The Enemy Respositorium

Mapping related threads and questions go in here!
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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 20 Jun 2014, 02:44

SOMEONE PLEASE MAKE A PORTAL TURRENT ENEMY!!!!!!!!!!!!!!!!!
Last edited by Danny on 21 Jun 2014, 02:53, edited 2 times in total.

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faves3000
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Post » 20 Jun 2014, 06:08

Danny wrote:SOMEONE PLEASE MAKE A PORTAL @ TURRENT ENEMY!!!!!!!!!!!!!!!!!
That... doesn't make much sense.

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idiot9.0
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Post » 20 Jun 2014, 06:15

He wants one of these:
Image
And regardless I don't think it's going to be made anytime soon anyway. Given the fact he also asked kind of terribly.

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Danny
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Joined: 26 Oct 2013, 05:22

Post » 20 Jun 2014, 15:04

sorry,

please someone make this enemy, im not experienced enough with .json to make it myself

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HansAgain
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Post » 21 Jun 2014, 00:14

dude, just put

Code: Select all

base=[the name of the enemy you want to copy]
{
}
and put it the same name as your image if you want only to change the appearance of an existing enemy.
If you want to change some of its properties you just have to write some properties inside of the "{ }", remember to use a comma to separate them.
E.g.:
Hans1998 wrote: Two-frame'd goomba:
Image

Code: Select all

base=goomba

{
"quadcount": 3,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,

"nospritesets": false,
"stompedFrame": 3
}
Where:
"quadcount": 3 means that it has three frames horizontaly.
"animationtype": "frames" means that it use frames, you can put "mirror" to use only one frame (as goombas does) and "none" when you want it to not be animated.
"animationspeed": 0.2 means that each frame will took 0.2 seconds to change.
"animationstart": 1 means that the first frame will be the first frame of the animation.
"animationframes": 2 means that the second frame is the last frame of the animation and then it will go back to the first frame.
"nospritesets": false means that it will have spritesets, and graphic will vertically split for the 4 spritesets.
"stompedFrame": 3 means that the third frame will appear when you stomp him.
If you don't know how to make it, it's because you don't want to.

There is more info about it in here

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Danny
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Joined: 26 Oct 2013, 05:22

Post » 21 Jun 2014, 00:18

I'll see what i can do but im not sure how to do certain things like for example, i want the turret to do damage to Mario but not kill him in one hit, what boolean would i use for that?

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HansAgain
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Post » 21 Jun 2014, 00:26

There is no option for that, sorry.
But you can make it shoot bullets every 5 seconds or something like that.

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Danny
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Post » 21 Jun 2014, 01:38

i have another question about custom enemy graphics, how do i decide the frame size in pixels?

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HansAgain
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Post » 21 Jun 2014, 01:49

The size of the frames are decided by the options "quadcount" and "nospritesets", there is no specific option to set the size of the frames.
"quadcount" will vertically split the image of the enemy based on the number you write, if you write three and the image has 48 pixels width, the frames will have 16 pixels of widht.
"nosrpitesets" will vertically split the image in 4, so if your image it's 64 pixels height, the height of the frames will be 16 (64/4 = 16)

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Danny
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Post » 21 Jun 2014, 02:02

i tried it on the this tank enemy i am makeing

Code: Select all

{
	"quadcount": 1,

	"animationtype": "frames",
	"animationframes": 1,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"stompable": false,
	"killsonsides": false,
	"killsonbottom": false,
	
	"movement": "follow",
	"followspace": 1,
	"distancetime": 0,
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 2,

	"ResistsFire": true,
	
	"spawnsenemy": "bulletbill",
	"spawnenemydelays": [1.6, 2.6],
	"spawnenemyoffsety": -1,
	"spawnenemyoffsetx": -1,
	"spawnenemytowardsplayer": true,
	"spawnenemyspeed": 8,

	"width": 2.25,
	"height": 2.25,
	"static": false,
	"active": true,
	"category": 2,
	"nospritesets": true,
	"KilledByBoxes": true,
	"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,
	"smallquad": 3,
	
	"offsetx": 12,
	"offsety": -18,
	"quadcenterX": 16,
	"quadcenterY": 38
}



it gave me this error
Image
Last edited by Danny on 21 Jul 2014, 01:09, edited 2 times in total.

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surface-2-air missle
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Post » 24 Jun 2014, 05:36

Hey, How do apply the new enemy.lua?

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alesan99
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Post » 24 Jun 2014, 14:08

Drag the enemy.lua into mario SE
or
Open mario se with an archiver (winRAR, 7zip, etc.) and replace the enemy.lua inside it with the new one.

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TurretBot
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Post » 24 Jun 2014, 17:56

put it in your mari0 se folder, outside the mappacks (and characters) folder.

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surface-2-air missle
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Post » 30 Jun 2014, 03:31

Can someone make a tile that falls when you get near it?
I'm not the best at making enemies.

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0>0
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Post » 30 Jun 2014, 08:01

you mean an enemy like the Thwomp,turret made it just go to here.

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surface-2-air missle
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Post » 30 Jun 2014, 21:02

I meant A block that falls and doesn't go back up. Also, you have to get near it.
I'm pretty sure the new enemy lua has a transform trigger that can do that.

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 11 Jul 2014, 03:21

makeing dig dug enemies



here is one that i have finished
Pooka:Image

Code: Select all

{
	"quadcount": 3,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonbottom": true,
	"killsonsides": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 3,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"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": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
i need a bit of help with this one
i cant figure out how to get the prep frame (frame 3) to start before the fire spawn and get the stop frame (frame four) to activate when stomped on

Frygar:Image

Code: Select all

{
	"quadcount": 4,

	"movement": "wiggle",
	"wiggledistance": 1,
	"wigglespeed": 1.5,
	"speedx": -1.5,
	
	"facesplayer": false,
	"resistsfire": true,
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"quadno": 1,
	
	"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": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 8,
	"quadcenterX": 8,
	"quadcenterY": 21,
	

	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 4,

	"spawnsenemy": "fire",
	"spawnenemydelays": [3.0, 4.0],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,

	"throwquadoffset": 2,
	"throwpreparetime": 0.5,

	
	"ignorefaithplates": true
}

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HowToEatGirafes
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Post » 11 Jul 2014, 10:46

I can help you for frame 4 just put :

Code: Select all

stompable = true
stompanimation = true
stompanimationtime (optional)
stompedframe = "4"

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Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 11 Jul 2014, 12:17

Danny wrote: i cant figure out how to get the prep frame (frame 3) to start before the fire spawn and get the stop frame (frame four) to activate when stomped on

Code: Select all

...
"throwquadoffset": 2,
...

Code: Select all

"throwquadoffset": 3,

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 12 Jul 2014, 00:06

it still crashes the game, this is the new code

Code: Select all

{
	"quadcount": 4,

	"movement": "wiggle",
	"wiggledistance": 1,
	"wigglespeed": 1.5,
	"speedx": -1.5,
	
	"facesplayer": false,
	"resistsfire": true,
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"quadno": 1,
	
	"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": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 8,
	"quadcenterX": 8,
	"quadcenterY": 21,
	

	"throwquadoffset": 3,


	stompanimation = true,
	stompanimationtime (optional),
	stompedframe = "4",

	"spawnsenemy": "fire",
	"spawnenemydelays": [3.0, 4.0],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,



	
	"ignorefaithplates": true
}

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alesan99
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Post » 12 Jul 2014, 00:26

Danny wrote:

Code: Select all

	stompanimation = true,
	stompanimationtime (optional),
	stompedframe = "4",
This doesn't match the rest of the code at all.

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Danny
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Post » 12 Jul 2014, 02:58

the fourth frame is suppose to be the stomped animation

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Mari0Maker
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Post » 12 Jul 2014, 02:59

I think he means change it to something like this:

Code: Select all

   "stompanimation": = true,
   "stompanimationtime": 0.5,
   "stompedframe": = 4,

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HansAgain
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Post » 12 Jul 2014, 03:04

Still wrong, you need to write this:

Code: Select all

   "stompanimation": true,
   "stompanimationtime": 0.5,
   "stompedframe": 4,
The "=" shouldn't be there, the code reads ":", also the numbers are numbers, not words, so they don't use "".

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Danny
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Post » 12 Jul 2014, 04:00

Hans1998 wrote:Still wrong, you need to write this:

Code: Select all

   "stompanimation": true,
   "stompanimationtime": 0.5,
   "stompedframe": 4,
The "=" shouldn't be there, the code reads ":", also the numbers are numbers, not words, so they don't use "".


ok, it helped a bit, it doesn't crash when i open the editor but it crashes on the enemy screen

i updated the code a bit though

Code: Select all

{
	"quadcount": 4,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 2,
	

	"resistsfire": true,
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"quadno": 1,
	
	"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": true,
	"autodelete": true,
	
	"offsetX": 1,
	"offsetY": 1,
	"quadcenterX": 7,
	"quadcenterY": 7,
	

	"throwquadoffset": 3,


  "stompanimation": true,
   "stompanimationtime": 0.5,
   "stompedframe": 4,

	"spawnsenemy": "fire",
	"spawnenemydelays": [3.0, 4.0],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,



	
	"ignorefaithplates": true
}
Last edited by Danny on 12 Jul 2014, 16:03, edited 1 time in total.

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Assasin-Kiashi
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Post » 12 Jul 2014, 15:36

I made these two sprites AGES ago but i never knew how to use them, so if you feel like it, you can maybe go ahead and do something nice with them:
Image
Image

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craftershaft
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Joined: 16 Jul 2014, 16:35

Post » 17 Jul 2014, 03:42

Reposting from SuperJustinBros' deviantart so that nobody has to go there:
i have requests for mari0 enemies: some of these http://www.hrwiki.org/wiki/Stinkoman_20 ... _and_Items and also bowser's helmet mario http://www.mariowiki.com/images/d/d9/OhBrother.jpg and here is how bowser helmet mario works: does not walk off edges, transforms into normal mario after 10 stomps, has a wrench sword, and can't be killed with fireballs.


I know your gonna say "welcome to the forums", right?
but i have been reading the forums as a guest before

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Sunset_Moth
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Post » 17 Jul 2014, 03:55

But you've just been watching, not posting. So, yeah, I am going to say...
WELCOME
TO THE FORUMS!

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craftershaft
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Joined: 16 Jul 2014, 16:35

Post » 17 Jul 2014, 04:31

bubba_nate wrote:But you've just been watching, not posting. So, yeah, I am going to say...
WELCOME
TO THE FORUMS!
Now someone has to make a real response...

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Mr.Q.Marx?
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Post » 17 Jul 2014, 11:59

Do you expect Mario to use the sword?

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craftershaft
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Post » 17 Jul 2014, 16:15

Yes.

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Danny
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Post » 17 Jul 2014, 23:38

Mr.Q.Marx? wrote:Do you expect Mario to use the sword?
craftershaft wrote:Yes.




please elaborate on exactly how you want that to happen

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craftershaft
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Post » 17 Jul 2014, 23:44

when bowser helmet mario is close to the player, he will slash his sword up and down.

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Danny
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Post » 18 Jul 2014, 02:11

that sounds cool

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MissingWorld
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Post » 18 Jul 2014, 07:10

craftershaft wrote:when bowser helmet mario is close to the player, he will slash his sword up and down.
That isn't exactly possible with how enemies work.

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craftershaft
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Post » 18 Jul 2014, 13:16

well... just make his sword slash in a way that's possible.

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Sky
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Post » 20 Jul 2014, 23:38

Image

Who ordered a Monty Mole? Anyone? Just me? Click the picture if you want it!
Sprites by AwesomeZack, so credit him if you don't reskin.

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Danny
Posts: 207
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Post » 21 Jul 2014, 01:07

a few enemies i made


car
Image

Code: Select all

{
	"quadcount": 3,

	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.2,
	

	
	"stompable": false,
	"killsonsides": true,
	"killsonbottom": true,
	

	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 4,
	"truffleshuffleacceleration": 8,
	
	"width": 1.8,
	"height": 1.3,
	"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,
	"smallquad": 3,
	
	"offsetx": 12,
	"offsety": -7,
	"quadcenterX": 24,
	"quadcenterY": 13
}
microbill
Image

Code: Select all

{
	"quadcount": 1,
	
	"spawnoffsety": -0.0625,

	"movement": "none",
	"killsontop": false,
	"killsonsides": false,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 4,
	"starttowardsplayerhorizontal": true,
	

	

	
	"quadno": 1,
	
	"width": 0.375,
	"height": 0.375,
	
	"static": false,
	"active": true,
	

	"gravity": 0,
	
	"category": 11,
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 3,
	"offsetY": 3,
	"quadcenterX": 3,
	"quadcenterY": 3
}
micro koopa (couldn't get shell to work properly, but if someone could edit the code to fix it that would be apriciated)
Image

Code: Select all

{
	"quadcount": 3,
	
	"spawnoffsety": -0.0625,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	"killsontop": false,
	"killsonsides": false,

	"wakesup": true,
	"wiggletime": 1,
	"resettime": 5.2,
	"wiggledelay": 0.1,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 4,
	"starttowardsplayerhorizontal": true,
	
	

	"movement": "truffleshuffle",
	"truffleshufflespeed": 1,
	"truffleshuffleacceleration": 4,

	

	
	"width": 0.375,
	"height": 0.375,
	
	"static": false,
	"active": true,
	

	
	
	"gravity": 5,
	
	"category": 11,

	"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,
	
	"smallquad": 3,
	
	"offsetX": 3,
	"offsetY": 3,
	"quadcenterX": 4,
	"quadcenterY": 7
}
missilebill
Image

Code: Select all

{
   "quadcount": 1,
   
   "spawnoffsety": -0.0625,

   "movement": "none",
   "killsontop": true,
   "killsonsides": true,
   
   "stompable": true,
   "stompcombosuppressor": true,
   
   "speedx": 8,
   "starttowardsplayerhorizontal": true,
      "quadno": 1,
   
   "width": 1,
   "height": 0.875,
   
   "static": false,
   "active": true,

   "gravity": 0,
   
   "mask": [   true, 
            true, false, true, true, true,
            true, true, true, true, true,
            true, true, true, true, true,
            true, true, true, true, true,
            true, true, true, true, true,
            true, true, true, true, true],
            
   
   "emancipatecheck": true,
   "autodelete": true,
   
   "offsetX": 8,
   "offsetY": 1,
   "quadcenterX": 8,
   "quadcenterY": 8,
   
   "spawnsenemy": "missilebill",
   "spawnenemydelays": [0.8],
   "spawnenemytowardsplayer": true,
    "spawnenemyspeed": 8,
   "lifetime": 0.85,
   "spawnsound": "fire"
}
sonicworldpowerup
Image

Code: Select all

{
	"quadcount": 2,


	"stompable": true,

	

	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,
	
	"transforms": true,
	"transformtrigger": "stomp",
	"transformsinto": "flower",
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": true,

	
	"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": 3,
	"quadcenterX": 12,
	"quadcenterY": 18
}
credit is optional, its appreciated but you dont have to reference me if you dont want to

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craftershaft
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Post » 21 Jul 2014, 04:11

craftershaft wrote:well... just make his sword slash in a way that's possible.
And all these days I thought the long wait meant you guys were going to make it... sob

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craftershaft
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Post » 28 Jul 2014, 04:21

Hello?

B-Man99
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Post » 28 Jul 2014, 04:26

Hi...?

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HowToEatGirafes
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Post » 28 Jul 2014, 16:36

can someone can make some dinosaurs please?

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Danny
Posts: 207
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Post » 28 Jul 2014, 18:50

HowToEatGirafes wrote:can someone can make some dinosaurs please?
kinda like this:
Image
thats the "page cannot be reached" chrome dinosaur and it has great potential considering its already 8-bit





also i edited glados (originally made by HugoBDesigner) as whell as made a wheatlyglados entity, this requires you to already have the explosion and bobomb hit enemies
Image
Image

Code: Select all

{
	
	"spawnsenemy": "bobombhit",
	"spawnenemydelays": [0.4, 1],
	"spawnenemytowardsplayer": true,
	"spawnenemyspeed": 10,
	"spawnenemyoffsety": -1,
	"spawnenemyoffsetx": -1,
	
	"ThrowPrepareTime": 1,
	"ThrowQuadOffset": 2,
	
	

	
	"movement": "follow",
	"followspace": 2,
	"distancetime": 0,
	"truffleshufflespeed": 4,
	"truffleshuffleacceleration": 8,
	
	"animationtype": "none",
	"quadcount": 1,
	"nospritesets": true,
	
	"spawnoffsetX": 3,
	"spawnoffsetY": 5,
	"Width": 6,
	"Height": 6,
	"offsetX": 48,
	"offsetY": 5,
	"quadcenterX": 48,
	"quadcenterY": 3,
	
	"gravity": 0,
	"active": true,
	"static": false,
	"category": 1,
	"mask": [	true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
	"portalable": false,
	"emancipatecheck": true,
	"laserresistant": false,
	"facesplayer": true,
	"resistsfire": true,
	"resistsstar": true,
	"resistsspikes": true
}
they both use the same code
heres the bobomb just in case you dont have it
bobomb
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Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"killsonsides": true,
	"killsonbottom": true,
	"stompable": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"starttowardsplayerhorizontal": true,
	"speedx": -2,
	
	"transforms": true,
	"transformtrigger": "stomp",
	"transformsinto": "bobombhit",
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
bobombhit
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Code: Select all

{
	"quadcount": 2,
	"nospritesets": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 1,
	
	"static": false,
	"active": true,
	"autodelete": false,
	
	"Gravity": 5,
	
	"lifetime": 1.5,
	"spawnsenemy": "explosion",
	"spawnenemydelays": [1.0],
	"throwquadoffset": 0,
	"throwpreparetime": 0,
	"spawnenemyspeedx": 0,
	"spawnenemyspeedy": 0,
	
	"width": 0.75,
	"height": 0.75,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
explosion
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Code: Select all

{
	"quadcount": 3,
	"spawnsound": "fire",
	"nospritesets": true,
	
	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"kills": true,
	"killsenemies": true,
	
	"lifetime": 0.3,
	
	"width": 2,
	"height": 2,
	"static": false,
	"active": true,
	
	"speedx": 0,
	"speedy": 0,
	"gravity": 0,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
Last edited by Danny on 01 Aug 2014, 20:57, edited 3 times in total.

User avatar
HugoBDesigner
Posts: 2188
Joined: 19 Sep 2012, 02:23
Contact:

Post » 28 Jul 2014, 21:46

*cough* Credits for GLaDOS to me *cough*

The new colors look cool, but the Wheatley head could have been worked on more, maybe making it bigger? Just a suggestion...

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 28 Jul 2014, 22:00

HugoBDesigner wrote:*cough* Credits for GLaDOS to me *cough*

The new colors look cool, but the Wheatley head could have been worked on more, maybe making it bigger? Just a suggestion...
credit to HugoBDesigner (sorry about that)


about the wheatlyglados head im still tweaking the wheatlyglados a bit, i want to tilt the head by 45 degrees so he is looking downward but the rotate tool in paint.net distorts any image that you turn sooo im gonna have to redraw it by hand

i also kinda forgot a few things so heres the updated graphics
Image
Image

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 29 Jul 2014, 03:56

Link's Awakening Mario enemies.
Get 'em while they're hot!
Image
Image
(Credit to Bruce Juice)

User avatar
craftershaft
Posts: 41
Joined: 16 Jul 2014, 16:35

Post » 31 Jul 2014, 19:18

B-Man99 wrote:Hi...?
Oh. I was just seeing if anyone cared anymore.


Now can someone make that bowser helmet mario?

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 31 Jul 2014, 20:01

craftershaft wrote:
B-Man99 wrote:Hi...?
Oh. I was just seeing if anyone cared anymore.


Now can someone make that bowser helmet mario?

remember that this is the enemy repository, the custom enemy help thread will be of more help to you
i would make it for you myself, but between being very busy and the fact that its better to teach you (the give a man a fish metaphor and shit) i cant make this for you, sorry

heres the link
viewtopic.php?f=12&t=4180

User avatar
alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 08 Aug 2014, 03:58

hi, can someone do a chain chomp NOT gigant :v ?

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Jad
Posts: 43
Joined: 01 Jul 2014, 18:31

Post » 08 Aug 2014, 12:40

alex gaah wrote:hi, can someone do a chain chomp NOT gigant :v ?
Me otherwise not. Also welcome to the forums.

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