The Enemy Respositorium
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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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.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?
Thanks for making an enemy that's exactly the same as mine except for the graphics!Flutter Skye wrote:Completely harmless Weighted storage cube
- Flutter Skye
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Sorry, I used you code by accident. I'll fix it in a few seconds.
EDIT: Redownload
EDIT: Redownload
Last edited by Flutter Skye on 10 Apr 2014, 18:34, edited 2 times in total.
- Superjustinbros
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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.TurretBot wrote:Yes, these are all possible. Though the first one is already in the game, unless you mean red paratroopers.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?
Considering I try R-clicking on a Red Paratroopa and no drop down appears.
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: (click here to see it on a black background)
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:
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: (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]
}
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:
Last edited by TurretBot on 25 Jan 2014, 01:28, edited 5 times in total.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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SMB2J Mushrooms. Super, 1UP, and Poison.
Hey guy's I'm a little shy.
(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.
(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.
- Flutter Skye
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I got bored, so I added these to the game.Superjustinbros wrote:SMB2J Mushrooms. Super, 1UP, and Poison.
https://www.dropbox.com/s/cqmqw12hmbv4o ... 20Pack.zip
Last edited by Flutter Skye on 14 Jul 2014, 11:16, edited 1 time in total.
One enemy, the Life Capsule from Cave Story. It doesn't move, it doesn't do ANYTHING! Except for give you a 1UP.
Code: Select all
base=oneup
{
"quadcount": 2,
"animationtype": "frames",
"animationspeed": 0.1,
"animationstart": 1,
"animationframes": 2,
"nospritesets": true,
"static": "true",
"autodelete": false
}
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
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I'm slowly thinking that you're remaking Cave Story in Mari0...Doormat wrote:An entity
Boring blue robot dude
Now I have to figure out how to code all the enemies from Egg Corridor... *shudder*
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
}
Are you obsessed too? :) :) :)
That's what they all say.
No seriously. Step one: Denial. xD
No seriously. Step one: Denial. xD
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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How would you make a goomba clone with different graphics? I tried, but mine crashes my game... D:
- Flutter Skye
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Code: Select all
base=goomba
{
}
- MagicPillow
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Thank you! I forgot the { things
It'll give you infinite one-ups if you don't make it autodelete.Doormat wrote:Except for give you a 1UP.
- MagicPillow
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Sorry for asking, but what would be in the .json file for an enemy that is 8 pixels high?
renhoek wrote:(chose YI Shyguys because the smb2 ones would be predictable).
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.
Because I felt like it
- MagicPillow
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Nevermind, width and height are in terms of blocks...MagicPillow wrote:Sorry for asking, but what would be in the .json file for an enemy that is 8 pixels high?
But how do you change the collision area for an enemy? mine is 8x16 pixels...
0.5 = half of a block = 8 pixels * scale
- MagicPillow
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Would there be some way to change the collision of an enemy?
- Superjustinbros
- Posts: 2119
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I'll go right ahead and post my own alternatives to renhoek's Shy Guy sprites, ripped straight out of the hack Funny Princess.
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.
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)
Finally to end this post, I give you a Spiny that could be knocked over and kicked, ala the more modern Mario games.
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.
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)
Finally to end this post, I give you a Spiny that could be knocked over and kicked, ala the more modern Mario games.
- MagicPillow
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When you stomp an enemy, and it changes into another, is there any way to make it not always go left?
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
- MagicPillow
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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:
EDIT: forgot the speed variable... :\
It works now.
Wow, I'm doing this a lot today...
Unfortunately, they walk through walls! D:
- MagicPillow
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My enemies are walking straight through walls...
Is there some way to fix this?
Is there some way to fix this?
Yes you can make him behave like a lakkitu that's as close as you can get I think.
I haven't researched enough to know what all the true and false variables do.
Check the collision box code and replace it with the collision code of another enemy.MagicPillow wrote:My enemies are walking straight through walls...
Is there some way to fix this?
I haven't researched enough to know what all the true and false variables do.
- MagicPillow
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How exactly would I do that?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.
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.
I love it.
anywho
enemy code for collisions
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?
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],
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?
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
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.
Kamikaze Peach - a reskin of a Hammer Bro.
Walking Bill, also form Kamikaze Mario. It's a reskin of a Buzzy Beetle.
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.
Meet my friends the rings from Super Mushroom, Flower Remix, and Star Remix.
Kamikaze Peach - a reskin of a Hammer Bro.
Walking Bill, also form Kamikaze Mario. It's a reskin of a Buzzy Beetle.
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.
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).renhoek wrote:I love it.
anywho
enemy code for collisionsas for the enemy that doesn't effect you I have no idea.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],
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?
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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They're still walking through walls...
Here's the code:
Am I doing something wrong?
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
}
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.
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.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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Jorichi Flavored Soda.
https://www.dropbox.com/s/r05eg9n6zb3ia ... da.zip.lnk
https://www.dropbox.com/s/r05eg9n6zb3ia ... da.zip.lnk
That's a .lnk, you have to upload an actual .zip.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Well, I changed the size, but now they don't have ANY collision with walls...
Any help?
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
}
goomba height and width = 0.75alesan99 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.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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But... I tried .75 and it didn't work...
Well how come goomba's work fine with 0.75 and your enemy doesn't, you must've did something wrong.
0.75 not .75
.75 is probably not read as number
.75 is probably not read as number