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Re: The Enemy Respositorium

Posted: 27 Nov 2014, 03:40
by Superjustinbros
JohnHOne, you do some good graphics.

Re: The Enemy Respositorium

Posted: 27 Nov 2014, 04:02
by JohnHOne
Superjustinbros wrote:JohnHOne, you do some good graphics.
Thank you SJB!
i have a egg-throwing surprise...
LAKITOS!!!


Flame Lakito: Spit Podobos

Code: Select all

{
	"quadcount": 2,
	
	"animationtype": "frames",
	"animationframes": 1,
	"animationstart": 1,
	"animationspeed": 100,
	
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"mask": [	true,
					true, false, false, true, true,
					true, true, true, true, true,
					true, false, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true],

	"gravity": 0,
	"portalable": false,
	"category": 21,
	
	"movement": "follow",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"offsetX": 6,
	"offsetY": 6,
	"quadcenterX": 8,
	"quadcenterY": 12,
	
	"followspace": 4,
	"distancetime": 1.5,
	
	"emancipatecheck": true,
	"spawnsenemy": "podobo",
	"spawnenemydelays": [4],
	"spawnenemyspeedy": -10,
	
	"throwquadoffset": 1,
	"throwpreparetime": 0.5,
	
	"ignorefaithplates": true
}
Podobo: theses cute fire enemies that are spit by flame lakito

Code: Select all

base=upfire
{
}
Patrol Lakitos:
Theses Lakitos like to be with his friends

Blue Lakito: one of the Patrol Lakito

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"resistsfire": true,
	
	"kills": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"emancipatecheck": true,
	"starttowardsplayerhorizontal": true,
	"speedx": -2,
	
	"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, 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
}
Blue Spiney:

Code: Select all

base=spiney
{
}
Green Lakito: one of the patrol lakito

Code: Select all

{
	"quadcount": 2,
	
	"animationtype": "frames",
	"animationframes": 1,
	"animationstart": 1,
	"animationspeed": 100,
	
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"mask": [	true,
					true, false, false, true, true,
					true, true, true, true, true,
					true, false, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true],

	"gravity": 0,
	"portalable": false,
	"category": 21,
	
	"movement": "follow",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"offsetX": 6,
	"offsetY": 6,
	"quadcenterX": 8,
	"quadcenterY": 12,
	
	"followspace": 4,
	"distancetime": 1.5,
	
	"emancipatecheck": true,
	"spawnsenemy": "greenspikeyegg",
	"spawnenemydelays": [4],
	"spawnenemyspeedy": -10,
	
	"throwquadoffset": 1,
	"throwpreparetime": 0.5,
	
	"ignorefaithplates": true
}
Green Spiney:

Code: Select all

base=spiney
{
}
The Eggs: Are more important in each lakito

Blue Spiney Egg:

Code: Select all

{
	"quadcount": 2,

	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"transforms": true,
	"transformsinto": "greenspikey",
	"transformtrigger": "floorcollide",
	
	"nospritesets": true,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, true, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	"KillsEnemiesAfterPortal": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
Green Spiney Egg:

Code: Select all

{
	"quadcount": 2,

	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"transforms": true,
	"transformsinto": "bluespikey",
	"transformtrigger": "floorcollide",
	
	"nospritesets": true,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, true, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	"KillsEnemiesAfterPortal": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
every graphic is here
http://imgur.com/5eeZ4mo,dVe2RmF,4eXi6l ... rp,r5GIXMS

Re: The Enemy Respositorium

Posted: 27 Nov 2014, 17:31
by HowToEatGirafes
jwright159 wrote:Mono means "one".
There are multiple shades of grey.
Therefore not mono.
[/badjoke] More like 50 shades [badjoke]

Re: The Enemy Respositorium

Posted: 10 Dec 2014, 23:40
by Squidish
Does anyone know how I could make a power-up to give the player the abilities of a raccoon character?

Re: The Enemy Respositorium

Posted: 11 Dec 2014, 00:49
by MM102
I don't think thats possible without modding since the raccoon power replaces the fire flower based on if the character has the raccoon trait (iirc).

Re: The Enemy Respositorium

Posted: 11 Dec 2014, 02:04
by TurretBot
Actually, it replaces big mario.

Re: The Enemy Respositorium

Posted: 11 Dec 2014, 18:18
by Squidish
So, can it be done? I'd like to create at least one more power-up to use in my maps.

Re: The Enemy Respositorium

Posted: 12 Dec 2014, 03:32
by TurretBot
Not without modding, no.
I don't know if you know how to mod this (I could probably do it, but I'm not gonna try this yet)

Involves disabling the raccoon abilities until the item is picked up, and removing them when hit

Re: The Enemy Respositorium

Posted: 30 Dec 2014, 16:20
by MM102

Super Mario Bros - Intended Spiny Behavior

I'm not requesting someone to make this because I have no real use for it, but I found this cool and wanted to share it because I think it would be sweet if someone could pull it off. There is also slightly more information on what this is in the description of the video.

Re: The Enemy Respositorium

Posted: 04 Jan 2015, 18:23
by JohnHOne
i made theses guys:

A Evil block that attack at left

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonleft": true,
	
	"animationtype": "true",
	"animationspeed": 3.5,
	
	"stompanimation": false,
	
	"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
}
The sprite:
Image

and the evil block that attack at right

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonright": true,
	
	"animationtype": "true",
	"animationspeed": 3.5,
	
	"stompanimation": false,
	
	"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
}
The sprite:
Image

also,before you say "This enemy is crashing my game!!!1",

You will need to use MY MOD

Re: The Enemy Respositorium

Posted: 05 Jan 2015, 02:27
by Mari0_Player
[/shamelessselfpromotion]

Re: The Enemy Respositorium

Posted: 05 Jan 2015, 02:34
by Wary
JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)

Re: The Enemy Respositorium

Posted: 05 Jan 2015, 15:44
by Tecminer
Just wanted to present my new and improved mechakoopa!
Now with 100% more fire!

https://www.dropbox.com/s/ss8xu99ceuueb ... 0.zip?dl=0

Image

Credit to Alesan99 for the code of the fireballs
Ridge Troopa for the graphics

Re: The Enemy Respositorium

Posted: 06 Jan 2015, 01:25
by JohnHOne
Wary wrote:
JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)
No,it still crashes until you use my mod(because it have a new mario.lua that make the enemy attack only at left and only at right using the new options)

Re: The Enemy Respositorium

Posted: 06 Jan 2015, 01:50
by Wary
JohnHOne wrote:
Wary wrote:
JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)
No,it still crashes until you use my mod(because it have a new mario.lua that make the enemy attack only at left and only at right using the new options)
bullshit
I tried it out and it does work with the new enemy.lua

Re: The Enemy Respositorium

Posted: 06 Jan 2015, 02:03
by JohnHOne
works,but it do not attack you at left and the right...
WHY YOU ARE VERY DUMB?!

Re: The Enemy Respositorium

Posted: 06 Jan 2015, 12:38
by Tecminer
Does that mean he is dumb because he said your enemy works with alesan99's newest enemy.lua of which you thought would only work with your mod?

Re: The Enemy Respositorium

Posted: 06 Jan 2015, 22:23
by JohnHOne
Tecminer wrote:Does that mean he is dumb because he said your enemy works with alesan99's newest enemy.lua of which you thought would only work with your mod?
Yes,its compatible with alesan's new enemy.lua,but my mod have a mario.lua that make the enemy attack at one side with the new options("killsonleft" and "killsonright")

EDIT:
Let me post a Blipper from Kirby's Dream Land,it act like a Cheep Cheep,i will make following blippers later

Code: Select all

{
	"quadcount": 2,

	"movementrandoms": ["none", "verticalwiggle"],
	
	"verticalwiggledistance": 1,
	"verticalwigglespeed": 0.3,
	
	"gravity": 0,
	
	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.35,
	
	"nospritesets": true,
	
	"speedx": -1.8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 24,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"portalable": false,
	
	"ignorefaithplates": true
}
the sprite:
Image

Re: The Enemy Respositorium

Posted: 07 Jan 2015, 04:04
by JohnHOne
If Kirby games have a Bandana Waddle Dee,why Mario games do not have a Bandana Goomba?
I got Kirby: Triple Deluxe from a store
This Enemy is the respost,It give the famous drink Mush-Mush(a pun of Coca-Cola and Mushroom)
i do not know how to make a enemy to throw 2 enemies than one enemy,so,bandana goomba can throw foods and mush-mush

Get it now!

Bandana Goomba:
The Code:

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonsides": false,	
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"resistsfire": true,	
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,
	
	"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,
	"spawnsenemy": "mushmush",
	"spawnenemydelays": [5.6, 6.6],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true,
	"spawnmax": 1
}
The Sprite:
Image
But it crash(or do not give nothing) until you put the Mush-Mush at the enemy files

Mush-Mush(to make the Bandana Goomba work,you need to name this enemy "mushmush"):
The Code:

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	
	"makesmariogrow": true,
	"removeonmariocontact": true,
	"dontmirror": true,
	
	"notkilledfromblocksbelow": true,
	"jumpsfromblocksbelow": true,
	
	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 6,
	
	"mask": [	true,
				false, false, true, true, true,
				false, true, false, true, true,
				false, true, true, false, true,
				true, true, false, true, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
The Sprite:
Image
Have Fun with this little helper

EDIT:also,the bandana goomba will throw a mush-mush each 7 second

Re: The Enemy Respositorium

Posted: 07 Jan 2015, 04:36
by TurretBot
This version does not require a dumbly named enemy:

Code: Select all

{
   "quadcount": 2,

   "movement": "none",
   "stompable": false,
   "killsonbottom": false,
   "killsonsides": false,   
   
   "animationtype": "mirror",
   "animationspeed": 0.2,
   
   "resistsfire": true,   
   
   "stompanimation": true,
   "stompanimationtime": 0.5,
   "stompedframe": 2,
   
   "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,
   "spawnsenemyrandoms": ["oneup", "mushroom", "flower", "star"],
   "spawnenemydelays": [5.6, 6.6],
   "spawnenemyspeedy": -8,
   "spawnenemyspeedx": -4,
   "spawnenemyoffsety": -1,
   "spawnenemyspeedxtowardsplayer": true,
   "spawnmax": 1
}

Re: The Enemy Respositorium

Posted: 07 Jan 2015, 20:21
by JohnHOne
Tecminer wrote:Just wanted to present my new and improved mechakoopa!
Now with 100% more fire!

https://www.dropbox.com/s/ss8xu99ceuueb ... 0.zip?dl=0

Image

Credit to Alesan99 for the code of the fireballs
Ridge Troopa for the graphics
Good job Tecminer,but the mecha-koopa do not attack at the right

Re: The Enemy Respositorium

Posted: 07 Jan 2015, 21:03
by Tecminer
JohnHOne wrote: Good job Tecminer,but the mecha-koopa do not attack at the right
It works fine to me...

Re: The Enemy Respositorium

Posted: 07 Jan 2015, 21:51
by JohnHOne
Tecminer wrote:
JohnHOne wrote: Good job Tecminer,but the mecha-koopa do not attack at the right
It works fine to me...
i mean,the mecha-koopa do not shoot the fire at right

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 01:19
by Squidish
Ok, I made a new goomba and it works fine except for one thing: he's twenty pixels high, and i don't know how to make it so he's not in the ground. How do i fix this?

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 02:41
by Sky
Change offsetY so its sprite is lined up with the hitbox. I think -1 will work, but experiment with different values if it doesn't.

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 03:09
by Squidish
All it does is make him spawn a bit higher then he'll drop to his normal position.

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 06:00
by Sky
Sounds like you're changing spawnoffsety. That's not the right one. It's just offsety.

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 17:13
by Squidish
Thanks Will! It works perfectly now.

Re: The Enemy Respositorium

Posted: 12 Jan 2015, 21:58
by Squidish
I'm sorry for the double post, but I'm trying to make an enemy that won't kill you, is 1 block high, can't be stomped, doesn't move, and is portalable. No matter what I do, it always crashes. Help, please?

Re: The Enemy Respositorium

Posted: 13 Jan 2015, 18:28
by Qwerbey
Image

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	
	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 6,

	"speedx": 0,
	"speedy": 0,
	"gravity": 0,
	
	"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],
					
	
	"emancipatecheck": false,
	"autodelete": false,

	"offsetX": 0,
	"offsetY": 0,
	"spawnoffsetx": 0.5,
	"quadcenterX": 8,
	"quadcenterY": 12
}
I made an enemy to show checkpoints; just put it over the checkpoint entity. Interestingly, I didn't see this before despite it being so simple.

Re: The Enemy Respositorium

Posted: 13 Jan 2015, 21:56
by MM102
to be fair you could just use tiles

Re: The Enemy Respositorium

Posted: 22 Jan 2015, 04:20
by surface-2-air missle
Is it possible to make an enemy spawn 2 or more enemies at once?

Re: The Enemy Respositorium

Posted: 22 Jan 2015, 17:52
by Tecminer
alesan99 wrote:Do something similar to this

Code: Select all

"customtimer": [[0.3, "setspawnsenemy", "enemy1"], [0.3, "setspawnsenemy", "enemy2"]]

Re: The Enemy Respositorium

Posted: 01 Feb 2015, 00:07
by surface-2-air missle
surface-2-air missle wrote:Okay, I'm gonna post this in the RIGHT board this time
Image
Here is WAVY BULLETS
https://www.dropbox.com/s/hqnyd3dnr3y1k ... S.rar?dl=0

Re: The Enemy Respositorium

Posted: 10 Feb 2015, 23:18
by Squidish
I'm making an enemy based off of a plant. How do I turn off customscissor?

Re: The Enemy Respositorium

Posted: 11 Feb 2015, 00:15
by TurretBot
Did you try "customscissor": false?

Re: The Enemy Respositorium

Posted: 10 Mar 2015, 03:09
by JustinDC
I know I'm kind of asking a lot but could someone please make a .zip or .rar or whatever file with all the enemies from this post in it? If not, its fine. By the way, you don't have to include alesan's enemy packs. :)
EDIT: I meant thread.
EDIT: or is it topic

Re: The Enemy Respositorium

Posted: 10 Mar 2015, 03:12
by Mari0_Player
JustinDC wrote:I know I'm kind of asking a lot but could someone please make a .zip or .rar or whatever file with all the enemies from this post in it?
you haven't even made any enemies in your post!!!

Re: The Enemy Respositorium

Posted: 10 Mar 2015, 03:47
by jwright159
It's a thread.
And it would just be time consuming to do what you're asking, I wouldn't really count on it.

Re: The Enemy Respositorium

Posted: 10 Mar 2015, 03:52
by JustinDC
jwright159 wrote:It's a thread.
And it would just be time consuming to do what you're asking, I wouldn't really count on it.
Didn't really expect anybody to do it, but I thought it was worth a try because somebody might.
Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?

Re: The Enemy Respositorium

Posted: 11 Mar 2015, 16:24
by Mr.Q.Marx?
JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
Out of what folder? What are you talking about?

Re: The Enemy Respositorium

Posted: 12 Mar 2015, 21:54
by JustinDC
Mr.Q.Marx? wrote:
JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
Out of what folder? What are you talking about?
The enemies folder in the love file. You can change the file type to like .zip or .rar or whatever and copy the enemies then paste them in another zip file.

Re: The Enemy Respositorium

Posted: 12 Mar 2015, 22:27
by MM102
yes you can
although I don't know why you couldn't do this yourself
this is only the enemies that come standard in se already

Re: The Enemy Respositorium

Posted: 28 Mar 2015, 04:52
by JustinDC
Never mind about the zip file thing and thank you MM102, I already downloaded everything, and it took a WHILE. After I put them all in the enemies folder I get this error:
Image
I've downloaded the newest Mari0 SE and the new enemy.lua but it just crashes. Please help me.

Re: The Enemy Respositorium

Posted: 30 Mar 2015, 00:46
by MM102
I think you linked the error image wrong because I can't view it
also what do you mean by latest version? beta 7 or beta 9? beta 9 is the latest

Re: The Enemy Respositorium

Posted: 12 Apr 2015, 09:50
by Sky
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Enemies from the recently SE-ified Super Mario Bros. Special mappack! This enemy pack uses NES versions of the enemies, so they won't look quite like in the gifs above, but they will function just as they do in the mappack.

Included:
  • Barrel - Rolls around at the speed of... a Goomba. Can't be shot or stomped.
  • Clock - See "special note" below.
  • Fighter Fly - Jumps around like a Paratroopa, but can't be stomped.
  • Fireball - A force to be reckoned with. Has to be struck with a Star, as nothing else will kill it!
  • Hudson Bee - See "special note" below.
  • Hummer - The very... distinctive... name of the hammer power-up. Makes Mario invincible.
  • Icicle - Falls if Mario gets too close! This one's fun, as it kills enemies too, and can be portaled.
  • Sidestepper - Acts just like a Spiny. Why is there a distinction...?
  • Upside-down Piranha Plant - Does what it says on the tin.
Special note: The Clock and the Hudson Bee don't work out of the box. You'll have to set them up manually with a series of animations and region triggers. The Clock will only function correctly with Turret's Additional Animations, as Mari0 SE doesn't currently have an "Add Time" animation.

Download

Re: The Enemy Respositorium

Posted: 14 Apr 2015, 04:46
by Superjustinbros
Fixed up the enemy palettes for ya, Will.
https://www.dropbox.com/s/f016269gf8fvd ... k.zip?dl=0

Re: The Enemy Respositorium

Posted: 15 Apr 2015, 15:55
by Superjustinbros
Incoming fix for Paragoombas and Helmet Goombas.
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Re: The Enemy Respositorium

Posted: 01 May 2015, 03:16
by alex gaah
anybody have the codes of the original enemies ?

Re: The Enemy Respositorium

Posted: 01 May 2015, 10:24
by Tecminer
just open the .love file with 7zip or winrar and open the "enemies" folder