The Enemy Respositorium
- Superjustinbros
- Posts: 2119
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Basically, post your finished enemies for Mario SE here, or suggest/sprite some for others.
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
edit: lol that happened, it's probably not going to be done, sorry
Last edited by Sky on 04 Sep 2017, 05:42, edited 1 time in total.
Two-frame'd goomba:
.png file (you can use any image, but it have to have three frames like this):
.json file:
EDIT: If you want a "gommbahalf", just write "base=goombahalf" instead of "base=goomba".
EDIT 2: is there an option to make an enemy turn around when it reachs a pit? I searched and i didn't find it. I found it.
.png file (you can use any image, but it have to have three frames like this):
.json file:
Code: Select all
base=goomba
{
"quadcount": 3,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,
"nospritesets": false,
"stompedFrame": 3
}
EDIT 2: is there an option to make an enemy turn around when it reachs a pit? I searched and i didn't find it. I found it.
Last edited by HansAgain on 09 May 2014, 22:23, edited 3 times in total.
Custom koopa npc
Basically what i used for my pilot koopa
Basically what i used for my pilot koopa
Code: Select all
base=koopa
{
"quadcount": 2,
"nospritesets": true,
"active": false,
"autodelete": false,
"facesplayer": true
}
I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits), i did an egg for it, but when it reachs the floor, it turns in a red spikey, how do i fix it?
On line 12:Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits), i did an egg for it, but when it reachs the floor, it turns in a red spikey, how do i fix it?
Code: Select all
"transformsinto": "spikey",
- Superjustinbros
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Funny, that was actually one of my enemy ideas from a while back.Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits)
Too late, i finished it.Superjustinbros wrote:Funny, that was actually one of my enemy ideas from a while back.Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits)
Let me edit this post to put the code. (it allows spritesets).
EDIT:
Green spikey:
Code: Select all
base=spikey
{
"quadcount": 2,
"animationframes": 2,
"animationstart": 1,
"turnaroundoncliff": true,
"NoSpriteSets": false
}
Code: Select all
base=spikeyegg
{
"quadcount": 2,
"animationstart": 1,
"animationframes": 2,
"NoSpriteSets": false,
"transformsinto": "spikeygreen"
}
Code: Select all
base=lakito
{
"SpawnsEnemy": "spikeygreenegg"
}
- Superjustinbros
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Here's the Red Lakitu and Green Spiny in SMB1 style.
EDIT: Shoot, I forgot to recolor Lakitu's skin. :B
EDIT: Shoot, I forgot to recolor Lakitu's skin. :B
Last edited by Superjustinbros on 21 Jan 2014, 22:16, edited 1 time in total.
I know you're trying to help here, but seriously, he gave everyone the intended sprites to use for it... I'm confused why you feel the need to post some alternatives.Superjustinbros wrote:Here's the Red Lakitu and Green Spiny in SMB1 style.
Because some people may not like Hans' sprites, believe it or not? Or maybe someone's making a map that they want to use only the original sprites, just recolored and with new functions, to make it feel like a romhack?
Seriously, Justin did nothing wrong. Posting alternatives are actually a good idea Turret. Also Hans clearly stated at the end that they could use others.
Seriously, Justin did nothing wrong. Posting alternatives are actually a good idea Turret. Also Hans clearly stated at the end that they could use others.
Ack. My bad. Sorry about that SJB. I think I was still fired up over what you said in the SE thread.
Either way, use whatever sprites you want if you use the enemy. (Also, you forgot spiny egg sprites SJB.)
Either way, use whatever sprites you want if you use the enemy. (Also, you forgot spiny egg sprites SJB.)
- Superjustinbros
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I noticed inside the LOVE that items count as enemies. Could it be possible to program in new items/powerups? C:
Not different power-ups entirely, but you could make, say, a mushroom that gives you star power. (Maybe.)
This does work, yes.TurretBot wrote:Not different power-ups entirely, but you could make, say, a mushroom that gives you star power. (Maybe.)
- maidenTREE
- Posts: 653
- Joined: 28 Mar 2013, 16:16
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Hmm, where do I put the custom enemies in Mari0 SE?
- Superjustinbros
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I wonder if Mushrooms could be made to…
* Be static
* Award a set amount of points (instead of always 1000 by default)
* Award Swimming power
If we could do that we'd already have three custom items: The Hachisuke and Wing items from Special, and the "Weird Mushroom" from Kamikaze Mario DX.
* Be static
* Award a set amount of points (instead of always 1000 by default)
* Award Swimming power
If we could do that we'd already have three custom items: The Hachisuke and Wing items from Special, and the "Weird Mushroom" from Kamikaze Mario DX.
Last edited by Superjustinbros on 21 Jan 2014, 22:34, edited 1 time in total.
There should be a folder called "enemies" inside your new mappack. Put them in there. There should be a .png for the graphics and a .json for the "code," both with the same name.Turtley3 wrote:Hmm, where do I put the custom enemies in Mari0 SE?
Superjustinbros wrote:I wonder if Mushrooms could be made to…
* Be static Yes.
* Award a set amount of points Yes.
* Award Swimming power No.
- Superjustinbros
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Welp, guess we can't have wings nor Wing Mushrooms, unless Maurice adds it in that "give Swimming powers for XX seconds" property in the future.WillWare wrote:Superjustinbros wrote:I wonder if Mushrooms could be made to…
* Be static Yes.
* Award a set amount of points Yes.
* Award Swimming power No.
- maidenTREE
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I am thinking of Blue Koopas and Yellow Koopas.
- Sunset_Moth
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Also alesan's mod custom things too please.
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
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Made the 0' Brothers goomba if anyone wants it.
.png
.json
.png
.json
Code: Select all
base=goomba
{
"quadcount": 2,
"animationtype": "mirror",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,
"nospritesets": false,
"stompedframe": 2
}
I could make something.
suggest
suggest
If it's posible, something that follows you, i mean, like a yellow koopa (from SMW), but stopmable.alesan99 wrote:I could make something.
suggest
v Nevermind about this, i finally got it.
is there anyway to make SM64 style goombas?alesan99 wrote:I could make something.
suggest
- Superjustinbros
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If anyone is interested, I made a quick correction pack to every enemy featured in Mari0. It only includes the png files and adds in the palettes to enemies that are not present in the standard SE download. It also fixes the "Bobbing Buzzy Beetle" error.
https://www.dropbox.com/s/ibrbcfjm3a2d1 ... 0Fixes.zip
The colors are the same as vanilla Mari0 and are not based off a pre-existing palette; just whatever colors are used across all the images.
https://www.dropbox.com/s/ibrbcfjm3a2d1 ... 0Fixes.zip
The colors are the same as vanilla Mari0 and are not based off a pre-existing palette; just whatever colors are used across all the images.
Here's a custom powerup: The Mushroomba!
Code: Select all
base=goomba
{
"quadcount": 1,
"animationtype": "none",
"DontMirror": true,
"nospritesets": true,
"transforms": true,
"transformsinto": "mushroom",
"transformtrigger": "stomp",
"stompedAnimation": false
}
I'll try but I think the only way to make enemies follow you is if they move like lakitu FIX THIS MAURICE!!!!Hans1998 wrote:If it's posible, something that follows you, i mean, like a yellow koopa (from SMW), but stopmable.
Also, a big goomba, this is all i got before giving up.
I'll also make big goombas for you
You mean goombas that follow you once they see you?MM102 wrote:is there anyway to make SM64 style goombas?alesan99 wrote:I could make something.
suggest
You mean goombas that follow you once they see you?[/quote]MM102 wrote:is there anyway to make SM64 style goombas?alesan99 wrote:I could make something.
suggest
Yes
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
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For the following thing, on the blog post Maurice posted long ago with the code for a fire spitting plant, could what he used work? I can't remember if it just spit or faced Mario
EDIT: Looked into it, only changes sprite direction
EDIT: Looked into it, only changes sprite direction
Not many enemies are being posted so let me post my FIRST ALESAN'S ENEMIES PACK.
Yellow koopa
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
Fast, doesn't fall off edges.
Big goomba
Self explanatory.
Fire bro
Once again, self explanatory.
Paragoomba
Jumps.
Goombrat
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.
Yellow koopa
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
Fast, doesn't fall off edges.
Big goomba
Self explanatory.
Fire bro
Once again, self explanatory.
Paragoomba
Jumps.
Goombrat
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.
- maidenTREE
- Posts: 653
- Joined: 28 Mar 2013, 16:16
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I first made the yellow koopas and blue koopas, but as tests in my mappack. Also, alternate sprites: Blue Koopaalesan99 wrote:Not many enemies are being posted so let me post my FIRST ALESAN'S ENEMIES PACK.
Yellow koopa
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
Fast, doesn't fall off edges.
Big goomba
Self explanatory.
Fire bro
Once again, self explanatory.
Paragoomba
Jumps.
Goombrat
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.
Yellow Koopa
Also, I made the first flying Yellow Koopas and first flying blue koopas: Flying yellow koopa code
Code: Select all
base=koopaflying
{"transformsinto": "koopayellow"
}
Code: Select all
base=koopaflying
{"transformsinto": "koopablue"
}
Did your koopas have the abilities?
If so then sorry :P
If so then sorry :P
- maidenTREE
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The koopas got tired of chasing Mario, so they become couch potatoes, by being like a Red Koopa, by not falling off.alesan99 wrote:Did your koopas have the abilities?
If so then sorry :P
What are the valid values for "transformtrigger"? I couldn't find anything about it in the documentation.
I doubt that there's anything more than what's needed for the default SMB stuff, like most things.
But here's the two known ones to my knowledge: "floorcollide" and "stomp" (or "stomped" I'm not sure)
But here's the two known ones to my knowledge: "floorcollide" and "stomp" (or "stomped" I'm not sure)
Just found them in the code (why didn't I do that before?) and that seems to be all of them. I wish I had one for getting hit from below (like with a block).TurretBot wrote:I doubt that there's anything more than what's needed for the default SMB stuff, like most things.
But here's the two known ones to my knowledge: "floorcollide" and "stomp" (or "stomped" I'm not sure)
- Superjustinbros
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@Alesan Well the NES doesn't really have a good yellow in it's palette to use, so I'm fine with a Yellow Koopa breaking the trend a bit.
It's awesome alesan, this will help me a lot.alesan99 wrote:let me post my FIRST ALESAN'S ENEMIES PACK.
Thanks.
- Superjustinbros
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SMBS enemies.
P.S. Has anyone figured out what the "Pegasus" property does?
P.S. Has anyone figured out what the "Pegasus" property does?
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
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Maurice said during his stream to search for it in mario.lua. It has something to do with fireballs and Mario's jump.Superjustinbros wrote:P.S. Has anyone figured out what the "Pegasus" property does?
Pegasus gives infinite jumping to Rainbow Dash.
- maidenTREE
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Superjustinbros, your custom entities are cool, but we need the coding for the Super Mario Bros Special enemies.
- Superjustinbros
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So, it's a player variable and not an enemy variable?Firaga wrote:Pegasus gives infinite jumping to Rainbow Dash.
I know. I just felt like making them into sheets so they're readily available for when they are made into proper usable enemies.Turtley3 wrote:Superjustinbros, your custom entities are cool, but we need the coding for the Super Mario Bros Special enemies.
- Flutter Skye
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- Joined: 08 Apr 2012, 17:54
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Here's a few enemies:
Goomba Goomba
Fire Goomba
Hammer Goomba
Completely harmless Weighted storage cube
Sunplaza from all night nippon SMB
Poison Flower
Credits:
Superjustinbros for the Helmet Goombas sprites.
Alesan for the fireball code.
Turtley for the sunplaza sprite (He wanted It In his avatar)
Download
Goomba Goomba
Fire Goomba
Hammer Goomba
Completely harmless Weighted storage cube
Sunplaza from all night nippon SMB
Poison Flower
Credits:
Superjustinbros for the Helmet Goombas sprites.
Alesan for the fireball code.
Turtley for the sunplaza sprite (He wanted It In his avatar)
Download
Last edited by Flutter Skye on 30 Jun 2014, 21:19, edited 1 time in total.
- Superjustinbros
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Hammer Goomba
Thanks for using my sprite.
Thanks for using my sprite.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Okay, I was trying to create a constant wave (basically a wave sprite throwing itself while following Mario), but it just wasn't working out and kept crashing. Might have had something to do with basing it off other people's code, but it either falls through the floor or crashes the game entirely.
These are the sprites I was trying to use, if anyone wants to help.
These are the sprites I was trying to use, if anyone wants to help.