Waluigi wrote:
16 Jun 2020, 02:47
Aidan wrote:
14 Jun 2020, 16:42
A new challenger has appeared!

Capture.PNG
That's sick. Can it pick up both Mario and other entities?
At the moment, he accidently deleted the enemy. I think it could pick up Mario and certain custom enemies (it won't be able to grab entities)

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Britdan
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Post » 16 Jun 2020, 13:47

It can grab the player, as well as enemies (tho then need to be added manually) here are some gifs.
GIF 16-06-2020 12-45-16.gif
GIF 16-06-2020 12-45-16.gif (1.56 MiB) Viewed 14979 times
GIF 16-06-2020 12-44-24.gif
GIF 16-06-2020 12-44-24.gif (488 KiB) Viewed 14979 times

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Evan.F
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Post » 16 Jun 2020, 16:30

Also if anyone's wondering, Aid0n's using a deliberately messed Mario skin, which is why it look weird

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Bromaster
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Post » 16 Jun 2020, 17:43

wow, those swinging claws look awesome!

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Evan.F
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Post » 17 Jun 2020, 21:55

Bromaster wrote:
16 Jun 2020, 17:43
wow, those swinging claws look awesome!
Bromaster You’re back

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Cleiton Studios
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Post » 21 Jun 2020, 16:53

mad goomba.zip
(1.45 KiB) Downloaded 345 times
MAD's goombas are now in mari0
_20200620_201655.JPG
_20200620_201655.JPG (1.54 KiB) Viewed 14885 times

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Britdan
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Post » 22 Jun 2020, 21:03

NEW SUPER MARIO MAKER 2 STUFF! (V7)
!THE 1000% UPDATE!
(For alesan99's entities V13 and up)

smm2v7.png
smm2v7.png (91.64 KiB) Viewed 14842 times

Download - https://www.dropbox.com/sh/pdupt8w8xn3n ... foXGa?dl=0

Code: Select all

New...
     - progressive hammer powerup
     - mechakoopa
     - blasta mechakoopa
     - zappa mechakoopa
     - mushroom trampoline's (blue, orange and on/off)
     - winged big coin's (10, 30 and 50)
     - rotten mushroom
     - smm2 flower
     - smm2 bullet bill
     - winged powerups (mushroom, oneup, flower, rotten mushroom, star)
     - cursed key
     - phanto
     - oink sound effect (made by subpixuru)
     - blue tracked platform
     - ! block (right click for paths)
     - warp boxes (right click for id's)
     - swinging claw
     - [SUPPRISE]
Improved...
     - ant trooper - new sprite (by evan.f) and improved behavior
     - blinking blocks (both) - behavior redone to use a single enemy
     - skull platforms - behavior redone
     - hammer - combined crate/hammer powerup
     - launchers - redid positioning, added stop spawning on player near, added new items
     - one ways - items can go through now and collisons fixed.
     - blue platform - falls a bit fatser and fixed a small issue
     - skipsqueak - new sprite (by subpixuru) and improved behavior
     - starting arrow - effected by gravity
     - crate and M crate - new sprite and improved behavior
     - arrows and snow arrows - combined
     - banzai bill and homing banzai bill - chnaged hitbox
Current...
     - 10 coin
     - 30 coin
     - 50 coin
     - one way up
     - one way down
     - one way left
     - one way right
     - banzai bill
     - homing banzai bill
     - skull raft
     - blue skull raft
     - blue falling platform
     - arrows
     - snow arrows
     - starting arrow
     - blue spike top (made by alesan99)
     - blinking blocks
     - launcher
     - red launcher
     - bobomb
     - saw
     - stingby (made by evan.f)
     - skipsqeak (made by alesan99)
     - castle
     - homing bullet bill
     - spike blocks (make sure to also add the animation (included)
     - winged ? block
     - normal ? block
     - winged coin
     - crate (original by NH1507)
     - hammer power-up
other improvements...
     - some items are now non trackable or can't enter clearpipes to avoid issues
     - some items now have custom icons for the editor
     - all items have descriptions
     - made some blocks block portals
removed...
     - crate power-up
     - arrows and snow arrows (now combined)
Coming Soon...
     - stuff hehehe
(let me know if you need anything else)
Last edited by Britdan on 13 Jul 2020, 01:19, edited 1 time in total.

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Britdan
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Post » 22 Jun 2020, 21:24

oh one wasn't enough huh, or maybe your one of them cool guys from discord well...
CLAWS!
(For alesan99's entities V13 and up)

Capture.PNG
Capture.PNG (19.64 KiB) Viewed 14838 times

https://www.dropbox.com/sh/lcka4qofu00x ... P01Xa?dl=0

(make sure to put the animations in animations)

Code: Select all

Adds...
     - yellow claws - can grab players and also 5 items (use claw versions)
     - blue claws - don't drop when you walk under
     (to activate them trigger an animation trigger with id
     "drop[id]" id being the number you set on the claw
Q/A
"their not the same as mario maker" - i know, enemies will never be perfect.
"why can't it grab p-switches, go fix" - did you even read the additions?
"you can't swing, go fix" - alright then, add swinging your fucking self.
"can you at least add balloon quicksand be grabbed" - yes.

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Detronicle
Posts: 49
Joined: 12 Oct 2017, 14:49

Post » 26 Jun 2020, 16:15

[AE v13] Mad Boo
He stare, he mad
He stare, he mad
Mad Boo.png (3.13 KiB) Viewed 14776 times
In case you played or at least knew Super Princess Peach, you probably know these guys. In case not, consider the boos' behavior in nighttime ground theme of Super Mario Maker 2.

In other words, mad boos will chase Mario if they are being looked at, and stays still if not. Pretty much like the inverse of a regular boo's behavior.

* Consists of two enemies: madboo and madboostill. (Only the former is selectable in editor, and has a tooltip imagery).
* Exhibits light level one when lights out is enabled. Also trackable.
* Due to transforming reasons, you can't supersize them. Otherwise, they'll always end up small regardless.
* Under any circumstances, they should not enter clear pipes. If somehow they did, just insert "dontenterclearpipes": true, somewhere in both enemies.
madboo.zip
(14.25 KiB) Downloaded 395 times
Unnecessary Q/A
* "Why boomerangs don't work against them?" - Dunno, if you know how to fix that, do it yourself.
* "Why are they too fast/slow?" - Uhhh... I'm pretty sure that's the speed of the legacy boo enemy in AE.
* "You need to add supersize option!" Haven't you read the above? Ask Alesan about that.
* "The tooltip doesn't show Mario holding a portal gun! Why?!" - Bruh is there something wrong with that?
* "Why it only gives 200 points when defeated?" - Do score points even matter in Mari0?

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SubPixuru
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Post » 03 Jul 2020, 23:35

pretty cool enemy dude

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TheSkullCreeper!
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Post » 04 Jul 2020, 21:00

Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.

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Detronicle
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Post » 08 Jul 2020, 11:58

SubPixuru wrote:
03 Jul 2020, 23:35
pretty cool enemy dude
Thanks.
TheSkullCreeper! wrote:
04 Jul 2020, 21:00
Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.
How exactly troll-ish? Something like it would (instantly) kill Mario when touching the flag? Or..?

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Detronicle
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Post » 08 Jul 2020, 12:57

[AE v13] Custom Enemy-Type Bowser (w/ Custom Sprites)
Mario! It's time for another showdown! A showdown that will make me victorious at last!
Mario! It's time for another showdown! A showdown that will make me victorious at last!
Bowser Custom Enemy.png (6.61 KiB) Viewed 14559 times
I'm not actually sure what I wanted him to be like, but I guess I'm satisfied on how he turned out. Also ignore the description on bowsercustom enemy when placing him.
This custom enemy version of Bowser acts rather differently than your typical entity version.
  • Contains four (actually five, although the extra is unused) enemies: Bowser himself and his skeletal form Dry Bowser, and their fireball attacks.
  • Generally, he's more aggressive, now also trying to chase Mario every once in a while (chase movement), and could jump over one-block walls if necessary. He'll do switch back to less-aggressive behavior as well (wiggle movement), although it's shorter time span before he'll try chasing you again. This behavior is more noticeable if he's on the left side of the screen. Speaking of movement, he'll start with either of those, before switching out.
  • Their fire attacks won't properly align to blocks. I think there's a property to set it up, although I just left it like that for extra difficulty.
  • Normal Bowser takes 15 fireball hits to defeat. Meanwhile, Dry Bowser has a whopping 1500 health, although that's meant to justify him being vulnerable to Hammer Mario (since hammers never disappear and continue hitting stuff, and for most situations, the hammer will fall through him anyways).
  • They can be supersized, although their fire attacks won't be large as well, neither would properly align from their mouth before moving away, because spawning reasons.
  • Is a boss, so an axe-bridge setup should work with the right tileset. There's also a right-click option to not make him a boss, although it appears to be broken for some reason.
  • By default, the sprites used are the SMB-versions (Dry Bowser sprites made by KGK64). There's also custom ones and are included as well, made by yours truly, although I won't say I'm proud of how they look like (the custom Bowser is somewhat based on his SNES SMB appearance).
Download:
CustomBowserEnemy.zip
(49.42 KiB) Downloaded 636 times
Credits to KGK64 aka KoopshiKingGeoshi for SMB Dry Bowser sprites. DeviantArt page ==> https://www.deviantart.com/koopshikinggeoshi

Also, if you complain that the color palette is wrong, go fix it yourself.

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TheSkullCreeper!
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Post » 08 Jul 2020, 18:17

Detronicle wrote:
08 Jul 2020, 11:58
TheSkullCreeper! wrote:
04 Jul 2020, 21:00
Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.
How exactly troll-ish? Something like it would (instantly) kill Mario when touching the flag? Or..?
Kind of like a fake flag, to troll the player that they reached the flagpole, when they didn't.

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Cleiton Studios
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Post » 08 Jul 2020, 23:05

Omg this bowser is very hard to be defeated!!!

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Detronicle
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Post » 09 Jul 2020, 08:53

Cleiton Studios wrote:
08 Jul 2020, 23:05
Omg this bowser is very hard to be defeated!!!
That's the intended difficulty. Of course you could edit his health so he's easier to be dealt with.
TheSkullCreeper! wrote:
08 Jul 2020, 18:17
Kind of like a fake flag, to troll the player that they reached the flagpole, when they didn't.
So more like a decorative one. Will this suffice? (it uses the default graphics from AE v13)
fakeflag.zip
(1.19 KiB) Downloaded 324 times

Meculus
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Post » 09 Jul 2020, 19:16

Is there any way to make a custom gel cannon that works just like the normal one (except using <action> instead of click)?

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TheSkullCreeper!
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Post » 11 Jul 2020, 21:40

I'm somewhat surprised that nobody has made a Piranha Plant for when its not in a pipe (SMM).

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Britdan
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Post » 13 Jul 2020, 09:33

yeah me too, not any more
plantfloor.png
plantfloor.png (781 Bytes) Viewed 14422 times

Code: Select all

{
	"quadcount": 2,
	
	"width": 0.75,
	"height": 0.75,
	
	"offsetX": 6,
	"offsetY": 11,
	"quadcenterX": 8,
	"quadcenterY": 16,

	"kills": true,
	
	"static": false,
	"active": true,
	"friction": true,

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

	"trackable": true,
	"dontenterclearpipes": true,
	
	"category": 4,
	"mask": [ true, 
			false, false, 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],

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.15
}

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Alexis0159
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Post » 13 Jul 2020, 22:01

TheSkullCreeper! wrote:
11 Jul 2020, 21:40
I'm somewhat surprised that nobody has made a Piranha Plant for when its not in a pipe (SMM).

plantnopipe.png
plantnopipe.png (489 Bytes) Viewed 14397 times

Code: Select all

{
	"quadcount": 2,
	
	"description": "Place on a wall - hazard piranha plant.",

	"width": 1,
	"height": 0.875,
	"active": true,
	"killsontop": true,
	
	"category": 4,
	
	"mask": [true],
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.15,
	
	"offsetX": 0,
	"offsetY": 1,
	"quadcenterX": 0,
	"quadcenterY": 17,

	"nospritesets": true,
	"trackable": true,
	"kills": true,
	"supersize": true,
	
	"emancipatecheck": true,
	
	"ignorefaithplates": true
}

Meculus
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Post » 14 Jul 2020, 15:28

Is there any good way to record a player's movements? I wanted to see if I could make a custom enemy to emulate a "past self" like in "Thinking With Time Machine".

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Cleiton Studios
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Post » 14 Jul 2020, 18:36

Lego goomba version 1
_20200713_185246.JPG
_20200713_185246.JPG (2.33 KiB) Viewed 14366 times
The lego goomba can't move but if you stomp on him, you will won 1 coin, lego goomba can't be squished by player when stomped.
lego goomba.zip
(1.64 KiB) Downloaded 387 times

Kant
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Post » 15 Jul 2020, 02:26

nippersjamp.gif
nippersjamp.gif (5.73 KiB) Viewed 14350 times
nippersfire.gif
nippersfire.gif (227.04 KiB) Viewed 14350 times
nippers.zip
(118.83 KiB) Downloaded 576 times
Nippers from smb3 recreated in mari0 enjoy!

Includes

-Walking nippers

-Standing nippers

-Fire nippers

Meculus
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Post » 28 Jul 2020, 04:33

I have 2 questions:

1. would it be possible to (re)make the laser (Thermal Discouragement Beam) as a custom enemy so I can put it on tracks?

2. can you have an enemy follow another? (like, to make enemy stacks by having a "stacked" goomba be a seperate entity)

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Britdan
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Post » 28 Jul 2020, 14:01

Meculus wrote:
28 Jul 2020, 04:33
I have 2 questions:

1. would it be possible to (re)make the laser (Thermal Discouragement Beam) as a custom enemy so I can put it on tracks?

2. can you have an enemy follow another? (like, to make enemy stacks by having a "stacked" goomba be a seperate entity)
1. while cool, it would be impossible on so many levels.

2. there is only one movement type that allows for that and it's homing, so not likely.

WilliamFrog
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Post » 28 Jul 2020, 18:41

Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.

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alesan99
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Post » 28 Jul 2020, 18:50

WilliamFrog wrote:
28 Jul 2020, 18:41
Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.
Or just make a tall enemy and make it look like a bunch of goombas

Meculus
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Post » 28 Jul 2020, 22:32

WilliamFrog wrote:
28 Jul 2020, 18:41
Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.
That's exactly what I was thinking.

Meculus
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Post » 28 Jul 2020, 22:32

Can you make custom doors?

WilliamFrog
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Post » 28 Jul 2020, 23:20

Well, a tall goomba-like enemy could work with stomps but it might not be as elegant with side hits like shells. I tried my solution from earlier, and I couldn't get the stacked goombas to move with the base goomba, they just slide off. Trying to add custom enemies to a PlatformCheckTable just crashed the game, so idk if it's possible.

Also what could you possibly need custom doors for?

Meculus
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Post » 29 Jul 2020, 00:04

WilliamFrog wrote:
28 Jul 2020, 23:20
Also what could you possibly need custom doors for?
It was just an interesting idea.

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alesan99
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Post » 29 Jul 2020, 00:27

WilliamFrog wrote:
28 Jul 2020, 23:20
Well, a tall goomba-like enemy could work with stomps but it might not be as elegant with side hits like shells. I tried my solution from earlier, and I couldn't get the stacked goombas to move with the base goomba, they just slide off. Trying to add custom enemies to a PlatformCheckTable just crashed the game, so idk if it's possible.
Trying to sync enemies together is a horrible idea with the custom enemy system, that's why I said to make it one single enemy.

I'm not pulling this out of nowhere either, I made custom pokies a while back (as seen in the smw dlc) and they work well even with shells.
It takes a bit of time to create enemies like it but at least it works.
pokey.zip
(15.96 KiB) Downloaded 285 times
Portal behavior is wrong but that's not going to work with either method.
Meculus wrote:
28 Jul 2020, 22:32
Can you make custom doors?
You can make doors invisible.

WilliamFrog
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Post » 29 Jul 2020, 00:33

Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.

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alesan99
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Post » 29 Jul 2020, 14:38

WilliamFrog wrote:
29 Jul 2020, 00:33
Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.
That's what i meant by syncing them. With that method they still need to stay together and affect each other.

WilliamFrog
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Joined: 21 Jul 2020, 20:10
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Post » 29 Jul 2020, 19:21

alesan99 wrote:
29 Jul 2020, 14:38
WilliamFrog wrote:
29 Jul 2020, 00:33
Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.
That's what i meant by syncing them. With that method they still need to stay together and affect each other.
Is there a way for custom enemies to be carried by other enemies? Like, being pulled along by the enemy on bottom without themselves moving.

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