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The Enemy Respositorium

Mapping related threads and questions go in here!
Squidish
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Post » 22 Jan 2016, 03:40

I was wondering if there's any way to set enemies so they're killed by portal gun shots.

TurretBot
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Post » 22 Jan 2016, 03:45

There isn't one.

EDIT: Mostly because they don't have hitboxes at all (they certainly aren't given a mask or category in portalprojectile.lua, at least).
Last edited by TurretBot on 22 Jan 2016, 23:08, edited 2 times in total.

Squidish
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Post » 22 Jan 2016, 03:49

Ah. Wish there was a mod for something like that though

nikitaw99
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Post » 27 Jan 2016, 12:41

Flutter Skye wrote:Here's a few enemies:
Goomba Goomba
Image
Fire Goomba
Image
Hammer Goomba
Image
Completely harmless Weighted storage cube
Image
Sunplaza from all night nippon SMB
Image

Poison Flower
Image


Credits:
Superjustinbros for the Helmet Goombas sprites.
Alesan for the fireball code.
Turtley for the sunplaza sprite (He wanted It In his avatar)

Download


I kinda want these enemies for my project, could you please fix the link?
It says
Dropbox wrote:404 Page not found.

[Tim]
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Post » 05 Feb 2016, 19:21

I made an enemypack:

trapped block (just named block):

Image

It's a trapped block who is falling, "blockstatic" don't fall
this enemy have to be stomped to reveal the enemy

trapped block (just named bricks):

Image

It's a trapped bricks who is falling, "bricksstatic" don't fall
this enemy have to be stomped to reveal the enemy,
for killing it stomp it again

bomber:

Image

drop bombs

reversed coinblock:

Image

stomp it for earning coin, shroom & more...

reversed mushroom block: coinblockmush
reversed star block: coinblockstar

friendly lakito:


Image

Used a old sprite from this topic

Sonic Ring:

Image

doesn't really work

chomp:

Image

Named "schomp" because i had a "chomp" named enemy previously

upbot:

Image

(upfire with a robot sprite)

download: https://www.dropbox.com/s/71mote397xkfelj/%5BTim%5D%27s%20Enemypack.zip?dl=0

[Tim]
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Post » 25 Feb 2016, 17:44

i make that:

Image

is this good? (see the little ash)

alex gaah
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Post » 22 Mar 2016, 04:17

hey, anyone knows how to use horizontal wiggle?, i cant make it work, can help me?

Code: Select all

{   
   "quadcount": 2,
   
   "speedx": -5,

   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.2,

   "Kills":true,
   "notkilledfromblocksbelow": true,
   "portalable": false,
   "resistfire": true,
   
   "movement": "horizontalwiggle",
   "horizontalwiggledistance": 5,
   "horizontalwigglespeed": 5,
   
   "width": 0.75,
   "height": 0.75,
   "static": false,
   "active": true,
   "category": 5,
   
   "mask": [   true,
            true, false, true, true, true,
            true, true, true, true, true,
            false, false, true, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],

   "emancipatecheck": true,
   "autodelete": true,
   
   "gravity": 0,
   
   "spawnoffsetx": 5.5,
   
   "offsetx": 6,
   "offsety": 0,
   "quadcenterX": 8,
   "quadcenterY": 8
}

alesan99
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Post » 22 Mar 2016, 04:29

alex gaah wrote:hey, anyone knows how to use horizontal wiggle?, i cant make it work, can help me?

It's not called horizontal wiggle, just "wiggle".

Try this:

Code: Select all

{   
   "quadcount": 2,
   
   "speedx": -5,

   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.2,

   "Kills":true,
   "notkilledfromblocksbelow": true,
   "portalable": false,
   "resistfire": true,
   
   "movement": "wiggle",
   "wiggledistance": 5,
   "wigglespeed": 5,
   
   "width": 0.75,
   "height": 0.75,
   "static": false,
   "active": true,
   "category": 5,
   
   "mask": [   true,
            true, false, true, true, true,
            true, true, true, true, true,
            false, false, true, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],

   "emancipatecheck": true,
   "autodelete": true,
   
   "gravity": 0,
   
   "spawnoffsetx": 5.5,
   
   "offsetx": 6,
   "offsety": 0,
   "quadcenterX": 8,
   "quadcenterY": 8
}

Superjustinbros
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Post » 01 Apr 2016, 21:20

[Tim] wrote:i make that:

Image

is this good? (see the little ash)

The sprite looks good, all I would say is is the shell could be cleaned up a bit, since it looks a bit odd with all the random dark red pixels.

QwertymanO07
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Post » 08 May 2016, 03:25

Grenade Bros.
A scrapped enemy from Qwertylevels.
Image
All of the enemies in the pack are required for it to function.

DONWLOAD

Raymundo
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Post » 25 Jul 2016, 08:01

¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.

Squidish
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Post » 25 Jul 2016, 16:09

Raymundo wrote:¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.

Star that kills:

Code: Select all

base=star
{
"kills": true,
"removeonmariocontact": false,
"makesmariostar": false
}

Squidish
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Post » 13 Sep 2016, 02:44

I know it's technically a double post but come on that post was a while ago besides this doesn't relate to it furthermore

I can't get my enemy to fire a projectile in the direction it's facing. Does anyone know how to do this?
I also can't get my enemy to use the original graphic, for some reason it just stretches out the image.

MagicPillow
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Post » 13 Sep 2016, 23:42

I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?

Squidish
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Post » 14 Sep 2016, 01:57

MagicPillow wrote:I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?

I fixed the graphics, but I'm still stuck on the firing in the way it's facing.

MagicPillow
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Post » 15 Sep 2016, 04:23

The only way I know how to make something shoot is towards Mario. Sorry.

Villager103
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Post » 12 Oct 2016, 09:11

Hey, could any of you create an enemy for me? Well actually, it's two enemies. I'd like two High Energy Pellet enemies. One that moves horizontally, the other moves vertically. I've had an idea in my head about using box droppers, a squarewave and region triggers to create working HEP's. Could anybody do that for me? Thanks.

The Snivy
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Post » 14 Oct 2016, 03:28

Trick star that disappears on spawn. Put it in bricks or ? blocks.

Code: Select all

base=star
{
   "lifetime": 0.01
}

alex gaah
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Post » 22 Jun 2017, 03:58

some help whit this?, he doesnt transforms :/

Code: Select all

{
   "quadcount": 2,

   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.05,
   
   "nospritesets": true,
   
   "resistsfire": true,
   "kills": true,
   "movement": "none",
   
   
   "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],

   
   "emancipatecheck": true,
   "transforms": true,
   "transformsinto": "lilchomp",
   "transformtrigger": "playernear",
   "playerneardist": 4,
         
   "autodelete": true,
   
   "offsetX": 6,
   "offsetY": 3,
   "quadcenterX": 8,
   "quadcenterY": 8
}

I LÖVE LUA
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Post » 22 Jun 2017, 14:03

You need Alesan's enemy "fix". You can get it here.

alex gaah
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Post » 10 Jul 2017, 07:20

hey there, first thanks to all for helping me in all my questions :), i share the enemies i do in the past months, they arent perfect, but i hope you can fix the little mistakes :), i take some images from here, so thanks to you for share it :)

Image

download https://drive.google.com/file/d/0B-NTQv_fbvzHdGVJZmFGLWdoZ0k/view

enjoy :)

MagicPillow
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Post » 05 Aug 2017, 03:10

So I'm having some trouble getting "transformtrigger": "lifetime" to work
the enemy just despawns when the lifetime expires.

I LÖVE LUA
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Post » 05 Aug 2017, 07:40

Can you show us your enemy JSON file please?

MagicPillow
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Post » 05 Aug 2017, 22:27

nevermind, qwerty helped me figure it out.

QwertymanO07
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Post » 24 Aug 2017, 05:46

Diamonds
A sort of linearized roto-disc.

It's a nice enemy, but it doesn't quite fit in with my current mappack. As such, I'm posting it here for people to use. The enemies "orbit" the block 4 tiles below it, while only moving in straight diagonal lines.

Image

The pack contains a counterclockwise (default) and clockwise versions, as well as "reversed" versions that start at the bottom. I hope these will be enough to demonstrate how you can modify these to suit your own needs.

Download
Last edited by QwertymanO07 on 05 Sep 2017, 02:45, edited 1 time in total.

TurretBot
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Post » 04 Sep 2017, 08:57

WillWare wrote:Calling it so no one else does - I'll try to port over some (hopefully all) of the enemies from Kirby's Adventure. I'll post progress periodically.

edit: lol that happened, it's probably not going to be done, sorry

what the fuck ive been waiting for 3 years and then you do this

Fawfuls TNT
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Post » 27 Sep 2017, 00:33

Mari0 SE Enemy request:

Sonic CD Scrapped Final Fever Zone Boss:

Sprites (Please credit the creator): https://retrobunyip.deviantart.com/art/Sonic-CD-incomplete-bosses-Complete-editions-609903190

Final Fever Boss Sprite Animation/Concept by Patafoin:
https://youtu.be/QyXenNOcQJQ

alex gaah
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Post » 29 Sep 2017, 23:52

can i make a "playerneardist" in "y" distance? , this code works, but i want he transforms in 2 on vertical distance, is that posibble ?

Code: Select all

{
   "quadcount": 2,

   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.2,
   "nospritesets": true,
   
   
   "kills": true,
   "gravity": 0,

   "movement": "truffleshuffle",
   "truffleshufflespeed": 2,
   "truffleshuffleacceleration": 8,

   "resistsfire": true,

   "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, false, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],
            
   "emancipatecheck": true,
   "transforms": true,
   "transformsinto": "spawnerfish",
   "transformtrigger": "playernear",
   "playerneardist": 2,
   "autodelete": true,
   
   "offsetx": 6,
   "offsety": 0,
   "quadcenterX": 8,
   "quadcenterY": 19
}

WillWare
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Post » 01 Oct 2017, 05:50

playerneardist can take an array:

Code: Select all

"playerneardist": [x, y, width, height]

This makes a large box around the enemy, rather than depending on X coordinates only.
I'm not sure exactly how you want it set up, but if you want it to transform on Y only with no regard to X, I would make it really wide, like this:

Code: Select all

"playerneardist": [-500, -2, 1001, 5]

I might not have the coordinates set up right as I've never used the array form, but try using this and see if you can get it working.


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