The Enemy Respositorium

Mapping related threads and questions go in here!
Meculus
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Post » 30 Jul 2020, 00:18

One more question: can you have a custom powerup shoot based on the cursor?

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alesan99
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Post » 30 Jul 2020, 00:38

Meculus wrote:
30 Jul 2020, 00:18
One more question: can you have a custom powerup shoot based on the cursor?
"fireAtAngle"

Meculus
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Post » 30 Jul 2020, 00:53

Thanks for letting me know!

Meculus
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Post » 30 Jul 2020, 01:10

How would you make a projectile fly in a straight line from your cursor?

WilliamFrog
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Post » 30 Jul 2020, 04:20

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?

Meculus
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Post » 30 Jul 2020, 20:11

An aimable weapon.

WilliamFrog
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Post » 30 Jul 2020, 20:16

Could you be more specific?

Meculus
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Post » 30 Jul 2020, 21:06

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.

Meculus
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Post » 03 Aug 2020, 23:51

It turns out that, unlike what the Stabyourself.net wiki says, "fireatangle" has to be all lowercase.

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Detronicle
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Post » 07 Aug 2020, 17:51

[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.


Gloopling
These slime-like creatures patrol around areas, but should you approach them, they'll slightly speed up and try catching you, until you leave them alone.
gloopling-ani.gif
gloopling-ani.gif (803.58 KiB) Viewed 26261 times
Redeyer
Spooky staring eye thingies that move along walls and ceilings, they'll occasionally fire a small shot directed at you.
redeyer-ani.gif
redeyer-ani.gif (873.18 KiB) Viewed 26261 times
Shyke
These cute-and-shy creatures are natural speedsters, but their timidness shows up once you approaches, suddenly sprouting spikes on their helmets as a measure against your stomps.
shyke-ani.gif
shyke-ani.gif (477.04 KiB) Viewed 26261 times
Skullwrath
Vaguely skull-looking enemies that hover from above. If you get near their range below, they'll begin pursuing you, constantly speeding up and non-stop until either of you are defeated.
skullwrath-ani.gif
skullwrath-ani.gif (828.92 KiB) Viewed 26261 times
Shadowtalon
These birds can't hurt you, but they will obscure their surroundings around, so you may blindly trip to your doom.
shadowtalon-ani.gif
shadowtalon-ani.gif (660.86 KiB) Viewed 26260 times
Spiroll
Are these barrels with googly eyes? They roll on the floor non-stop, only bouncing back from walls. Oh, and they spill some red projectile, too. Fireballs don't work against them, but stomps will do IF you can.

(Couldn't upload a sixth .gif, maybe later...)

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.

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Britdan
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Post » 07 Aug 2020, 17:57

Detronicle wrote:
07 Aug 2020, 17:51
[AE v13]Weird Enemy Pack v1
Wow, awesome pack. can't wait for more!

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Detronicle
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Post » 07 Aug 2020, 18:39

Aidan wrote:
07 Aug 2020, 17:57
Wow, awesome pack. can't wait for more!
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.
spiroll-ani.gif
spiroll-ani.gif (470.88 KiB) Viewed 26252 times

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Qwerbey
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Post » 08 Aug 2020, 02:55

Those are all some really interesting enemies, Detronicle! I'd love to see how they'll be used.

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TheSkullCreeper!
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Post » 10 Aug 2020, 17:05

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.

WilliamFrog
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Post » 11 Aug 2020, 04:42

- 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

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Detronicle
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Post » 15 Aug 2020, 10:42

[AE v13]Weird Enemy Pack v2

Somehow, it took me longer to release this one, despite the simpler enemies here...

Gloopinka
Pinkish Glooplings that aren't actually female. They spill some pink projectile that are safe to touch, until they land on ground and become tile traps that last for few seconds.

Pinbreak
Drone-like balls that bounces around the room diagonally, breaking any brick and flip blocks they hit with. Fireballs won't work against them, but stomps do.
Gloopinkas... and a Pinbreak spawned by the cube button.
Gloopinkas... and a Pinbreak spawned by the cube button.
gloopinka-pinbreak-ani.gif (1.84 MiB) Viewed 26126 times
Pinbreak Chain
It's just eight Pinbreaks on a diagonal line, with the first one having blue lights. Eventually splits into separate ones should they start breaking blocks, and that's the challenge.

Pinbreak Ouchie
These darker Pinbreaks are something you should really avoid. Stomps no longer work against them, so dodge around unless you're confident with Hammer Suit or Super Star.

Pinbreak Ouchie Chain
Eight Pinbreak Ouchies on a diagonal line. Any other suffering?

Sparclera
Redeyers' bluish relatives that like sparky things. They are more defensive, creating a ring of spark shield in hopes of shunning you away.
Sparclerae first, then a Pinbreak Ouchie. Chains appear later...
Sparclerae first, then a Pinbreak Ouchie. Chains appear later...
v2-others-anim.gif (4.1 MiB) Viewed 26126 times
Threadnaught
Well well well... This vehicle-like thing charges and breaks any blocks it can on its way. Should it pause for a while, watch out for its ground pound attack. Launching earth debris while you're stunned is the perfect anti-Mario tactic. Maybe a fan of Ludwig.

Earth Debris
Supposedly spawned by Threadnaught during its ground pound attack, but with spawners, you could make them shot out around or something. You know, underground earthquake stuff. Currently uses the same sprite with meteors, but you could change it.
Threadnaught, then Earth Debris later. Perhaps you could set up a boss battle like this one...
Threadnaught, then Earth Debris later. Perhaps you could set up a boss battle like this one...
threadnaught-debris-anim.gif (5.3 MiB) Viewed 26126 times

Code: Select all

* Increased gloopling detection range and minimum chase range (bigger to compensate less danger
compared to gloopinkas). This can be reverted by changing back into the following values:
** gloopling.json - "playerneardist": [-2.125, -2.125, 5, 5]
** glooplingchase.json - "playerneardist": [-5.125, -5.125, 11, 11]
* Redeyers now pause for a while before firing projectiles similar to sparclerae.
** This can be reverted by removing "customtimer" completely in redeyer.json.
* Added right-click menu for redeyers and sparclerae for startup crawl floor "ground" (default), "ceiling",
"wall to left", and "wall to right". Note that for any setting excluding "ground", it would take a bit before
they stick to respective sides, and placing four of these enemies on all sides of a single block is not recommended.
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.

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Bromaster
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Post » 17 Aug 2020, 02:12

this looks pretty cool

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Britdan
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Post » 27 Aug 2020, 12:22

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.

2.PNG
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Code: Select all

Contains -
Regular platform (use tracks)
Falling platform
DOWNLOAD: https://www.dropbox.com/sh/w51qzbwcn1sy ... z6IXa?dl=0

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TheSkullCreeper!
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Post » 01 Sep 2020, 05:07

Aidan wrote:
27 Aug 2020, 12:22
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.


2.PNG


Code: Select all

Contains -
Regular platform (use tracks)
Falling platform
DOWNLOAD: https://www.dropbox.com/sh/w51qzbwcn1sy ... z6IXa?dl=0
You're missing the bonus lift. But other than that, it's great.

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.

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Britdan
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Post » 01 Sep 2020, 12:07

TheSkullCreeper! wrote:
01 Sep 2020, 05:07
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...
Capture.png
Capture.png (48.42 KiB) Viewed 25911 times

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Bromaster
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Post » 01 Sep 2020, 23:45

not gonna lie that goomba model be lookin fresh

Meculus
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Post » 04 Sep 2020, 20:07

Would it be possible to make ! blocks that you could control their paths, maybe with tracks or something?

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Britdan
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Post » 04 Sep 2020, 21:31

Meculus wrote:
04 Sep 2020, 20:07
Would it be possible to make ! blocks that you could control their paths, maybe with tracks or something?
going to say probably, but i haven't tested it, maybe i will make one one day, who knows

WilliamFrog
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Post » 07 Sep 2020, 01:49

Top Image.png
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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
  • 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
Windy Fans Pack 1.0.zip
(25.27 KiB) Downloaded 416 times

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TheSkullCreeper!
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Post » 07 Sep 2020, 02:45

we get fans, but no T W I S T E R

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Bromaster
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Post » 07 Sep 2020, 03:02

mario's onlyfans

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alesan99
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Post » 07 Sep 2020, 21:27

TheSkullCreeper! wrote:
07 Sep 2020, 02:45
we get fans, but no T W I S T E R
I already made twisters smh fake fan

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Bromaster
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Post » 07 Sep 2020, 22:35

alesan99 wrote:
07 Sep 2020, 21:27
TheSkullCreeper! wrote:
07 Sep 2020, 02:45
we get fans, but no T W I S T E R
I already made twisters smh fake fan
IncompatibleUnrealisticEagle-mobile.jpg
IncompatibleUnrealisticEagle-mobile.jpg (18.28 KiB) Viewed 25686 times

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alesan99
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Post » 08 Sep 2020, 00:51

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
twister.zip
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Britdan
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Post » 15 Sep 2020, 22:31

8 Is Real
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Britdan
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Post » 19 Sep 2020, 00:46

NEW SUPER MARIO MAKER 2 STUFF! (V8)
The final update...
(For alesan99's entities V13 and up)

V8POGGERSpng.png
V8POGGERSpng.png (168.8 KiB) Viewed 26658 times

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)

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Cleiton Studios
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Post » 23 Sep 2020, 19:35

We need Dash blocks from 3D world

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TheSkullCreeper!
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Post » 25 Sep 2020, 01:33

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)
Walks (or runs) toward the player
Jumps 4 blocks when at a wall or ledge (still continues to move in direction it was walking/running to
Swims when in water (will try to swim toward the player, both horizontally and vertically)
Use the Mario graphic.

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Britdan
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Post » 25 Sep 2020, 13:39

TheSkullCreeper! wrote:
25 Sep 2020, 01:33
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)
Walks (or runs) toward the player
Jumps 4 blocks when at a wall or ledge (still continues to move in direction it was walking/running to
Swims when in water (will try to swim toward the player, both horizontally and vertically)
Use the Mario graphic.
yeah someone should remake mario 1:1 using enemies, can't be too hard to turn an 8000 line mess into a perfect enemy

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Cleiton Studios
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Post » 27 Sep 2020, 16:12

TESTUDINATA In mari0 AE
TESTUDINATA.jpg
TESTUDINATA.jpg (61.79 KiB) Viewed 26473 times
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
testudinata.zip
(1.95 KiB) Downloaded 329 times

WilliamFrog
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Post » 09 Oct 2020, 23:29

Flame Chomps
Flame Chomp.gif
Flame Chomp.gif (1.73 MiB) Viewed 26312 times
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
flame chomp.zip
(11.14 KiB) Downloaded 601 times

WilliamFrog
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Post » 24 Oct 2020, 00:28

NSMBDS Spring
NSMB Springs.gif
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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.
nsmb spring.zip
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PMcP82
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Post » 26 Oct 2020, 15:55

Aidan wrote:
19 Sep 2020, 00:46
NEW SUPER MARIO MAKER 2 STUFF! (V8)
The final update...

I've spent the last 5 hours BS'ing on it although I'm supposed to work.
Someone send help, while I'm sending my congratulations for your awesome job.

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TheSkullCreeper!
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Post » 26 Oct 2020, 21:07

PMcP82 wrote:
26 Oct 2020, 15:55
Aidan wrote:
19 Sep 2020, 00:46
NEW SUPER MARIO MAKER 2 STUFF! (V8)
The final update...

I've spent the last 5 hours BS'ing on it although I'm supposed to work.
Someone send help, while I'm sending my congratulations for your awesome job.

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.

PMcP82
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Post » 27 Oct 2020, 16:45

TheSkullCreeper! wrote:
26 Oct 2020, 21:07
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.
Sorry for being unclear!

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Britdan
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Post » 27 Oct 2020, 16:56

PMcP82 wrote:
26 Oct 2020, 15:55
Aidan wrote:
19 Sep 2020, 00:46
NEW SUPER MARIO MAKER 2 STUFF! (V8)
The final update...

I've spent the last 5 hours BS'ing on it although I'm supposed to work.
Someone send help, while I'm sending my congratulations for your awesome job.
thanks

Meculus
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Post » 02 Nov 2020, 20:24

Is there a way to make an explosion interact with blocks in the same way that a bob-omb explosion does?

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TheSkullCreeper!
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Post » 02 Nov 2020, 20:28

Meculus wrote:
02 Nov 2020, 20:24
Is there a way to make an explosion interact with blocks in the same way that a bob-omb explosion does?
"breaksblocks": true,
For brick blocks (custom debris or not)
"breaksHardBlocks": true,
For non-brick blocks that have custom debris.

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Infomaniac
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Post » 03 Nov 2020, 17:44

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.
buggygao.zip
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Britdan
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Post » 03 Nov 2020, 17:58

Infomaniac wrote:
03 Nov 2020, 17:44
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.
gao.png
gao.png (913 Bytes) Viewed 25727 times

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
}
"quadcount" is how many frames the enemy has.
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

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Infomaniac
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Post » 03 Nov 2020, 18:06

Aidan wrote:
03 Nov 2020, 17:58
/snip
glad to see you at least tried to make it, good luck with your future creations
Thanks! I'll be sure to stick around!

WilliamFrog
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Post » 09 Nov 2020, 00:24

Swiveling Bill Blaster
Swivel Bill.gif
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Swivel Bill.gif
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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
Swivel Bill Blaster.zip
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WilliamFrog
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Post » 09 Nov 2020, 00:33

Cooligan
Cooligan.gif
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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.
Cooligan.zip
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WilliamFrog
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Post » 09 Nov 2020, 02:04

Yes, they're different...
SMW Red Koopas
SMW Red Koopa.gif
SMW Red Koopa.gif (1.71 MiB) Viewed 25551 times
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!
Red Koopas.zip
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WilliamFrog
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Post » 09 Nov 2020, 23:55

I guess this is possible now...
Bullet Bill Mask
Bullet Bill Mask.gif
Bullet Bill Mask.gif (1.73 MiB) Viewed 25515 times
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.zip
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