The Enemy Respositorium

Mapping related threads and questions go in here!
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Sky
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Post » 07 Feb 2014, 08:49

MissingWorld wrote:Just as a simple request, would a Koopa with a shell you can't interact with be possible? I'm trying to make lingering death frames.
Can't you use stompanimation?

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MissingWorld
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Post » 07 Feb 2014, 14:22

WillWare wrote:
MissingWorld wrote:Just as a simple request, would a Koopa with a shell you can't interact with be possible? I'm trying to make lingering death frames.
Can't you use stompanimation?
Sorry, I don't understand the code too well to notice that stuff. It's a bit more complicated and odd than I expected.

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Superjustinbros
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Post » 07 Feb 2014, 14:46

I know that feeling, MissingWorld.

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jwright159
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Post » 07 Feb 2014, 20:26

I want to make a goomba clone that is the walking animation for the player. How can i change the hight and length?
Edit: im done with the graphics
Image
Edit2: my code.

Code: Select all

base=goomba

{
"quadcount": 5,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 4,

"nospritesets": true,
"stompedFrame": 5
}

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Sky
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Post » 07 Feb 2014, 23:47

MissingWorld wrote:Sorry, I don't understand the code too well to notice that stuff. It's a bit more complicated and odd than I expected.
It became a lot easier for me when I looked at the way the regular enemies are set up. I still don't fully understand things like offsets and masks, but I was already familiar with how the enemies work, so I just looked at their .json files in the source. I'm a LOT better now.

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MagicPillow
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Post » 08 Feb 2014, 21:29

Is there any way to make an enemy immune to fireballs?

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alesan99
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Post » 08 Feb 2014, 21:31

MagicPillow wrote:Is there any way to make an enemy immune to fireballs?

Code: Select all

"resistsfire": true

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MagicPillow
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Post » 08 Feb 2014, 22:03

Thank you!

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Sunset_Moth
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Post » 08 Feb 2014, 23:16

WillWare wrote:Gravigoomba, a Goomba that is always on the ceiling. Purple Gel makes for a fun time.
Image

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"gravity": -78.4,
	"spawnoffsety": -0.2,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 1,
	"quadcenterX": 8,
	"quadcenterY": 8
}
*Tries purple gel*
What the heck?

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MagicPillow
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Post » 09 Feb 2014, 00:19

Is there a way to stop custom jumping enemies from jumping through the bottom blocks and falling out of the level?

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jwright159
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Post » 09 Feb 2014, 03:35

I want to make a goomba clone that is the walking animation for the player. Can anyone help me? The player graphics are a bit too long and tall for the goomba graphics. I'm done drawing the graphics
Image
and code.

Code: Select all

base=goomba

{
"quadcount": 5,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 4,

"nospritesets": true,
"stompedFrame": 5
}

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Superjustinbros
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Post » 09 Feb 2014, 05:47

Earlier today Flutter Skye sent me the enemies from A0zora in a format that could be used with SE:
https://www.dropbox.com/s/rrdstpk7zrhcr ... nemies.zip

I guess I'll be using these when I get back to working on A0zora.

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TurretBot
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Post » 09 Feb 2014, 06:49

Mind if I steal your awesome squid?
Thanks.

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Superjustinbros
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Post » 09 Feb 2014, 07:12

TurretBot wrote:Mind if I steal your awesome squid?
Thanks.
Knock yourself out.

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TurretBot
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Post » 09 Feb 2014, 07:30

Superjustinbros wrote:
TurretBot wrote:Mind if I steal your awesome squid?
Thanks.
Knock yourself out.
Thanks.

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MM102
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Post » 09 Feb 2014, 20:45

WillWare wrote:Gravigoomba, a Goomba that is always on the ceiling.
Image
MOTHER OF GOD...

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Superjustinbros
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Post » 09 Feb 2014, 21:22

Suddenly I got a sweet idea for a puzzle.

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MagicPillow
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Post » 09 Feb 2014, 21:45

Is there a way to make an enemy die when it hits a wall from the side?

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Sunset_Moth
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Post » 09 Feb 2014, 22:00

MM102 wrote:
WillWare wrote:Gravigoomba, a Goomba that is always on the ceiling.
Image
MOTHER OF GOD...
I did that too. Don't put a lot of them together and stick a portal on the wall. It doesn't work well.

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Sky
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Post » 09 Feb 2014, 22:33

MM102 wrote:
WillWare wrote:Gravigoomba, a Goomba that is always on the ceiling.
Image
MOTHER OF GOD...
O_o
Hold on, let me just make a reversed version of every enemy now...

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jwright159
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Post » 10 Feb 2014, 01:02

jwright159 wrote:I want to make a goomba clone that is the walking animation for the player. Can anyone help me? The player graphics are a bit too long and tall for the goomba graphics. I'm done drawing the graphics
Image
and code.

Code: Select all

base=goomba

{
"quadcount": 5,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 4,

"nospritesets": true,
"stompedFrame": 5
}

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MissingWorld
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Post » 10 Feb 2014, 02:17

I just remembered why I needed a non-interactable Koopa shell enemy; otherwise the stompanimation will just ignore gravity.
It isn't too much to ask for though, is it?

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MagicPillow
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Post » 10 Feb 2014, 15:36

MagicPillow wrote:Is there a way to make an enemy die when it hits a wall from the side?
Or to make it automatically delete itself after X seconds?

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Sky
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Post » 10 Feb 2014, 15:47

MagicPillow wrote:Or to make it automatically delete itself after X seconds?
"lifetime": seconds

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MM102
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Post » 11 Feb 2014, 15:51

looking for an enemy "coder" for my upcoming SMG mappack

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jwright159
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Post » 13 Feb 2014, 14:54

How can I make a 4-framed no-4-sprited (like separate skins for over world, underwater, ect.) goomba that doesn't fall off cliffs?
Last edited by jwright159 on 13 Feb 2014, 22:50, edited 1 time in total.

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MissingWorld
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Post » 13 Feb 2014, 16:14

jwright159 wrote:How can I make a 4 framed no sprited goomba that doesn't fall off cliffs?
Well if it has no sprites, the frames aren't going to matter.

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jwright159
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Post » 13 Feb 2014, 22:51

Edited my last post

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Mr.Q.Marx?
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Post » 13 Feb 2014, 23:08

jwright159 wrote:4-framed goomba

Code: Select all

base=goomba
{
"quadcount": 5,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 4,
"stompedFrame": 5,
jwright159 wrote:no-4-sprited (like separate skins for over world, underwater, ect.)

Code: Select all

"nospritesets": true,
jwright159 wrote:doesn't fall off cliffs?

Code: Select all

"turnaroundoncliff": true
}

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FireMariofan86
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Post » 14 Feb 2014, 23:08

I love Alesan99's entities Please!!!!!!!!!!!!!!!!!!!!!!!!!!

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Doormat
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Post » 15 Feb 2014, 17:15

FireMariofan86 wrote:I love Alesan99's entities Please!!!!!!!!!!!!!!!!!!!!!!!!!!
This doesn't make a hint of sense.

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Bazvie999
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Post » 15 Feb 2014, 21:18

Maybe He Wants More...... uh you know? i think?

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MagicPillow
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Post » 15 Feb 2014, 23:54

Superjustinbros wrote:I would've done the green bills that you could ride on in the fifth world of Kamikaze Mario DX+, but I don't think Mari0 is that advanced to do a horizontal Paratroops that "nudges" forwards in whatever direction Mario is facing.
You could have an enemy set to follow you that you can't stomp, but won't kill you from the top.

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0>0
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Post » 17 Feb 2014, 16:59

download my enemy!
http://www.mediafire.com/download/234p1 ... l/hmmm.rar
its name is (hmmm)
i dont want to put screenshots or codes but its a nice enemy
made by mari0 SE enemy maker
have fun with it
its a funny enemy
:D
EDIT:
very speed enemy
hard to kill
you cant kill it with fireballs
Last edited by 0>0 on 17 Feb 2014, 22:19, edited 1 time in total.

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Mr.Q.Marx?
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Post » 17 Feb 2014, 17:32

MagicPillow wrote:
Superjustinbros wrote:I would've done the green bills that you could ride on in the fifth world of Kamikaze Mario DX+, but I don't think Mari0 is that advanced to do a horizontal Paratroops that "nudges" forwards in whatever direction Mario is facing.
You could have an enemy set to follow you that you can't stomp, but won't kill you from the top.
Image
https://www.dropbox.com/s/e737uf5ecqrrvxh/greenbill.rar

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jwright159
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Post » 17 Feb 2014, 19:24

Mr.Q.Marx? wrote:
jwright159 wrote:4-framed goomba

Code: Select all

base=goomba
{
"quadcount": 5,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 4,
"stompedFrame": 5,
jwright159 wrote:no-4-sprited (like separate skins for over world, underwater, ect.)

Code: Select all

"nospritesets": true,
jwright159 wrote:doesn't fall off cliffs?

Code: Select all

"turnaroundoncliff": true
}
I did exactly this. It divided 4 ways vertically (for different places) and divided 2 ways horizontally (for 2 frames) and no death frame. The pic I used was the one I used before.

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0>0
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Post » 17 Feb 2014, 19:45

why no one comment at my nice enemy yet?:(

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Mr.Q.Marx?
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Post » 17 Feb 2014, 19:48

0>0 wrote:why no one comment at my nice enemy yet?:(
I don't have the incentive to download an enemy which I don't know what it looks like or does.

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MagicPillow
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Post » 17 Feb 2014, 20:23

jwright159 wrote:I did exactly this. It divided 4 ways vertically (for different places) and divided 2 ways horizontally (for 2 frames) and no death frame. The pic I used was the one I used before.
Is the image 16x16?

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jwright159
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Post » 17 Feb 2014, 20:30

jwright159 wrote: Image

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MagicPillow
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Post » 17 Feb 2014, 20:32

It's too tall.

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jwright159
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Post » 17 Feb 2014, 21:17

Lol
How can I fix it?

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alesan99
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Post » 17 Feb 2014, 21:48

Found the gosh dang problem.
Increase the width of the image by 1

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jwright159
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Post » 17 Feb 2014, 22:01

HFP I thought my math wa right

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I LÖVE LUA
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Post » 18 Feb 2014, 11:54

I made an enemy, I called it :
ONEUP-KITO.

Gif :
Image

Download :
https://www.dropbox.com/s/i92yvrgwpnayhjs/oneupkito.zip

What the enemy does :
- Gives 1ups
- Doesn't kill you on touch
- Doesn't die if you go on him

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Jackostar10000
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Post » 18 Feb 2014, 12:10

Im using an enemy creator, alsans, anyway what properties are essential to the enemy for it to like, not crash?
Also think someone can make a friendly lakitu that 1. follows mario both vertically and horizonally. Its for my mappack.
Image

Notes On Enemy:
Can not be killed, Can not kill Mario, Must closely Follow Mario EVERYTHERE (INCULDING VERTICAL), Not Drop Any Enemy.
He has 2 sprites as you see. The second one is a second frame, make the first frame last 15 seconds and the second 5,

also where do i put the enemies sprites, i cant figure out where the F they go.

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alesan99
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Post » 18 Feb 2014, 14:19

Jackostar10000 wrote:Im using an enemy creator, alsans, anyway what properties are essential to the enemy for it to like, not crash?
Also think someone can make a friendly lakitu that 1. follows mario both vertically and horizonally. Its for my mappack.
Hopefully I can get enemy loading finished by the next update, then you'll be able to load lakito/lakitu so you can edit the values without worrying about the needed ones.
Also how do you want it to follow vertically?

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Mr.Q.Marx?
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Post » 18 Feb 2014, 17:28

Some Castlevania 1 enemies
Eagles
Image
Bone Towers
Image
Fleamen
Image
Medusa Heads
Image
Red Skeletons
Image
Skeletons
Image
Download
https://www.dropbox.com/s/z57ool7s26xza ... nemies.rar

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Jackostar10000
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Post » 18 Feb 2014, 22:50

alesan99 wrote:
Jackostar10000 wrote:Im using an enemy creator, alsans, anyway what properties are essential to the enemy for it to like, not crash?
Also think someone can make a friendly lakitu that 1. follows mario both vertically and horizonally. Its for my mappack.
Hopefully I can get enemy loading finished by the next update, then you'll be able to load lakito/lakitu so you can edit the values without worrying about the needed ones.
Also how do you want it to follow vertically?
Im making a map pack where mario gets followed by a friendly lakitu for shits and giggles
but the maps are both really tall and wide, so if he were to successfully follow mario he would need to somehow fly both horizontal and vertical

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0>0
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Post » 18 Feb 2014, 23:50

can any one tell me how i can make lakito base enemy throw a more spikeys?
Last edited by 0>0 on 19 Feb 2014, 00:49, edited 1 time in total.

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