The Enemy Respositorium

Mapping related threads and questions go in here!
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MagicPillow
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Post » 26 Jan 2014, 22:13

TurretBot wrote:0.75 not .75
.75 is probably not read as number
No, I did 0.75, but it didn't work.
I'll try messing around with stuff and try to get it to work.

Mariotheplumber85
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Post » 27 Jan 2014, 02:02

MagicPillow wrote:
TurretBot wrote:0.75 not .75
.75 is probably not read as number
No, I did 0.75, but it didn't work.
I'll try messing around with stuff and try to get it to work.
It's possibly the offsets and quadcenters
try this

Code: Select all

"offsetx": 6, 
"offsety": 6,
"quadcenterX": 8,
"quadcenterY": 5
the same problem occured for me too and this is what I did
It worked but you may find a different method

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maidenTREE
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Post » 27 Jan 2014, 02:15

eraykaan wrote:I took evil one step further
Image
I can put a download link for it if you want
Okay, download link please!

jermboy27
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Post » 27 Jan 2014, 03:53

I request a blue spiny.
It acts like a red spiny, but it's blue and stays on ledges.

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Doormat
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Post » 27 Jan 2014, 04:09

Image

Code: Select all

base=spikey
{
	"turnaroundoncliff": true
}
I felt nice.

jermboy27
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Post » 27 Jan 2014, 04:26

Doormat wrote:Image

Code: Select all

base=spikey
{
	"turnaroundoncliff": true
}
I felt nice.
You think it's just the the blue spiny from the SMW hack: Mario's Lost World.

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Doormat
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Post » 27 Jan 2014, 04:34

jermboy27 wrote:
Doormat wrote:Image

Code: Select all

base=spikey
{
	"turnaroundoncliff": true
}
I felt nice.
You think it's just the the blue spiny from the SMW hack: Mario's Lost World.
If you don't like the graphic, change it yourself. If you don't like the behaviour, what am I supposed to think when you say "stay on ledges"?

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Superjustinbros
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Post » 27 Jan 2014, 04:47

Darn, I've been giving my Imgur account a run for it's money lately.
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
All the non-boss enemies from Sunsoft's Wing of Madoola.

Image
Also redid the Red Lakitu.

jermboy27
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Post » 27 Jan 2014, 15:06

alesan99 wrote:Not many enemies are being posted so let me post my FIRST ALESAN'S ENEMIES PACK.
Yellow koopa
Image
Follows player. Couldn't get the other abilities to work because they're impossible.
pls don't kill me for not using the nes palette
Blue koopa
Image
Fast, doesn't fall off edges.
Big goomba
Image
Self explanatory.
Fire bro
Image
Once again, self explanatory.
Paragoomba
Image
Jumps.
Goombrat
Image
Doesn't fall off edges

Download: https://www.dropbox.com/s/06dwnvtq7bvre ... emies1.zip

Feel free to use them and edit them.

You can also tell me what you'd want in the next pack.
Good I'm requesting an Amp.

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renhoek
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Post » 27 Jan 2014, 15:39

Thought I'd show what I've worked on today.
Image
(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)

Expect a smb2 enemy release soon.

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Flutter Skye
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Post » 27 Jan 2014, 15:44

TurretBot wrote:That's a .lnk, you have to upload an actual .zip.
Dropbox hates me.
All Night Stabyourself Enemy Pack
https://www.dropbox.com/s/lsj3r2x11tvr8 ... 20Soda.zip
Last edited by Flutter Skye on 14 Jul 2014, 11:15, edited 1 time in total.

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Superjustinbros
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Post » 27 Jan 2014, 18:24

renhoek wrote: Image
That Hoopster moves a lot like the Bouncing Orb from Giana Sisters.

EDIT: Graphics for a Black Koopa, Black Paratroopa, and Black Piranha Plant.
ImageImageImage

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maidenTREE
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Post » 28 Jan 2014, 00:11

XxXrenhoekXxX wrote:Thought I'd show what I've worked on today.
Image
(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)

Expect a smb2 enemy release soon.
Perfect for a SMB2 mappack.

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TurretBot
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Post » 28 Jan 2014, 00:35

renhoek wrote:(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)
Hmm... Maybe I should gather all the colors and make a Mari0 palette...

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MagicPillow
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Post » 28 Jan 2014, 00:42

TurretBot wrote:
renhoek wrote:(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)
Hmm... Maybe I should gather all the colors and make a Mari0 palette...
YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES.

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renhoek
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Post » 28 Jan 2014, 02:26

TurretBot wrote:
renhoek wrote:(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)
Hmm... Maybe I should gather all the colors and make a Mari0 palette...
actually I did that just so I could make the colours fit.
here's the image I used.
Image
from top to bottom
- overworld
- underworld
- castle
- water
These are the enemy pallette though.

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eraykaan
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Post » 28 Jan 2014, 11:19

renhoek wrote:Thought I'd show what I've worked on today.
Image
(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)

Expect a smb2 enemy release soon.
I think i might not be able to get snifit's code for my  upcoming SMG mappack  can i?

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TurretBot
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Post » 28 Jan 2014, 13:14

renhoek wrote:
TurretBot wrote:
renhoek wrote:(tried to remain as faithful to the pallette as possible, though I think I may have done the panser incorrectly now that I look closely)
Hmm... Maybe I should gather all the colors and make a Mari0 palette...
actually I did that just so I could make the colours fit.
here's the image I used.
Image
These are the enemy pallette though.
The third row is the same...?

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renhoek
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Post » 28 Jan 2014, 13:21

TurretBot wrote:
renhoek wrote:
TurretBot wrote: Hmm... Maybe I should gather all the colors and make a Mari0 palette...
actually I did that just so I could make the colours fit.
here's the image I used.
Image
These are the enemy pallette though.
The third row is the same...?
yep, the original smb didn't have a changing red pallette.

I left it there to look neat and it was less confusing.

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MM102
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Post » 28 Jan 2014, 20:14

eraykaan wrote: upcoming SMG mappack 
( ゚ Д゚)
but but...
MM102 wrote:Image
This is fun
and
MM102 wrote: Image
I call dibs on a Smg mappack in SE
T-T

in all honesty if you want to take over its fine :P

Edit: put quotes in spoilers
Last edited by MM102 on 29 Jan 2014, 06:29, edited 1 time in total.

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Flutter Skye
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Post » 28 Jan 2014, 20:38

I'm still waiting for you mappack MM102. If you make fireflowers which dissapear after 20 seconds, with the music, I will be amazed.
Is it possible to make a Octoomba using Json?

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TurretBot
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Post » 29 Jan 2014, 01:48

How do you set a frame's size? I get an error because it can't find the quads for the frames.

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alesan99
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Post » 29 Jan 2014, 04:17

After 1 year here it is, ALESAN'S ENEMY PACK #2
Big koopa
Image
It's a koopa, and it's big.
Splunkin
Image
This pumpkin fellow will go nuts when he's stomped on, after stomping him twice he dies.
Boo
Image
Follows you (I doesn't stop if you're facing him since it's impossible to do so ATM)
Dry bones
Image
Comes back after being stomped on. It's also immune to fire.
Really flying red koopa
Image
This koopa knows how to fly up and down.
Fire piranha plant
Image
MADE BY MAURICE. I added the graphics.
Red piranha plant
Image
Goes up and down fast. I know it's supposed to stay inside when you're above it but don't piston distance is always 3 for some reason.
Blue virus
Image
Since you guys ask if you can have your virus in blue The blue virus thing from Dr.Mario

DOWNLOAD: https://www.dropbox.com/s/ee5fmvf2ttx47 ... emies2.zip

Previous Pack
Once again, feel free to use them and edit them.
Suggest enemies for the next pack. They can be whatever you want, not limited to mario and portal things.
I'll try to make amp in the next pack. I couldn't make a dinosaur because I have no sprites for it.

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MagicPillow
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Post » 29 Jan 2014, 04:36

Alesan99 wrote: Blue virus
Nice try, Alesan99.
But in all seriousnessish,
Those look great!
The Spelunkins were my favorite enemy from the mod.

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maidenTREE
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Post » 29 Jan 2014, 05:00

I did a funny attempt at remaking the Evil Hammer Bros, and it went funny: Image Image
Also, made a pack. X3
I call it the Randomness pack, and it even includes SMB graphic backup enemies in case you change the enemy graphics in Mari0 SE.
Here is a list:
Evil Hammer Bros: They throw Hammer Bros. O_O
Image
Sunplaza: The All Night Nippon Super Mario Bros version of the goomba!
Image
Cheep-Cheep Green: T_T Couldn't make the same behavior, just a recolor of a Red Cheep Cheep.
Tamori: The replacement of the Piranha Plant in All Night Nippon Super Mario Bros!
Image
Shellcreepers: Wow.
Image
Hiraya: The Star of David with a circle inside.
Image
That's some, but wait! There's more! (Billy Mays' voice)
We'll double the offer! You'll get 6 packs of this pack!
(sarsacm)
https://www.dropbox.com/s/kcr02s8kx4m1o ... %20Set.zip
Last edited by maidenTREE on 29 Jan 2014, 15:23, edited 2 times in total.

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eraykaan
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Post » 29 Jan 2014, 11:37

Turtley3 wrote:I did a funny attempt at remaking the Evil Hammer Bros, and it went funny: Image
Also, made a pack. X3
I call it the Randomness pack, and it even includes SMB graphic backup enemies in case you change the enemy graphics in Mari0 SE.
Here is a list:
Evil Hammer Bros: They throw Hammer Bros. O_O
Image
Sunplaza: The All Night Nippon Super Mario Bros version of the goomba!
Image
Cheep-Cheep Green: T_T Couldn't make the same behavior, just a recolor of a Red Cheep Cheep.
Tamori: The replacement of the Piranha Plant in All Night Nippon Super Mario Bros!
Image
Shellcreepers: Wow.
Image
Hiraya: The Star of David with a circle inside.
Image
That's some, but wait! There's more! (Billy Mays' voice)
We'll double the offer! You'll get 6 packs of this pack!
(sarsacm)
https://www.dropbox.com/s/kcr02s8kx4m1o ... %20Set.zip
You forgot evil lakitos that drop evil hammer bros

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maidenTREE
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Post » 29 Jan 2014, 15:05

eraykaan wrote:
Turtley3 wrote:I did a funny attempt at remaking the Evil Hammer Bros, and it went funny: Image
Also, made a pack. X3
I call it the Randomness pack, and it even includes SMB graphic backup enemies in case you change the enemy graphics in Mari0 SE.
Here is a list:
Evil Hammer Bros: They throw Hammer Bros. O_O
Image
Sunplaza: The All Night Nippon Super Mario Bros version of the goomba!
Image
Cheep-Cheep Green: T_T Couldn't make the same behavior, just a recolor of a Red Cheep Cheep.
Tamori: The replacement of the Piranha Plant in All Night Nippon Super Mario Bros!
Image
Shellcreepers: Wow.
Image
Hiraya: The Star of David with a circle inside.
Image
That's some, but wait! There's more! (Billy Mays' voice)
We'll double the offer! You'll get 6 packs of this pack!
(sarsacm)
https://www.dropbox.com/s/kcr02s8kx4m1o ... %20Set.zip
You forgot evil lakitos that drop evil hammer bros
I know, but you putted a download to it in page 2.
eraykaan wrote:Image
Thank you for the idea, renhoek

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Superjustinbros
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Post » 29 Jan 2014, 17:20

The thunder clouds from Tower RE:
ImageImage
They're reskins of Lakitus and Spinies, respectively, but with a few tweaks.

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Flutter Skye
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Post » 29 Jan 2014, 17:44

I don't want to be mean Justin, but you should make these enemies, not give only graphics for then. Like doing that cloud took me 3 minutes.

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TheSeek
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Post » 29 Jan 2014, 17:58

Flutter Skye wrote:I don't want to be mean Justin, but you should make these enemies, not give only graphics for them.
I kind of agree. I'm not a map maker(not yet at least, who knows), but if I was and i came here to look for enemies, i'd be looking for enemies with their behaviour already made and ready to use, exactly like in the Tileset Repositorium you have tilesets for mari0 with all the properties set already. Coming here and finding just graphics for enemies would be like going to the Tileset Repositorium to grab tiles sheets without the properties set, it's kinda pointless.

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maidenTREE
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Post » 29 Jan 2014, 18:06

TheSeek wrote:
Flutter Skye wrote:I don't want to be mean Justin, but you should make these enemies, not give only graphics for them.
I kind of agree. I'm not a map maker(not yet at least, who knows), but if I was and i came here to look for enemies, i'd be looking for enemies with their behaviour already made and ready to use, exactly like in the Tileset Repositorium you have tilesets for mari0 with all the properties set already. Coming here and finding just graphics for enemies would be like going to the Tileset Repositorium to grab tiles sheets without the properties set, it's kinda pointless.
Yeah, it's kinda pointless to get a unspilt version of a tileset you want to split using Automatik's program, but it helps for me, obviously, in case I get too tired or my power runs out, and if I don't save.

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Superjustinbros
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Post » 29 Jan 2014, 19:36

Here's the thing.
During previews for SE I believed the enemy creator would be simple and easy, as in you wouldn't need to pull up a text-editor. There would be a built-in enemy creator that exists within the editor, with a really simple to understand GUI that gives you the individual options for customizing and testing an enemy, then saving it. Animated tiles could benefit from such feature as well.
With static tiles, it's extremely simple to define what each tile does since it's just a matter of figuring out where each of the property pixels go.

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Flutter Skye
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Post » 29 Jan 2014, 20:19

I heard a certain person Is working on that. Also what Mr.Q.Marx? said.
Last edited by Flutter Skye on 29 Jan 2014, 20:50, edited 1 time in total.

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Mr.Q.Marx?
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Post » 29 Jan 2014, 20:45

Here's the thing: everyone else is just figuring this system out now too.
Start now and your extensive list of nes games and rom hacks means you'll actually be ahead on a few coders who haven't had a much experience of the different enemies.
Look at the coding almost like tickboxes.

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TurretBot
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Post » 29 Jan 2014, 22:23

Superjustinbros wrote:During previews for SE I believed the enemy creator would be simple and easy, as in you wouldn't need to pull up a text-editor.
You know, considering Maurice made a blogpost about how to make enemies, you should have know this would not be the case.

Also Mr.Q.Marx? you are kind of completely wrong. Although Trosh's documentation does not cover everything about making enemies, most of the people here posting enemies probably have already figured out how to do it. The actual format is quite simple, the only part that's difficult is the actual properties which are already there in the documentation.

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eraykaan
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Post » 29 Jan 2014, 22:47

Turtley3 wrote:
eraykaan wrote:
Turtley3 wrote:I did a funny attempt at remaking the Evil Hammer Bros, and it went funny: Image
Also, made a pack. X3
I call it the Randomness pack, and it even includes SMB graphic backup enemies in case you change the enemy graphics in Mari0 SE.
Here is a list:
Evil Hammer Bros: They throw Hammer Bros. O_O
Image
Sunplaza: The All Night Nippon Super Mario Bros version of the goomba!
Image
Cheep-Cheep Green: T_T Couldn't make the same behavior, just a recolor of a Red Cheep Cheep.
Tamori: The replacement of the Piranha Plant in All Night Nippon Super Mario Bros!
Image
Shellcreepers: Wow.
Image
Hiraya: The Star of David with a circle inside.
Image
That's some, but wait! There's more! (Billy Mays' voice)
We'll double the offer! You'll get 6 packs of this pack!
(sarsacm)
https://www.dropbox.com/s/kcr02s8kx4m1o ... %20Set.zip
You forgot evil lakitos that drop evil hammer bros
I know, but you putted a download to it in page 2.
eraykaan wrote:Image
Thank you for the idea, renhoek
eraykaan wrote: You forgot evil lakitos that drop evil hammer bros
eraykaan wrote: You forgot evil lakitos that drop evil hammer bros
eraykaan wrote: You forgot evil lakitos that drop evil hammer bros

B-Man99
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Post » 29 Jan 2014, 23:35

Obnoxious quote with larger words is obnoxious
Also, please don't quote entire posts like that if they're that big; if you honestly think all of that is necessary please use spoilers.
I honestly can't even figure out what this argument is about so no help there sorry

Also, I made genetically enhanced spikeys that turn around on cliffs but they're so easy to make I'm assuming no one would want that put on here? If you do I'd gladly put it up... all I did to the graphics was make the red pixels blue... I'm not an art person :/

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TurretBot
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Post » 29 Jan 2014, 23:38

Doormat wrote:Image

Code: Select all

base=spikey
{
	"turnaroundoncliff": true
}
I felt nice.
(Also, Hans made one that's green on page 1, but he made a lakito that throws them as well.)

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Mr.Q.Marx?
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Post » 29 Jan 2014, 23:44

TurretBot wrote: ...most of the people here posting enemies probably have already figured out how to do it. The actual format is quite simple, the only part that's difficult is the actual properties which are already there in the documentation.
You really don't understand me.
The SE Beta was released to us on the 20th of January 2014.
We've had 9 days to play with making custom enemies so it's hardly like you're looking at a language that takes years to master.
I'm not saying that people are posting enemies here and saying they'll figure it out later, I'm saying
"How can you be wimping out of code when there's so many people posting good completed enemies after 9 days?"

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maidenTREE
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Post » 29 Jan 2014, 23:45

Alright, fine. I'll make the EvilHammerLakito drop EvilHammerbros.
But it will be separate as it's own ZIP.
Here's the Evil pack.
https://www.dropbox.com/s/sfrggpnt4rtv78b/Evil.zip
Made the EvilHammerLakito.

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Superjustinbros
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Post » 29 Jan 2014, 23:52

Okay, I looked into it, and I (think I) fixed Spinies being immune to fireballs:

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"kills": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"starttowardsplayerhorizontal": true,
	"speedx": -2,
	
	"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
}
I also tried making Barrels from SMBS.

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"resistsfire": true,
	“resists spikes”: true,
	
	"kills": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"starttowardsplayerhorizontal": true,
	"speedx": -2,
	
	"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
}

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HansAgain
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Post » 29 Jan 2014, 23:56

Justin, it's not necessary putting all the bunch of code, if you want to put spikey as base, just put "base=spikey" (without the quotes) befote the "{ }".
I'm trying to help.

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TurretBot
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Post » 29 Jan 2014, 23:59

Okay, SJB, but you don't need all that. :P
You can use base=enemy at the top, above the {, to copy an enemy's code.

@Mr.Q.Marx?
Mr.Q.Marx? wrote:
TurretBot wrote: ...most of the people here posting enemies probably have already figured out how to do it. The actual format is quite simple, the only part that's difficult is the actual properties which are already there in the documentation.
You really don't understand me.
The SE Beta was released to us on the 20th of January 2014.
We've had 9 days to play with making custom enemies so it's hardly like you're looking at a language that takes years to master.
I'm not saying that people are posting enemies here and saying they'll figure it out later, I'm saying
"How can you be wimping out of code when there's so many people posting good completed enemies after 9 days?"
That is what I was trying to say. Sorry I misread your post.
You said "everyone else is just figuring this system out." I guess I thought you meant "everyone is still trying to figure this system out."
My apologies.

B-Man99
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Post » 30 Jan 2014, 00:02

TurretBot wrote:
doormat wrote:Image

Code: Select all

base=spikey
{
	"turnaroundoncliff": true
}
I felt nice.
Oh wow how did I not see this *facepalm*
Thanks Doormat for once again doing the exact same thing as me
OH
WAIT
MINE'S SLIGHTLY PURPLE
OHHH

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Superjustinbros
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Post » 30 Jan 2014, 00:17

Hans1998 wrote:Justin, it's not necessary putting all the bunch of code, if you want to put spikey as base, just put "base=spikey" (without the quotes) befote the "{ }".
I'm trying to help.
TurretBot wrote:Okay, SJB, but you don't need all that. :P
You can use base=enemy at the top, above the {, to copy an enemy's code.
So, if you put base=[enemyname] at the top before the brackets, any properties typed afterwards will overwrite the original settings for that enemy?

Also, how does a json file read which PNG it uses for an enemy?
Sorry if I'm asking so much.

B-Man99
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Post » 30 Jan 2014, 00:24

Yes that's how the base= works
Also, the png that it loads is the one with the same name as the json, in the same directory. Hope this helps :)

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Superjustinbros
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Post » 30 Jan 2014, 02:13

B-Man99 wrote:Yes that's how the base= works
Also, the png that it loads is the one with the same name as the json, in the same directory. Hope this helps :)
Thanks B-Man. :D
But what in the case of stuff like "Goomba-right"?

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Sky
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Post » 30 Jan 2014, 02:30

Superjustinbros wrote:
B-Man99 wrote:Yes that's how the base= works
Also, the png that it loads is the one with the same name as the json, in the same directory. Hope this helps :)
Thanks B-Man. :D
But what in the case of stuff like "Goomba-right"?
It'll still take the image from the original enemy if you specified it as a base. You can set custom enemies as bases, too (it's really helpful).

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TurretBot
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Post » 30 Jan 2014, 02:53

WillWare wrote:
Superjustinbros wrote:
B-Man99 wrote:Yes that's how the base= works
Also, the png that it loads is the one with the same name as the json, in the same directory. Hope this helps :)
Thanks B-Man. :D
But what in the case of stuff like "Goomba-right"?
It'll still take the image from the original enemy if you specified it as a base. You can set custom enemies as bases, too (it's really helpful).
What? I tried that and it didn't work
Also, the goombahalfs just have a spawn offset.

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maidenTREE
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Post » 30 Jan 2014, 14:17


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