The Enemy Respositorium
vakema wrote:gave me Yoshi's island flashbacks.
0/10
I've never played Yoshi's island.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
SMB1'd Ptooie
-
- Posts: 44
- Joined: 16 Apr 2013, 18:49
So...
When will people be porting Super Mario Maker enemies?
When will people be porting Super Mario Maker enemies?
when it gets released
-
- Posts: 44
- Joined: 16 Apr 2013, 18:49
Hah! Don't be foolish!TurretBot wrote:when it gets released
I'am now working on the animated koopa shell, you can thank me later.
--Edit:
At least, if animated shells are possible.
Oh well, new SE request:
Shell as separate enemie plz
--Moar Edit:
I guess I'll instead try to make the donut platform.
I'll also try to make the tiles but that's for the Tiles Respositorium.
I'm not.SantaMari0 wrote:Hah! Don't be foolish!
Already possible. (Don't know if anyone's done it yet.)SantaMari0 wrote:Oh well, new SE request:
Shell as separate enemie plz
This has already been done.SantaMari0 wrote:I'll also try to make the tiles but that's for the Tiles Respositorium.
-
- Posts: 44
- Joined: 16 Apr 2013, 18:49
I'm sorryTurretBot wrote:I'm not.
Unless it's just something like "movement": "shell",TurretBot wrote:Already possible. (Don't know if anyone's done it yet.)
I don't think I'm going to bother.
Really? The entire NES tileset?TurretBot wrote:This has already been done.
I went to the Tileset Respositorium and searched for 'Mario Maker' and got no results apart from
a massive tileset with a few Super Mario Maker tiles sprinkled in.
I'll just start working on the SMB tileset anyways and just keep it for myself if it's already been done like you said.
Yeah, that's pretty much it.SantaMari0 wrote:Unless it's just something like "movement": "shell",TurretBot wrote:Already possible. (Don't know if anyone's done it yet.)
I didn't know you were talking about only the SMB1 tileset.SantaMari0 wrote:Really? The entire NES tileset?TurretBot wrote:This has already been done.
In that case, no. Almost nothing AFAIK. At least locally. After I post this I'll probably end up looking for it on google. :P
- craftersshaftstuff
- Posts: 22
- Joined: 07 Jun 2015, 03:55
- Contact:
I'm not sure if alesan99 has made it yet, but here's my version of the big spikey.
EDIT: Luigi Bullet Bill from Super Mario Maker:
hey there, i do this in the past months (?) , so, i hope you like it :)
download here http://www.mediafire.com/download/1zrvh ... by+gaah.7z
download here http://www.mediafire.com/download/1zrvh ... by+gaah.7z
This is my first real enemy pack. The last thing was an enemy that someone pointed out a flaw in (it's because you can put them over background tiles), and—like tilesets—I mainly make them for a particular mappack, so I'd rather post them with it. So, here are some choice enemies from my upcoming mappack reskinned to fit the SMB style. These are the ones I think other mappers can use and haven't been done by everyone else. Just credit me if you use them.
Bird - A glorified background element. It flies around and bounces off blocks.
Blueberry - A really fast mushroom.
Jellyfish - Not really that interesting, it's just a stompable squid. I really wanted to see if I could make it look good in 8-bit; the answer is no.
Goomba Lakito - It's a Lakito that throws Goombas, what else would you expect? It uses new throwing mechanics. EDIT2: I recently noticed that someone else already made one, but mine has cooler throwing mechanics so hah.
Snowboss - It flies vertically while shooting bullets, and takes eleven hits to kill. NOTE: Requires Beta 9 or the new enemy.lua.
Starfruit - A mushroom that bounces like a star.
Download
EDIT:
Birdcrow - This is the original bird. I went with a crow because I could remember their colors. I don't feel like using it in the mappack, I have a different bird instead. It's not in the pack, but it would have the same code as the bird.
Bird - A glorified background element. It flies around and bounces off blocks.
Blueberry - A really fast mushroom.
Jellyfish - Not really that interesting, it's just a stompable squid. I really wanted to see if I could make it look good in 8-bit; the answer is no.
Goomba Lakito - It's a Lakito that throws Goombas, what else would you expect? It uses new throwing mechanics. EDIT2: I recently noticed that someone else already made one, but mine has cooler throwing mechanics so hah.
Snowboss - It flies vertically while shooting bullets, and takes eleven hits to kill. NOTE: Requires Beta 9 or the new enemy.lua.
Starfruit - A mushroom that bounces like a star.
Download
EDIT:
Birdcrow - This is the original bird. I went with a crow because I could remember their colors. I don't feel like using it in the mappack, I have a different bird instead. It's not in the pack, but it would have the same code as the bird.
Last edited by Qwerbey on 03 Nov 2015, 14:31, edited 3 times in total.
-
- Posts: 60
- Joined: 03 Feb 2014, 23:24
Since I'm terrible at coding enemies, I'll just put these here:
Green Spiny Eggs that follow you when they hit the ground. There would also be a Lakitu that uses the default lakitu graphics that throws them.
Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
Green Spiny Eggs that follow you when they hit the ground. There would also be a Lakitu that uses the default lakitu graphics that throws them.
Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
i already made that beforeMurphmario wrote:Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
overworldsquid
Code: Select all
{
"quadcount": 2,
"spawnoffsety": 0,
"movement": "squid",
"stompable": true,
"animationtype": "squid",
"squidfallspeed": 1.8,
"squidxspeed": 6,
"squidupspeed": 6,
"squidacceleration": 10,
"squiddowndistance": 1,
"squidhordistance": 2,
"kills": true,
"gravity": 0,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 30,
"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],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"portalable": true
}
i decided to show my enemies that i didn't showed before
That's why it's not really that interesting: I knew someone made it before. I only uploaded it because of the new skin.Julien12150 wrote:i already made that beforeMurphmario wrote:Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
what if you fixed the spikeySquidish wrote:The spikes are really neat, but the spiked beetle is pointless. it's the exact same thing as a spikeyJulien12150 wrote: i decided to show my enemies that i didn't showed before
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
Normal spikies can be knocked out by fireballs. These can't.Squidish wrote:The spikes are really neat, but the spiked beetle is pointless. it's the exact same thing as a spikeyJulien12150 wrote: i decided to show my enemies that i didn't showed before
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
Oh really?Squidish wrote:Not in SMBMari0_Player wrote:Normal spikies can be knocked out by fireballs. These can't.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I should note that there's already an enemy similar to the "Spikey Beetle" posted earlier in this thread (at least the sprite for it), the Spike Top, which was originally from Super Mario Crossover.
-
- Posts: 60
- Joined: 03 Feb 2014, 23:24
Which was originally an enemy that behaved completely different from Super Mario World.Superjustinbros wrote:I should note that there's already an enemy similar to the "Spikey Beetle" posted earlier in this thread (at least the sprite for it), the Spike Top, which was originally from Super Mario Crossover.
Here's something that I hope no one else has done before:
(Mostly Complete) VVVVVV Enemies:
They're impossible to kill and only move back and forth, and they only collide with you and the world—and lasers, for some reason. I only have that one enemy with that one palette, and I don't want to make more. They're not entirely true to the game, though, their hitboxes are slightly smaller because of Maurice's weird coding. Also, Their movement and animation speeds are probably different than in the game, but they're close enough that I don't care enough to change them.
NOTE: Requires Beta 9 or the new enemy.lua.
The .zip contains five enemies: the base code one, and one that starts moving in each of the four cardinal directions.
EDIT: I made a new version because I forgot to make it collide with stuff like doors.
DOWNLOAD
(Mostly Complete) VVVVVV Enemies:
They're impossible to kill and only move back and forth, and they only collide with you and the world—and lasers, for some reason. I only have that one enemy with that one palette, and I don't want to make more. They're not entirely true to the game, though, their hitboxes are slightly smaller because of Maurice's weird coding. Also, Their movement and animation speeds are probably different than in the game, but they're close enough that I don't care enough to change them.
NOTE: Requires Beta 9 or the new enemy.lua.
The .zip contains five enemies: the base code one, and one that starts moving in each of the four cardinal directions.
EDIT: I made a new version because I forgot to make it collide with stuff like doors.
DOWNLOAD
Last edited by Qwerbey on 03 Nov 2015, 14:31, edited 1 time in total.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I may be labeled as a monster for doing this, but here:
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
-
- Posts: 60
- Joined: 03 Feb 2014, 23:24
Where's the stunned pose of the Clown Car and Stretch at?Superjustinbros wrote:I may be labeled as a monster for doing this, but here:
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I'll see if I can make the Kirbo/Goomba's shoe more green than the yellow color it wound up here (it got that color since in SMB1 the Overworld pipe/grass palette was never used as a Sprite palette).
Magikoopa's red palette is the closest to Mario Maker's that it can achieve using regular SMB1, palette.
I'll add the stunned Clown Car and the Stretch; I originally didn't add Stretch since there was no Stretch platforms in the tileset of SMM.
EDIT: Okay, here you all go:
http://i.imgur.com/BT8E4Tp.png
Magikoopa's red palette is the closest to Mario Maker's that it can achieve using regular SMB1, palette.
I'll add the stunned Clown Car and the Stretch; I originally didn't add Stretch since there was no Stretch platforms in the tileset of SMM.
EDIT: Okay, here you all go:
http://i.imgur.com/BT8E4Tp.png
where are the empty koopa/buzzy/spiney shells? (aka, the ones in the original SMB)
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Apparently the "empty" Koopa Shells just re-use the normal sprites, while the empty Buzzy Beetle and Spiny shells use unique sprites.
Super Mario Maker version of the dry bones in alesan's enemies
I literally made this just so i could put it on the wiki
The pile sprite is just a recolor of the one by alesan because the one in mario maker is too big
I literally made this just so i could put it on the wiki
The pile sprite is just a recolor of the one by alesan because the one in mario maker is too big
Made a new enemy that uses SMM's animation instead,
With an alternate skin from the Big Mushroom. Yes, that is real.
Download.
This is probably going to look like potatoes next to that, but here are...
Key Enemies:
So what do they do? You walk over them to trigger something, but you have to link them up a certain way for them to work.
Just put a trigger set to players only over the enemy, and hook it up to an R/S flip-flop gate, then link whatever you want to that gate.
I also made a short mappack for Beta 9 to demonstrate them.
The .zip file contains a few examples for textures, and note that the red keycard is the base for that set. The mappack also contains all the enemies, so you don't need to download both.
Download • Download Mappack
Key Enemies:
So what do they do? You walk over them to trigger something, but you have to link them up a certain way for them to work.
Just put a trigger set to players only over the enemy, and hook it up to an R/S flip-flop gate, then link whatever you want to that gate.
I also made a short mappack for Beta 9 to demonstrate them.
Download • Download Mappack
Nice potato
EDIT: I noticed alesan upvoted my post so i'm gonna say this now it would be cool if you could fix the "starttowardsplayerhorizontal" property so my dry bones works as intended thanks
EDIT: I noticed alesan upvoted my post so i'm gonna say this now it would be cool if you could fix the "starttowardsplayerhorizontal" property so my dry bones works as intended thanks
I was looking at the code and it turns out you have to use "speedxtowardsplayer" instead.TurretBot wrote:it would be cool if you could fix the "starttowardsplayerhorizontal" property so my dry bones works as intended thanks
This should work (kept "starttowardsplayerhorizontal" just incase)
Code: Select all
{
"quadcount": 2,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"resistsfire": true,
"transforms": true,
"transformtrigger": "stomp",
"transformsinto": "drybonespile",
"movement": "truffleshuffle",
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,
"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": false,
"autodelete": true,
"offsetx": 6,
"offsety": 8,
"quadcenterX": 16,
"quadcenterY": 19,
"nospritesets": true,
"starttowardsplayerhorizontal": true,
"speedxtowardsplayer": true
}
Thanks, and I updated the download
- imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
- Contact:
Sorry for being a not-so-good person on programming, but how do you exactly make, sprite, and import custom entities.
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
put the json and png file inside the folder '%appdata%\LOVE\mari0_se\mappacks\custom_mappack_1\enemies' (just put this in windows + r (without the quote))imgudman4567 wrote:Sorry for being a not-so-good person on programming, but how do you exactly make, sprite, and import custom entities.
to make enemies, you could look at these tutorial
- imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
- Contact:
Before I watch these tutorials, could it be possible to add them to alesean99's entities? [NOT LITERALLY, as in just use them.]Julien12150 wrote:put the json and png file inside the folder '%appdata%\LOVE\mari0_se\mappacks\custom_mappack_1\enemies' (just put this in windows + r (without the quote))imgudman4567 wrote:Sorry for being a not-so-good person on programming, but how do you exactly make, sprite, and import custom entities.
to make enemies, you could look at these tutorial
Also, any links to a download for a JavaScript coding program?
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
these are not javascript, those are jsonimgudman4567 wrote:Before I watch these tutorials, could it be possible to add them to alesean99's entities? [NOT LITERALLY, as in just use them.]Julien12150 wrote:put the json and png file inside the folder '%appdata%\LOVE\mari0_se\mappacks\custom_mappack_1\enemies' (just put this in windows + r (without the quote))imgudman4567 wrote:Sorry for being a not-so-good person on programming, but how do you exactly make, sprite, and import custom entities.
to make enemies, you could look at these tutorial
Also, any links to a download for a JavaScript coding program?
the json files are raw text file, you could use notepad++ (it's don't have json color code, but i have made one that you can download it here)
i don't think alesan99's entites support se custom enemies
- imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
- Contact:
II meant just ANY kind of enemy, not just se.
This is what I've been doing in my spare time.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Those Koopas for shell puzzles are a nice addition.
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
I need help, can't scroll down and select the enemy from the bottom
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
ENEMY PACK CONTAINS ENEMIES THAT I MADE FROM MARI0 ADVENTURE 2.
http://www.mediafire.com/download/or89v ... Y+PACK.zip
http://www.mediafire.com/download/or89v ... Y+PACK.zip
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
ENEMY PACK OF ALL OF MY CUSTOM ENEMIES FROM MARI0 ADVENTURE 3.
http://www.mediafire.com/download/fs44g ... PACK+2.zip
http://www.mediafire.com/download/fs44g ... PACK+2.zip
- BarbarianKabbage
- Posts: 63
- Joined: 14 Dec 2014, 19:01
Why so many enemies?Áçé Syntax Áçé wrote:I need help, can't scroll down and select the enemy from the bottom
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Cause I'm trying to make a mod based on Super Mario MakerBarbarianKabbage wrote:Why so many enemies?Áçé Syntax Áçé wrote:I need help, can't scroll down and select the enemy from the bottom
- BarbarianKabbage
- Posts: 63
- Joined: 14 Dec 2014, 19:01
WHERE DID YOU GET THE SUPER O'BROTHERS THWOMP?!!!?!??!?!!?Áçé Syntax Áçé wrote:I need help, can't scroll down and select the enemy from the bottom
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
- Contact:
by searching on this thread maybe?