The Enemy Respositorium
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You wouldn't make it fly FROM the cursor, but if you set "gravity" to 0 then it'll fly straight
Would you mind telling us what you're making, if you're making something?
Would you mind telling us what you're making, if you're making something?
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Could you be more specific?
Yes. I am trying to make a weapon that shoots bomb projectiles in straight lines. (I used a modified Impact Bomb from Up and Away 3 as the projectile). However, when I try to make an item that does this, the bombs just fly basically straight. fireAtAngle is true.
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
[AE v13]Weird Enemy Pack v1
Okay, this is the first time I created custom enemies that aren't mostly related to the Mario franchise, and also the first enemy pack I've done. Although to be fair, six enemies with unusual behaviors are here. More are about to come sooner. Also I can't think of any good way to name this pack so
calling it "Weird" might sound okay.
Download: https://www.dropbox.com/s/lgy735sm9vc23 ... 1.zip?dl=0 (also first time having a Dropbox account, bruh)
Credits not required but would be appreciated. Refer to "readme" file at the zipped file.
Okay, this is the first time I created custom enemies that aren't mostly related to the Mario franchise, and also the first enemy pack I've done. Although to be fair, six enemies with unusual behaviors are here. More are about to come sooner. Also I can't think of any good way to name this pack so
calling it "Weird" might sound okay.
Download: https://www.dropbox.com/s/lgy735sm9vc23 ... 1.zip?dl=0 (also first time having a Dropbox account, bruh)
Credits not required but would be appreciated. Refer to "readme" file at the zipped file.
Wow, awesome pack. can't wait for more!
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
Thanks! I'm already trying to come up with new enemies, including a more defensive variant of redeyer and a big, charging enemy that may occasionally cause earthquakes with flying debris.
Also, because there's a 5-limit rule in uploading attachments, here's the spiroll's gif.
Those are all some really interesting enemies, Detronicle! I'd love to see how they'll be used.
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
I need these enemies for a mappack:
- frozen 1UP (doesnt move, no gravity)
- frozen mushroom (similar to above)
- coin when big, mushroom when small/tiny
- a block that is solid when Mario isn't near, vanishes when Mario is near and reappears when Mario isn't near (if you can, make enemies collide with it). Basically recreating fake walls.
Use whatever graphic you want, I'll end up changing it to look like SMB.
- frozen 1UP (doesnt move, no gravity)
- frozen mushroom (similar to above)
- coin when big, mushroom when small/tiny
- a block that is solid when Mario isn't near, vanishes when Mario is near and reappears when Mario isn't near (if you can, make enemies collide with it). Basically recreating fake walls.
Use whatever graphic you want, I'll end up changing it to look like SMB.
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- For the frozen 1-up, you can use a regular 1-up on stopped tracks, unless that won't work
- Same goes for the frozen mushroom
- Yeah you need an enemy for this
- You can easily do this with tile tools & region triggers
- Same goes for the frozen mushroom
- Yeah you need an enemy for this
- You can easily do this with tile tools & region triggers
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
[AE v13]Weird Enemy Pack v2
Somehow, it took me longer to release this one, despite the simpler enemies here...
Download: https://www.dropbox.com/s/qddoxd2fqmj97 ... 2.zip?dl=0 (includes both v1 and v2 enemies)
Credits to Aid0n/Aidan for the sounds used by Sparclera and Threadnaught (they use Zappa and Blasta Mechakoopa sounds, respectively, and came from his SMM2 Enemy Pack).
I'll try to make the next one much more interesting, although my concept of "interesting" might be twisted if an enemy that drops 100 tons which can instantly kill Mario with a direct hit is fun.
Somehow, it took me longer to release this one, despite the simpler enemies here...
Credits to Aid0n/Aidan for the sounds used by Sparclera and Threadnaught (they use Zappa and Blasta Mechakoopa sounds, respectively, and came from his SMM2 Enemy Pack).
I'll try to make the next one much more interesting, although my concept of "interesting" might be twisted if an enemy that drops 100 tons which can instantly kill Mario with a direct hit is fun.
Platform enemies (With width)
Never know when you need a base, haven't been working on enemies as much so here is some platforms i made for future use.
DOWNLOAD: https://www.dropbox.com/sh/w51qzbwcn1sy ... z6IXa?dl=0
Never know when you need a base, haven't been working on enemies as much so here is some platforms i made for future use.
Code: Select all
Contains -
Regular platform (use tracks)
Falling platform
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
You're missing the bonus lift. But other than that, it's great.Aidan wrote: ↑27 Aug 2020, 12:22Platform enemies (With width)
Never know when you need a base, haven't been working on enemies as much so here is some platforms i made for future use.
2.PNG
DOWNLOAD: https://www.dropbox.com/sh/w51qzbwcn1sy ... z6IXa?dl=0Code: Select all
Contains - Regular platform (use tracks) Falling platform
Some SMM2 Enemies that are missing:
- Spiny when underwater
- Winged Podoboo
- Winged Goombrat
- Flying Plant (with winged varient)
- Winged Plant (in pipe and floor varient)
- Floor Fire Plant (with winged varient)
- Winged Fire Plant (pipe varient)
- Winged Muncher (in pipe and floor varient)
- Winged Flimsy Lift (fall platform)
- lit bobomb
- Winged Bobomb (and lit varient)
- automated spike block
- SMB3 Goal
- SMW Goal
- flagpole for the flag
- BEEG axe
And that's all I can think of.
dude...TheSkullCreeper! wrote: ↑01 Sep 2020, 05:07Some SMM2 Enemies that are missing:
- Spiny when underwater
- Winged Podoboo
- Winged Goombrat
- Flying Plant (with winged varient)
- Winged Plant (in pipe and floor varient)
- Floor Fire Plant (with winged varient)
- Winged Fire Plant (pipe varient)
- Winged Muncher (in pipe and floor varient)
- Winged Flimsy Lift (fall platform)
- lit bobomb
- Winged Bobomb (and lit varient)
- automated spike block
- SMB3 Goal
- SMW Goal
- flagpole for the flag
- BEEG axe
And that's all I can think of.
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- Posts: 229
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Fans are useful things, and they have a lot of levelmaking potential, but there are none built in, so I decided to create this enemy pack. Contains 16 unique and versatile fan types for every situation.
Fan Types
I might update this later
Fan Types
- There are two main types of fans: Fans and Vacuums. Fans blow air, while Vacuums suck air
- Strong Fans: Have double the strength of their regular counterparts
- Force Fans: Are much harder to resist than normal fans, the air they blow is slow and feels thick
- Extended Fans: Have double the range of their regular counterparts so they get in the way less
- All combinations of these properties are available in the pack
I might update this later
I already made twisters smh fake fan
also here it is for anyone that wants it
i can't remember if it was buggy or not but it should be good enough
i can't remember if it was buggy or not but it should be good enough
NEW SUPER MARIO MAKER 2 STUFF! (V8)
The final update...
(For alesan99's entities V13 and up)
This is the final update for the enemy pack, i feel like most items that could be easily made have been added. I have many other cool packs that i would like to make and so i will no longer be focusing on SMM2 (unless a new update comes out i guess)
also sorry this isn't as big as V7 :)
Download - https://www.dropbox.com/sh/ygobgywxm3td ... l_MFa?dl=0
The final update...
(For alesan99's entities V13 and up)
This is the final update for the enemy pack, i feel like most items that could be easily made have been added. I have many other cool packs that i would like to make and so i will no longer be focusing on SMM2 (unless a new update comes out i guess)
also sorry this isn't as big as V7 :)
Download - https://www.dropbox.com/sh/ygobgywxm3td ... l_MFa?dl=0
Code: Select all
New...
- static parana plants for all surfaces
- static fire parana plant for floor and ceiling
- winged hammer powerup
- track blocks
- parachuteing goomba
- goomba when underwater
- spiny + spiny when underwater
Improved...
- blue platforms - width
- tracked blue platforms - width
- big coins (normal and winged) - switched to using base also fixed possitioning
- hammer is a bit better
- one ways now move when stood on
- all bouncy mushrooms - width
- improved zappa mechakoppa - improved by WilliamFrog
Current...
- 10 coin
- 30 coin
- 50 coin
- one way up
- one way down
- one way left
- one way right
- banzai bill
- homing banzai bill
- skull raft
- blue skull raft
- blue falling platform
- arrows
- snow arrows
- starting arrow
- blue spike top (made by alesan99)
- blinking blocks
- launcher
- red launcher
- bobomb
- saw
- stingby (made by evan.f)
- skipsqeak (made by alesan99)
- castle
- homing bullet bill
- spike blocks (make sure to also add the animation (included)
- winged ? block
- normal ? block
- winged coin
- crate (original by NH1507)
- hammer power-up
- progressive hammer powerup
- mechakoopa
- blasta mechakoopa
- zappa mechakoopa
- mushroom trampoline's (blue, orange and on/off)
- winged big coin's (10, 30 and 50)
- rotten mushroom
- smm2 flower
- smm2 bullet bill
- winged powerups (mushroom, oneup, flower, rotten mushroom, star)
- cursed key
- phanto
- oink sound effect (made by subpixuru)
- blue tracked platform
- ! block (right click for paths)
- warp boxes (right click for id's)
- swinging claw
- paragoomba
other improvements...
- more organised thanks to folders
(let me know if you need anything else)
- Cleiton Studios
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- Joined: 11 Jun 2020, 20:54
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We need Dash blocks from 3D world
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Someone should make these:
- Motionless Mario clone (acts just like a player, just has nobody to control it)
- Copycat Mario clone (copies Player 1's movement)
- Mirror [Horz] Mario clone (similar to above, but left is right, right is left, etc)
- Mirror [Vert] Mario clone (similar to Copycat Mario clone, but up is down, down is up, gravity is flipped, etc)
- Mario killer clone (a player enemy that chases the player)
Use the Mario graphic.
- Motionless Mario clone (acts just like a player, just has nobody to control it)
- Copycat Mario clone (copies Player 1's movement)
- Mirror [Horz] Mario clone (similar to above, but left is right, right is left, etc)
- Mirror [Vert] Mario clone (similar to Copycat Mario clone, but up is down, down is up, gravity is flipped, etc)
- Mario killer clone (a player enemy that chases the player)
yeah someone should remake mario 1:1 using enemies, can't be too hard to turn an 8000 line mess into a perfect enemyTheSkullCreeper! wrote: ↑25 Sep 2020, 01:33Someone should make these:
- Motionless Mario clone (acts just like a player, just has nobody to control it)
- Copycat Mario clone (copies Player 1's movement)
- Mirror [Horz] Mario clone (similar to above, but left is right, right is left, etc)
- Mirror [Vert] Mario clone (similar to Copycat Mario clone, but up is down, down is up, gravity is flipped, etc)
- Mario killer clone (a player enemy that chases the player)Use the Mario graphic.
- Cleiton Studios
- Posts: 26
- Joined: 11 Jun 2020, 20:54
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TESTUDINATA In mari0 AE
So here is the download and put in enemies folder
He replaces red koopa troopa because testudinatas is smart like why he want to fall in the pit So here is the download and put in enemies folder
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Flame Chomps
I decided to recreate Flame Chomps in Mari0. For AE V13a. They work pretty much just like they do in the official games.
Use the right click menu to select the number of fireballs they start with.
Be sure to put the animations in the animations folder of your mappack!
Also if you want them to work properly, only have one Flame Chomp at a time
Use the right click menu to select the number of fireballs they start with.
Be sure to put the animations in the animations folder of your mappack!
Also if you want them to work properly, only have one Flame Chomp at a time
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NSMBDS Spring
I decided to remake the trampolines from NSMBDS in Mari0. I made these a little while ago but I didn't post it on the forum. They work nearly identically to how they're supposed to. I made these from scratch and didn't build them off anything.
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Maybe it would help if you'd explain what you're trying to do?
Enemies go in the enemies folder of the mappack you want it in.
Animations go in the animations folder of the mappack you want the custom enemies in.
Ah, shoot, I was using "send help" not as a way to ask for advice when doing something in particular, but as a joke, meaning that I'm just playing around instead of working.TheSkullCreeper! wrote: ↑26 Oct 2020, 21:07Enemies go in the enemies folder of the mappack you want it in.
Animations go in the animations folder of the mappack you want the custom enemies in.
Sorry for being unclear!
- TheSkullCreeper!
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- Joined: 12 Feb 2018, 11:09
- Infomaniac
- Posts: 2
- Joined: 03 Nov 2020, 17:07
So, I am new to making custom enemies, and I've been working on a project in Mari0 recently. I needed a Gao enemy in one of my levels, so I tried to make a custom enemy. unfortunately, it's a bit buggy, and I would like to figure out what I did wrong and how I could fix it.
Infomaniac wrote: ↑03 Nov 2020, 17:44So, I am new to making custom enemies, and I've been working on a project in Mari0 recently. I needed a Gao enemy in one of my levels, so I tried to make a custom enemy. unfortunately, it's a bit buggy, and I would like to figure out what I did wrong and how I could fix it.
Code: Select all
{
"quadcount": 4,
"facesplayer": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"gravity": 30,
"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,
"autodelete": true,
"dontspawnnearcheckpoint": true,
"offsetX": 6,
"offsetY": 5,
"quadcenterX": 8,
"quadcenterY": 10,
"spawnsenemy": "hammer",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true,
"throwquadoffset": 2,
"throwpreparetime": 0.5
}
also "throwquadoffset" is the offset of the frames when about to throw, it really only works well with even frames so i fixed that.
glad to see you at least tried to make it, good luck with your future creations
- Infomaniac
- Posts: 2
- Joined: 03 Nov 2020, 17:07
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Swiveling Bill Blaster
It's a bill blaster that turns to face you, because why not.
I also included a version that spin wildly, but it's not very dangerous.
Be sure to use the included tiles in the base of the blaster so it looks nice
I also included a version that spin wildly, but it's not very dangerous.
Be sure to use the included tiles in the base of the blaster so it looks nice
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Cooligan
Subpixuru was making some sprites for Cooligans a while back, and I realized nobody had made them yet, so I decided to do that.
They work about how you would expect, but they don't keep moving when you freeze them because that's not possible.
Edit: They slide on water now, apparently they do that.
They work about how you would expect, but they don't keep moving when you freeze them because that's not possible.
Edit: They slide on water now, apparently they do that.
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Yes, they're different...
SMW Red Koopas So there are Red Koopas in the SMW dlc, but they don't work very faithfully so I decided to try and make better ones. They're not perfect, but the shells can be grabbed, thrown upwards, caped, and used to spit fire.
Be sure to put the animations in the animations folder!
SMW Red Koopas So there are Red Koopas in the SMW dlc, but they don't work very faithfully so I decided to try and make better ones. They're not perfect, but the shells can be grabbed, thrown upwards, caped, and used to spit fire.
Be sure to put the animations in the animations folder!
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I guess this is possible now...
Bullet Bill Mask So apparently custom enemies can give the player helmets, and I took advantage of this system to create what's basically a custom helmet. It's not perfect, but it works about how you'd expect it to. It doesn't work right for mini, classic huge, or mega forms, but that's not a big deal. Hold Use to fly, release to stop flying. If you hit a tile, it'll explode.
Be sure to put the animations in the animations folder, but also change the green shell graphic (koopa.png) to be invisible if you want it to look right.
Bullet Bill Mask So apparently custom enemies can give the player helmets, and I took advantage of this system to create what's basically a custom helmet. It's not perfect, but it works about how you'd expect it to. It doesn't work right for mini, classic huge, or mega forms, but that's not a big deal. Hold Use to fly, release to stop flying. If you hit a tile, it'll explode.
Be sure to put the animations in the animations folder, but also change the green shell graphic (koopa.png) to be invisible if you want it to look right.