The Enemy Respositorium
to be fair you could just use tiles
- surface-2-air missle
- Posts: 26
- Joined: 16 Jun 2014, 03:12
Is it possible to make an enemy spawn 2 or more enemies at once?
alesan99 wrote:Do something similar to thisCode: Select all
"customtimer": [[0.3, "setspawnsenemy", "enemy1"], [0.3, "setspawnsenemy", "enemy2"]]
- surface-2-air missle
- Posts: 26
- Joined: 16 Jun 2014, 03:12
Here is WAVY BULLETSsurface-2-air missle wrote:Okay, I'm gonna post this in the RIGHT board this time
https://www.dropbox.com/s/hqnyd3dnr3y1k ... S.rar?dl=0
Did you try "customscissor": false?
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
EDIT: I meant thread.
EDIT: or is it topic
Last edited by JustinDC on 10 Mar 2015, 03:16, edited 4 times in total.
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
you haven't even made any enemies in your post!!!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?
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
It's a thread.
And it would just be time consuming to do what you're asking, I wouldn't really count on it.
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.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.
Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Out of what folder? What are you talking about?JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
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.Mr.Q.Marx? wrote:Out of what folder? What are you talking about?JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
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
although I don't know why you couldn't do this yourself
this is only the enemies that come standard in se already
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: I've downloaded the newest Mari0 SE and the new enemy.lua but it just crashes. Please help me.
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
also what do you mean by latest version? beta 7 or beta 9? beta 9 is the latest
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.
Download
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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Fixed up the enemy palettes for ya, Will.
https://www.dropbox.com/s/f016269gf8fvd ... k.zip?dl=0
https://www.dropbox.com/s/f016269gf8fvd ... k.zip?dl=0
- Superjustinbros
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Incoming fix for Paragoombas and Helmet Goombas.
just open the .love file with 7zip or winrar and open the "enemies" folder
vakema wrote:gave me Yoshi's island flashbacks.
0/10
I've never played Yoshi's island.
- Superjustinbros
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SMB1'd Ptooie
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- Posts: 44
- Joined: 16 Apr 2013, 18:49
So...
When will people be porting Super Mario Maker enemies?
When will people be porting Super Mario Maker enemies?
when it gets released
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- Posts: 44
- Joined: 16 Apr 2013, 18:49
Hah! Don't be foolish!TurretBot wrote:when it gets released
I'am now working on the animated koopa shell, you can thank me later.
--Edit:
At least, if animated shells are possible.
Oh well, new SE request:
Shell as separate enemie plz
--Moar Edit:
I guess I'll instead try to make the donut platform.
I'll also try to make the tiles but that's for the Tiles Respositorium.
I'm not.SantaMari0 wrote:Hah! Don't be foolish!
Already possible. (Don't know if anyone's done it yet.)SantaMari0 wrote:Oh well, new SE request:
Shell as separate enemie plz
This has already been done.SantaMari0 wrote:I'll also try to make the tiles but that's for the Tiles Respositorium.
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- Posts: 44
- Joined: 16 Apr 2013, 18:49
I'm sorryTurretBot wrote:I'm not.
Unless it's just something like "movement": "shell",TurretBot wrote:Already possible. (Don't know if anyone's done it yet.)
I don't think I'm going to bother.
Really? The entire NES tileset?TurretBot wrote:This has already been done.
I went to the Tileset Respositorium and searched for 'Mario Maker' and got no results apart from
a massive tileset with a few Super Mario Maker tiles sprinkled in.
I'll just start working on the SMB tileset anyways and just keep it for myself if it's already been done like you said.
Yeah, that's pretty much it.SantaMari0 wrote:Unless it's just something like "movement": "shell",TurretBot wrote:Already possible. (Don't know if anyone's done it yet.)
I didn't know you were talking about only the SMB1 tileset.SantaMari0 wrote:Really? The entire NES tileset?TurretBot wrote:This has already been done.
In that case, no. Almost nothing AFAIK. At least locally. After I post this I'll probably end up looking for it on google. :P
- craftersshaftstuff
- Posts: 22
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I'm not sure if alesan99 has made it yet, but here's my version of the big spikey.
EDIT: Luigi Bullet Bill from Super Mario Maker:
hey there, i do this in the past months (?) , so, i hope you like it :)
download here http://www.mediafire.com/download/1zrvh ... by+gaah.7z
download here http://www.mediafire.com/download/1zrvh ... by+gaah.7z
This is my first real enemy pack. The last thing was an enemy that someone pointed out a flaw in (it's because you can put them over background tiles), and—like tilesets—I mainly make them for a particular mappack, so I'd rather post them with it. So, here are some choice enemies from my upcoming mappack reskinned to fit the SMB style. These are the ones I think other mappers can use and haven't been done by everyone else. Just credit me if you use them.
Bird - A glorified background element. It flies around and bounces off blocks.
Blueberry - A really fast mushroom.
Jellyfish - Not really that interesting, it's just a stompable squid. I really wanted to see if I could make it look good in 8-bit; the answer is no.
Goomba Lakito - It's a Lakito that throws Goombas, what else would you expect? It uses new throwing mechanics. EDIT2: I recently noticed that someone else already made one, but mine has cooler throwing mechanics so hah.
Snowboss - It flies vertically while shooting bullets, and takes eleven hits to kill. NOTE: Requires Beta 9 or the new enemy.lua.
Starfruit - A mushroom that bounces like a star.
Download
EDIT:
Birdcrow - This is the original bird. I went with a crow because I could remember their colors. I don't feel like using it in the mappack, I have a different bird instead. It's not in the pack, but it would have the same code as the bird.
Bird - A glorified background element. It flies around and bounces off blocks.
Blueberry - A really fast mushroom.
Jellyfish - Not really that interesting, it's just a stompable squid. I really wanted to see if I could make it look good in 8-bit; the answer is no.
Goomba Lakito - It's a Lakito that throws Goombas, what else would you expect? It uses new throwing mechanics. EDIT2: I recently noticed that someone else already made one, but mine has cooler throwing mechanics so hah.
Snowboss - It flies vertically while shooting bullets, and takes eleven hits to kill. NOTE: Requires Beta 9 or the new enemy.lua.
Starfruit - A mushroom that bounces like a star.
Download
EDIT:
Birdcrow - This is the original bird. I went with a crow because I could remember their colors. I don't feel like using it in the mappack, I have a different bird instead. It's not in the pack, but it would have the same code as the bird.
Last edited by Qwerbey on 03 Nov 2015, 14:31, edited 3 times in total.
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- Posts: 60
- Joined: 03 Feb 2014, 23:24
Since I'm terrible at coding enemies, I'll just put these here:
Green Spiny Eggs that follow you when they hit the ground. There would also be a Lakitu that uses the default lakitu graphics that throws them.
Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
Green Spiny Eggs that follow you when they hit the ground. There would also be a Lakitu that uses the default lakitu graphics that throws them.
Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
- Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
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i already made that beforeMurphmario wrote:Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
overworldsquid
Code: Select all
{
"quadcount": 2,
"spawnoffsety": 0,
"movement": "squid",
"stompable": true,
"animationtype": "squid",
"squidfallspeed": 1.8,
"squidxspeed": 6,
"squidupspeed": 6,
"squidacceleration": 10,
"squiddowndistance": 1,
"squidhordistance": 2,
"kills": true,
"gravity": 0,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 30,
"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": true
}
i decided to show my enemies that i didn't showed before
That's why it's not really that interesting: I knew someone made it before. I only uploaded it because of the new skin.Julien12150 wrote:i already made that beforeMurphmario wrote:Also, QwertymanO07, you should make a Pink Blooper out of your Jellyfish enemy, since they behave the same as the Pink Bloopers in The Lost Levels.
- Technochips
- Posts: 608
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what if you fixed the spikeySquidish wrote:The spikes are really neat, but the spiked beetle is pointless. it's the exact same thing as a spikeyJulien12150 wrote: i decided to show my enemies that i didn't showed before
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
Normal spikies can be knocked out by fireballs. These can't.Squidish wrote:The spikes are really neat, but the spiked beetle is pointless. it's the exact same thing as a spikeyJulien12150 wrote: i decided to show my enemies that i didn't showed before
- Technochips
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Oh really?Squidish wrote:Not in SMBMari0_Player wrote:Normal spikies can be knocked out by fireballs. These can't.
- Superjustinbros
- Posts: 2119
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- Contact:
I should note that there's already an enemy similar to the "Spikey Beetle" posted earlier in this thread (at least the sprite for it), the Spike Top, which was originally from Super Mario Crossover.
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- Posts: 60
- Joined: 03 Feb 2014, 23:24
Which was originally an enemy that behaved completely different from Super Mario World.Superjustinbros wrote:I should note that there's already an enemy similar to the "Spikey Beetle" posted earlier in this thread (at least the sprite for it), the Spike Top, which was originally from Super Mario Crossover.
Here's something that I hope no one else has done before:
(Mostly Complete) VVVVVV Enemies:
They're impossible to kill and only move back and forth, and they only collide with you and the world—and lasers, for some reason. I only have that one enemy with that one palette, and I don't want to make more. They're not entirely true to the game, though, their hitboxes are slightly smaller because of Maurice's weird coding. Also, Their movement and animation speeds are probably different than in the game, but they're close enough that I don't care enough to change them.
NOTE: Requires Beta 9 or the new enemy.lua.
The .zip contains five enemies: the base code one, and one that starts moving in each of the four cardinal directions.
EDIT: I made a new version because I forgot to make it collide with stuff like doors.
DOWNLOAD
(Mostly Complete) VVVVVV Enemies:
They're impossible to kill and only move back and forth, and they only collide with you and the world—and lasers, for some reason. I only have that one enemy with that one palette, and I don't want to make more. They're not entirely true to the game, though, their hitboxes are slightly smaller because of Maurice's weird coding. Also, Their movement and animation speeds are probably different than in the game, but they're close enough that I don't care enough to change them.
NOTE: Requires Beta 9 or the new enemy.lua.
The .zip contains five enemies: the base code one, and one that starts moving in each of the four cardinal directions.
EDIT: I made a new version because I forgot to make it collide with stuff like doors.
DOWNLOAD
Last edited by Qwerbey on 03 Nov 2015, 14:31, edited 1 time in total.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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I may be labeled as a monster for doing this, but here:
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
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- Posts: 60
- Joined: 03 Feb 2014, 23:24
Where's the stunned pose of the Clown Car and Stretch at?Superjustinbros wrote:I may be labeled as a monster for doing this, but here:
http://i.imgur.com/zstWk2R.png
SMB1, SMBS, and Mario Maker enemies all using vanilla SMB1's palettes. Feel free to make a version using Mari0's colors if you oh so desire.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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I'll see if I can make the Kirbo/Goomba's shoe more green than the yellow color it wound up here (it got that color since in SMB1 the Overworld pipe/grass palette was never used as a Sprite palette).
Magikoopa's red palette is the closest to Mario Maker's that it can achieve using regular SMB1, palette.
I'll add the stunned Clown Car and the Stretch; I originally didn't add Stretch since there was no Stretch platforms in the tileset of SMM.
EDIT: Okay, here you all go:
http://i.imgur.com/BT8E4Tp.png
Magikoopa's red palette is the closest to Mario Maker's that it can achieve using regular SMB1, palette.
I'll add the stunned Clown Car and the Stretch; I originally didn't add Stretch since there was no Stretch platforms in the tileset of SMM.
EDIT: Okay, here you all go:
http://i.imgur.com/BT8E4Tp.png
where are the empty koopa/buzzy/spiney shells? (aka, the ones in the original SMB)