The Enemy Respositorium
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
What is the weighted box name? I crash when I try to transform turret's Mushgoomba into a box instead of a mushroom.
................................................................................................................................10,000,000
I add this page to my collection. I will use them to build a portal to equestria someday. I need about a million
................................................................................................................................10,000,000
I add this page to my collection. I will use them to build a portal to equestria someday. I need about a million
cubes are not enemies (odd though; you could make an enemy version easily)
Someone should really do this. That would be really helpful. I'm terrible with enemy scripting though :/TurretBot wrote:cubes are not enemies (odd though; you could make an enemy version easily)
I might give it a try after I finally get a demo of my mappack up.
Just don't make it hurt you but still collide. You wouldn't be able to hold it though.
Ahhh, that's what you meant. Thanks though...
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
I made a replacemed for the cube. A 1 Ton weight. https://www.dropbox.com/s/kmq2yy4dodck2r7/Thingy.zip
It doesn't kill you or enemies. It only kills you if it falls on you head.
It doesn't kill you or enemies. It only kills you if it falls on you head.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
So, it could pass as a Great Giana Sisters boulder?Flutter Skye wrote:I made a replacemed for the cube. A 1 Ton weight. https://www.dropbox.com/s/kmq2yy4dodck2r7/Thingy.zip
It doesn't kill you or enemies. It only kills you if it falls on you head.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
Maybe. I don't remember the boulders from Giana Sisters.
Last edited by Flutter Skye on 14 Jul 2014, 11:18, edited 1 time in total.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
I already made a cube-like enemy. You can't pick it up, and if you stomp it it activates or deactivates. When active, the sides and bottom kill you and it moves back and forth. When deactivated it just sits there. So if you want it to move, portal it or activate it.
It's called a Boxy. Based off of Turret's code for the Mushgoom.
It's called a Boxy. Based off of Turret's code for the Mushgoom.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
This is some pretty cool stuff. I just printed the how-to for custom enemies. I will try to post one.
Edit: what program can make .jsons? ive never herd of that file before.
Edit: what program can make .jsons? ive never herd of that file before.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
Notepad ++.
Also just rename the .TXT File into .json and It will work.
Also just rename the .TXT File into .json and It will work.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Notepad++ doesn't have it. The closest it has is JavaFlutter Skye wrote:Notepad ++.
Also just rename the .TXT File into .json and It will work.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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Open it with Notepad ++, and there you go.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
If I want to make a goomba that doesn't colide other goombs, what does it say?
It mean that goombas are internally defined by the id 4 in the code.
This is the default mask for goombas. True mean "I don't collide with this", False mean "I collide with this"
The first variables are:
So goombas will by default collide with tiles, mario, goombas, and koopas.
So, to make a goomba that don't collide with goomba, put
into your json file.
Also if you want more help with ennemies go here : http://guegan.de/mari0doc/custom_enemies.php
This is the default mask for goombas. True mean "I don't collide with this", False mean "I collide with this"
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],
Code: Select all
true, 1- Always not collide(If false, then it collide with everything)
false, 2- World(It don't go through tiles)
false, 3-Mario(It can kill mario)
false, 4-Goomba(It can't avoid goomba)
false, 5-Koopa(Obvious)
true 6-Powerup(It can pass over powerups)
[etc]
So, to make a goomba that don't collide with goomba, put
Code: Select all
"mask": [ true,
false, false, true, false, true, -- changed the 3rd boolean here
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],
Also if you want more help with ennemies go here : http://guegan.de/mari0doc/custom_enemies.php
why am I being so stupid
this might be the stupidest of the 'stupidity warning' songs
veiwer discretion advised
stupidity warning
on topic
comments don't work since the game isn't coded to skip over them
so don't use automatik's code
this might be the stupidest of the 'stupidity warning' songs
veiwer discretion advised
stupidity warning
comments don't work since the game isn't coded to skip over them
so don't use automatik's code
Oh, yeah, I forgot.
So use:
So use:
Code: Select all
"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],
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Koopas go koop koop or something like that. Listen to mario kart.TurretBot wrote:why am I being so stupid
this might be the stupidest of the 'stupidity warning' songs
veiwer discretion advised
stupidity warningon topic
comments don't work since the game isn't coded to skip over them
so don't use automatik's code
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Wow. Typing true and false for each ID is tedious
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Help...
I used this code with a simple 16x16 image.
The problem is that it only shows the very top of the image ingame.
I used this code with a simple 16x16 image.
The problem is that it only shows the very top of the image ingame.
Code: Select all
{
"movement": "none",
"gravity": 0,
"quadcount": 1,
"kills": true,
"mask": [ true,
true, false, true, true, true,
true, true, true, true, true,
true, false, true, true, true,
true, true, true, true, true,
true, true, true, true, true,
true, true, true, true, true],
"width": 0.75,
"height": 0.75,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
The game assumes by default that your enemy will have different sprites for each spriteset (like underground), so it divides them up into four frames vertically. To keep it from doing that, add this to your enemy and it should work:MagicPillow wrote:Help...
I used this code with a simple 16x16 image.
The problem is that it only shows the very top of the image ingame.Code: Select all
{ "movement": "none", "gravity": 0, "quadcount": 1, "kills": true, "mask": [ true, true, false, true, true, true, true, true, true, true, true, true, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true], "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 3, "quadcenterX": 8, "quadcenterY": 8 }
"nospritesets": true
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Wow... How'd I forget that?
Thank you.
Thank you.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
So I decided to help out MissingWorld and gradually roll out enemy graphics from Stuper Bowsa. until I get called out again for not providing any json files
Code: Select all
base=koopa
{
"quadcount": 2,
"animationtype": "frames",
"quadno": 1,
"nospritesets": true,
"active": true,
"autodelete": false,
"facesplayer": false,
"movement": "Wiggle",
"Wiggledistance": 5,
"Wigglespeed": 2,
"mask": [ true,
false, true, false, false, 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]
}
...so are you going to give us the code or at least explain what it does, or do we have to wait for your map pack? Sounds interesting enough; time travel concepts always end up going either really well or really bad (hopefully really well in your case :D)
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
We're not denying that it will be good, we want to know what it does @_@Bazvie999 wrote:Trust Me. this one is well made!
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
would it be possible for a goomba to shoot a bulletbill at you or would you have to make a custom bulletbill?
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
jwright159 wrote:would it be possible for a goomba to shoot a bulletbill at you or would you have to make a custom bulletbill?
Code: Select all
base=goomba
{
"spawnsenemy": "bulletbill",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true
}
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Oh god, what did you just release..Mr.Q.Marx? wrote:jwright159 wrote:would it be possible for a goomba to shoot a bulletbill at you or would you have to make a custom bulletbill?Should do itCode: Select all
base=goomba { "spawnsenemy": "bulletbill", "spawnenemydelays": [0.6, 1.6], "spawnenemyspeedy": -8, "spawnenemyspeedx": -4, "spawnenemyoffsety": -1, "spawnenemyspeedxtowardsplayer": true }
Wait. The bullets go diagnal and up, not nessesarily at you.
What would the code be to make a bullet that would fly at you when comming from something? (turned the right way)
Change
to
or remove it completely
Code: Select all
"spawnenemyspeedy": -8,
Code: Select all
"spawnenemyspeedy": 0,
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
no, compleatly AT you, like if you were on a ledge up and to the right of the goomba
I'm guessing you would need to be able to access the variables for Mario's current x and y position and use trigonometry magic from there but you can't put Mario's x and y values in the enemy scripts I don't think
"spawnenemytowardsplayer": true,
"spawnenemyspeed": -however fast you want the bullet to go-
"spawnenemyspeed": -however fast you want the bullet to go-
Oh wow thanks WillWare I really should have double checked on that
I was thinking of animations oh jeez
I was thinking of animations oh jeez
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Bazvie, if you don't mind I'd like to provide some alternative sprite options for Rome Goombas:Bazvie999 wrote:Ok a new enemy from me. Rome Goomba!
Unaltered with Restored Underwater palette
Altered to follow the NES' limit of three colors per sprite.
I think the original ones look better. You either make it look good, or make use the nes palette (Not saying the NEs palette is bad).
-
- Posts: 30
- Joined: 12 Nov 2013, 00:30
Have you ever wanted to play a mini game in SE?............. no well the pong koopa will come in handy.
Thaaat's right! Your very own koopa that you can play with.
It will not hurt you and it bounces like a ball!
So for the 0.000000001% of you that already thinks that SE is boring
HERE YOU GO!
Code: Select all
base=koopa
{
"stompable": true,
"killsonsides": false,
"killsonbottom": false,
"width": 0.75,
"height": 0.75,
"bounces": true,
"bounceforce": 8,
"gravity": 8
}
It will not hurt you and it bounces like a ball!
So for the 0.000000001% of you that already thinks that SE is boring
HERE YOU GO!
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
How would you make a spiny egg that kills enemies and doesn't spawn a spiny?
Remove everything around "transforms" and add "killsenemies": true.MagicPillow wrote:How would you make a spiny egg that kills enemies and doesn't spawn a spiny?
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
I want to make a .gif to show my enemies. How can I without making individual screenshots?
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
I have a bazillon enemies.
I will soon post gifs with downloads in sets of ten
I will soon post gifs with downloads in sets of ten
Gravigoomba, a Goomba that is always on the ceiling. Purple Gel makes for a fun time.
Code: Select all
{
"quadcount": 2,
"movement": "truffleshuffle",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "mirror",
"animationspeed": 0.2,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 2,
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"gravity": -78.4,
"spawnoffsety": -0.2,
"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],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 1,
"quadcenterX": 8,
"quadcenterY": 8
}
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Just as a simple request, would a Koopa with a shell you can't interact with be possible? I'm trying to make lingering death frames.