Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
The Enemy Respositorium
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
my enemies are commission only, it will cost 125$ and will take until V15...TheSkullCreeper! wrote: ↑27 May 2020, 21:36Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
sure, do you mean ? blocks or just ground
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Ground. ?-Blocks could be included as well.Aidan wrote: ↑27 May 2020, 21:53my enemies are commission only, it will cost 125$ and will take until V15...TheSkullCreeper! wrote: ↑27 May 2020, 21:36Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
sure, do you mean ? blocks or just ground
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Is it the Bro. Pack?
Looks good. I wonder where the Goombro is getting the Goombas. Does the lava disappear after a while?
Could someone make me the following list of enemies:
- Fishing Lakito
- Fishing Boo
- Eerie
- Cape Koopa
- Blockhopper
- Bully
- P-Coin and Dash Coin
- Vertical Bullet Bill and Vertical Bulls-Eye Bill
-
- Posts: 66
- Joined: 28 Apr 2020, 22:15
I have a few questions.
1.
2. Is there a way for enemies to have more than one dropdown in their rightclick menu, or to set multiple variables with a single dropdown?
3. Is there a way for an enemy to trigger an animation?
1.
Did anyone see this?Meculus wrote: ↑20 May 2020, 02:41Also, I've been having a problem where colors don't work right. I was trying to add yellow and green switched items similar to the ones in the on-off enemy pack, but this happened:
This is what the sprites are supposed to look like:
greenwaylefton.png
But this is what I got (The green on-off switch should have the same colors as the one-way door):
Screen Shot 2020-05-09 at 9.34.05 PM.png
Can anyone let me know hat happened?
2. Is there a way for enemies to have more than one dropdown in their rightclick menu, or to set multiple variables with a single dropdown?
3. Is there a way for an enemy to trigger an animation?
- Evan.F
- Posts: 842
- Joined: 15 Jun 2019, 21:10
I saw it, have no idea how the on-off thing works though. Aidan’s the only person who could help you so I might ask himMeculus wrote: ↑29 May 2020, 00:59I have a few questions.
1.Did anyone see this?Meculus wrote: ↑20 May 2020, 02:41Also, I've been having a problem where colors don't work right. I was trying to add yellow and green switched items similar to the ones in the on-off enemy pack, but this happened:
This is what the sprites are supposed to look like:
greenwaylefton.png
But this is what I got (The green on-off switch should have the same colors as the one-way door):
Screen Shot 2020-05-09 at 9.34.05 PM.png
Can anyone let me know hat happened?
2. Is there a way for enemies to have more than one dropdown in their rightclick menu, or to set multiple variables with a single dropdown?
3. Is there a way for an enemy to trigger an animation?
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
THE SWINGING PACK
Got a new set of enemies for ya.
these swinging platforms come from SMW, and i have now remade them in mari0.
They even have optional heights. also cool smb1 style sprites made by SubPixuru.
https://www.dropbox.com/sh/kkf6ll5y0y1j ... c5mDa?dl=0
Got a new set of enemies for ya.
these swinging platforms come from SMW, and i have now remade them in mari0.
They even have optional heights. also cool smb1 style sprites made by SubPixuru.
https://www.dropbox.com/sh/kkf6ll5y0y1j ... c5mDa?dl=0
- Britdan
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you could just use tiles, and if you want like half tiles and stuff that will be possible in V13TheSkullCreeper! wrote: ↑28 May 2020, 18:27Ground. ?-Blocks could be included as well.Aidan wrote: ↑27 May 2020, 21:53my enemies are commission only, it will cost 125$ and will take until V15...TheSkullCreeper! wrote: ↑27 May 2020, 21:36
Cool. Could you make some Mini blocks (if it requires V13, then I can wait)?
sure, do you mean ? blocks or just ground
-
- Posts: 2
- Joined: 13 Jun 2020, 21:06
tell alesan to ad fnafAidan wrote: ↑04 Jun 2020, 11:48you could just use tiles, and if you want like half tiles and stuff that will be possible in V13
- Britdan
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no, please shut the hell up, also this isn't the place for suggestions to AEj4mesabiode wrote: ↑13 Jun 2020, 21:13tell alesan to ad fnaf
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
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A new challenger has appeared!
- Dr. Waluigi
- Posts: 17
- Joined: 19 Jan 2020, 21:52
- Contact:
- Evan.F
- Posts: 842
- Joined: 15 Jun 2019, 21:10
At the moment, he accidently deleted the enemy. I think it could pick up Mario and certain custom enemies (it won't be able to grab entities)
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
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It can grab the player, as well as enemies (tho then need to be added manually) here are some gifs.
- Cleiton Studios
- Posts: 26
- Joined: 11 Jun 2020, 20:54
- Contact:
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
NEW SUPER MARIO MAKER 2 STUFF! (V7)
!THE 1000% UPDATE!
(For alesan99's entities V13 and up)
Download - https://www.dropbox.com/sh/pdupt8w8xn3n ... foXGa?dl=0
(let me know if you need anything else)
!THE 1000% UPDATE!
(For alesan99's entities V13 and up)
Download - https://www.dropbox.com/sh/pdupt8w8xn3n ... foXGa?dl=0
Code: Select all
New...
- 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
- [SUPPRISE]
Improved...
- ant trooper - new sprite (by evan.f) and improved behavior
- blinking blocks (both) - behavior redone to use a single enemy
- skull platforms - behavior redone
- hammer - combined crate/hammer powerup
- launchers - redid positioning, added stop spawning on player near, added new items
- one ways - items can go through now and collisons fixed.
- blue platform - falls a bit fatser and fixed a small issue
- skipsqueak - new sprite (by subpixuru) and improved behavior
- starting arrow - effected by gravity
- crate and M crate - new sprite and improved behavior
- arrows and snow arrows - combined
- banzai bill and homing banzai bill - chnaged hitbox
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
other improvements...
- some items are now non trackable or can't enter clearpipes to avoid issues
- some items now have custom icons for the editor
- all items have descriptions
- made some blocks block portals
removed...
- crate power-up
- arrows and snow arrows (now combined)
Coming Soon...
- stuff hehehe
Last edited by Britdan on 13 Jul 2020, 01:19, edited 1 time in total.
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
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oh one wasn't enough huh, or maybe your one of them cool guys from discord well...
CLAWS!
(For alesan99's entities V13 and up)
https://www.dropbox.com/sh/lcka4qofu00x ... P01Xa?dl=0
(make sure to put the animations in animations)
Q/A
"their not the same as mario maker" - i know, enemies will never be perfect.
"why can't it grab p-switches, go fix" - did you even read the additions?
"you can't swing, go fix" - alright then, add swinging your fucking self.
"can you at least add balloon quicksand be grabbed" - yes.
CLAWS!
(For alesan99's entities V13 and up)
https://www.dropbox.com/sh/lcka4qofu00x ... P01Xa?dl=0
(make sure to put the animations in animations)
Code: Select all
Adds...
- yellow claws - can grab players and also 5 items (use claw versions)
- blue claws - don't drop when you walk under
(to activate them trigger an animation trigger with id
"drop[id]" id being the number you set on the claw
"their not the same as mario maker" - i know, enemies will never be perfect.
"why can't it grab p-switches, go fix" - did you even read the additions?
"you can't swing, go fix" - alright then, add swinging your fucking self.
"can you at least add balloon quicksand be grabbed" - yes.
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
[AE v13] Mad Boo
In case you played or at least knew Super Princess Peach, you probably know these guys. In case not, consider the boos' behavior in nighttime ground theme of Super Mario Maker 2.
In other words, mad boos will chase Mario if they are being looked at, and stays still if not. Pretty much like the inverse of a regular boo's behavior.
* Consists of two enemies: madboo and madboostill. (Only the former is selectable in editor, and has a tooltip imagery).
* Exhibits light level one when lights out is enabled. Also trackable.
* Due to transforming reasons, you can't supersize them. Otherwise, they'll always end up small regardless.
* Under any circumstances, they should not enter clear pipes. If somehow they did, just insert "dontenterclearpipes": true, somewhere in both enemies.
Unnecessary Q/A
* "Why boomerangs don't work against them?" - Dunno, if you know how to fix that, do it yourself.
* "Why are they too fast/slow?" - Uhhh... I'm pretty sure that's the speed of the legacy boo enemy in AE.
* "You need to add supersize option!" Haven't you read the above? Ask Alesan about that.
* "The tooltip doesn't show Mario holding a portal gun! Why?!" - Bruh is there something wrong with that?
* "Why it only gives 200 points when defeated?" - Do score points even matter in Mari0?
In other words, mad boos will chase Mario if they are being looked at, and stays still if not. Pretty much like the inverse of a regular boo's behavior.
* Consists of two enemies: madboo and madboostill. (Only the former is selectable in editor, and has a tooltip imagery).
* Exhibits light level one when lights out is enabled. Also trackable.
* Due to transforming reasons, you can't supersize them. Otherwise, they'll always end up small regardless.
* Under any circumstances, they should not enter clear pipes. If somehow they did, just insert "dontenterclearpipes": true, somewhere in both enemies.
Unnecessary Q/A
* "Why boomerangs don't work against them?" - Dunno, if you know how to fix that, do it yourself.
* "Why are they too fast/slow?" - Uhhh... I'm pretty sure that's the speed of the legacy boo enemy in AE.
* "You need to add supersize option!" Haven't you read the above? Ask Alesan about that.
* "The tooltip doesn't show Mario holding a portal gun! Why?!" - Bruh is there something wrong with that?
* "Why it only gives 200 points when defeated?" - Do score points even matter in Mari0?
- SubPixuru
- Posts: 108
- Joined: 29 Sep 2019, 20:00
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pretty cool enemy dude
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
Thanks.
How exactly troll-ish? Something like it would (instantly) kill Mario when touching the flag? Or..?TheSkullCreeper! wrote: ↑04 Jul 2020, 21:00Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
[AE v13] Custom Enemy-Type Bowser (w/ Custom Sprites)
I'm not actually sure what I wanted him to be like, but I guess I'm satisfied on how he turned out. Also ignore the description on bowsercustom enemy when placing him.
This custom enemy version of Bowser acts rather differently than your typical entity version.
Also, if you complain that the color palette is wrong, go fix it yourself.
This custom enemy version of Bowser acts rather differently than your typical entity version.
- Contains four (actually five, although the extra is unused) enemies: Bowser himself and his skeletal form Dry Bowser, and their fireball attacks.
- Generally, he's more aggressive, now also trying to chase Mario every once in a while (chase movement), and could jump over one-block walls if necessary. He'll do switch back to less-aggressive behavior as well (wiggle movement), although it's shorter time span before he'll try chasing you again. This behavior is more noticeable if he's on the left side of the screen. Speaking of movement, he'll start with either of those, before switching out.
- Their fire attacks won't properly align to blocks. I think there's a property to set it up, although I just left it like that for extra difficulty.
- Normal Bowser takes 15 fireball hits to defeat. Meanwhile, Dry Bowser has a whopping 1500 health, although that's meant to justify him being vulnerable to Hammer Mario (since hammers never disappear and continue hitting stuff, and for most situations, the hammer will fall through him anyways).
- They can be supersized, although their fire attacks won't be large as well, neither would properly align from their mouth before moving away, because spawning reasons.
- Is a boss, so an axe-bridge setup should work with the right tileset. There's also a right-click option to not make him a boss, although it appears to be broken for some reason.
- By default, the sprites used are the SMB-versions (Dry Bowser sprites made by KGK64). There's also custom ones and are included as well, made by yours truly, although I won't say I'm proud of how they look like (the custom Bowser is somewhat based on his SNES SMB appearance).
Also, if you complain that the color palette is wrong, go fix it yourself.
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
Kind of like a fake flag, to troll the player that they reached the flagpole, when they didn't.Detronicle wrote: ↑08 Jul 2020, 11:58How exactly troll-ish? Something like it would (instantly) kill Mario when touching the flag? Or..?TheSkullCreeper! wrote: ↑04 Jul 2020, 21:00Could someone make a troll flag enemy for AE? It would follow the same sprite as the flag in game. Just set it up so it has an offset to line up with the SMB flagpole, and don't change anything on the y axis (unless absolutely necessary). Also make it follow spritesets.
- Cleiton Studios
- Posts: 26
- Joined: 11 Jun 2020, 20:54
- Contact:
Omg this bowser is very hard to be defeated!!!
- Detronicle
- Posts: 49
- Joined: 12 Oct 2017, 14:49
That's the intended difficulty. Of course you could edit his health so he's easier to be dealt with.
So more like a decorative one. Will this suffice? (it uses the default graphics from AE v13)TheSkullCreeper! wrote: ↑08 Jul 2020, 18:17Kind of like a fake flag, to troll the player that they reached the flagpole, when they didn't.
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
I'm somewhat surprised that nobody has made a Piranha Plant for when its not in a pipe (SMM).
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
yeah me too, not any more
Code: Select all
{
"quadcount": 2,
"width": 0.75,
"height": 0.75,
"offsetX": 6,
"offsetY": 11,
"quadcenterX": 8,
"quadcenterY": 16,
"kills": true,
"static": false,
"active": true,
"friction": true,
"emancipatecheck": false,
"autodelete": true,
"trackable": true,
"dontenterclearpipes": true,
"category": 4,
"mask": [ true,
false, 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],
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.15
}
- Alexis0159
- Posts: 24
- Joined: 02 Jan 2020, 23:41
TheSkullCreeper! wrote: ↑11 Jul 2020, 21:40I'm somewhat surprised that nobody has made a Piranha Plant for when its not in a pipe (SMM).
Code: Select all
{
"quadcount": 2,
"description": "Place on a wall - hazard piranha plant.",
"width": 1,
"height": 0.875,
"active": true,
"killsontop": true,
"category": 4,
"mask": [true],
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.15,
"offsetX": 0,
"offsetY": 1,
"quadcenterX": 0,
"quadcenterY": 17,
"nospritesets": true,
"trackable": true,
"kills": true,
"supersize": true,
"emancipatecheck": true,
"ignorefaithplates": true
}
- Cleiton Studios
- Posts: 26
- Joined: 11 Jun 2020, 20:54
- Contact:
Lego goomba version 1
The lego goomba can't move but if you stomp on him, you will won 1 coin, lego goomba can't be squished by player when stomped.-
- Posts: 18
- Joined: 10 Apr 2020, 22:51
- Contact:
Includes
-Walking nippers
-Standing nippers
-Fire nippers
-
- Posts: 66
- Joined: 28 Apr 2020, 22:15
I have 2 questions:
1. would it be possible to (re)make the laser (Thermal Discouragement Beam) as a custom enemy so I can put it on tracks?
2. can you have an enemy follow another? (like, to make enemy stacks by having a "stacked" goomba be a seperate entity)
1. would it be possible to (re)make the laser (Thermal Discouragement Beam) as a custom enemy so I can put it on tracks?
2. can you have an enemy follow another? (like, to make enemy stacks by having a "stacked" goomba be a seperate entity)
- Britdan
- Posts: 680
- Joined: 30 Sep 2017, 10:31
- Contact:
1. while cool, it would be impossible on so many levels.
2. there is only one movement type that allows for that and it's homing, so not likely.
-
- Posts: 229
- Joined: 21 Jul 2020, 20:10
- Contact:
Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.
- alesan99
- Posts: 2335
- Joined: 30 May 2013, 21:42
- Contact:
Or just make a tall enemy and make it look like a bunch of goombasWilliamFrog wrote: ↑28 Jul 2020, 18:41Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.
-
- Posts: 66
- Joined: 28 Apr 2020, 22:15
That's exactly what I was thinking.WilliamFrog wrote: ↑28 Jul 2020, 18:41Well for Question 2, you could have a basic goomba on the bottom and a bunch of unmoving stack goombas that it carries on top. They don't move, so they won't fall off when the bottom turns. Then, those could transform into the stack bottom goombas once they touch the ground.
-
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- Joined: 21 Jul 2020, 20:10
- Contact:
Well, a tall goomba-like enemy could work with stomps but it might not be as elegant with side hits like shells. I tried my solution from earlier, and I couldn't get the stacked goombas to move with the base goomba, they just slide off. Trying to add custom enemies to a PlatformCheckTable just crashed the game, so idk if it's possible.
Also what could you possibly need custom doors for?
Also what could you possibly need custom doors for?
-
- Posts: 66
- Joined: 28 Apr 2020, 22:15
It was just an interesting idea.
- alesan99
- Posts: 2335
- Joined: 30 May 2013, 21:42
- Contact:
Trying to sync enemies together is a horrible idea with the custom enemy system, that's why I said to make it one single enemy.WilliamFrog wrote: ↑28 Jul 2020, 23:20Well, a tall goomba-like enemy could work with stomps but it might not be as elegant with side hits like shells. I tried my solution from earlier, and I couldn't get the stacked goombas to move with the base goomba, they just slide off. Trying to add custom enemies to a PlatformCheckTable just crashed the game, so idk if it's possible.
I'm not pulling this out of nowhere either, I made custom pokies a while back (as seen in the smw dlc) and they work well even with shells.
It takes a bit of time to create enemies like it but at least it works. Portal behavior is wrong but that's not going to work with either method.
You can make doors invisible.
-
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- Contact:
Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.
- alesan99
- Posts: 2335
- Joined: 30 May 2013, 21:42
- Contact:
That's what i meant by syncing them. With that method they still need to stay together and affect each other.WilliamFrog wrote: ↑29 Jul 2020, 00:33Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.
-
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Is there a way for custom enemies to be carried by other enemies? Like, being pulled along by the enemy on bottom without themselves moving.alesan99 wrote: ↑29 Jul 2020, 14:38That's what i meant by syncing them. With that method they still need to stay together and affect each other.WilliamFrog wrote: ↑29 Jul 2020, 00:33Well the idea with the custom goombas wasn't exactly to sync them. More like only the bottom one actually walks, and the ones on top just are carried along. That doesn't seem to work though.