¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.
Re: The Enemy Respositorium
Posted: 25 Jul 2016, 16:09
by Squidish
Raymundo wrote:¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.
I know it's technically a double post but come on that post was a while ago besides this doesn't relate to it furthermore
I can't get my enemy to fire a projectile in the direction it's facing. Does anyone know how to do this?
I also can't get my enemy to use the original graphic, for some reason it just stretches out the image.
Re: The Enemy Respositorium
Posted: 13 Sep 2016, 23:42
by MagicPillow
I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?
Re: The Enemy Respositorium
Posted: 14 Sep 2016, 01:57
by Squidish
MagicPillow wrote:I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?
I fixed the graphics, but I'm still stuck on the firing in the way it's facing.
Re: The Enemy Respositorium
Posted: 15 Sep 2016, 04:23
by MagicPillow
The only way I know how to make something shoot is towards Mario. Sorry.
Re: The Enemy Respositorium
Posted: 12 Oct 2016, 09:11
by Villager103
Hey, could any of you create an enemy for me? Well actually, it's two enemies. I'd like two High Energy Pellet enemies. One that moves horizontally, the other moves vertically. I've had an idea in my head about using box droppers, a squarewave and region triggers to create working HEP's. Could anybody do that for me? Thanks.
Re: The Enemy Respositorium
Posted: 14 Oct 2016, 03:28
by The Snivy
Trick star that disappears on spawn. Put it in bricks or ? blocks.
You need Alesan's enemy "fix". You can get it here.
Re: The Enemy Respositorium
Posted: 10 Jul 2017, 07:20
by alex gaah
hey there, first thanks to all for helping me in all my questions :), i share the enemies i do in the past months, they arent perfect, but i hope you can fix the little mistakes :), i take some images from here, so thanks to you for share it :)
So I'm having some trouble getting "transformtrigger": "lifetime" to work
the enemy just despawns when the lifetime expires.
Re: The Enemy Respositorium
Posted: 05 Aug 2017, 07:40
by I LÖVE LUA
Can you show us your enemy JSON file please?
Re: The Enemy Respositorium
Posted: 05 Aug 2017, 22:27
by MagicPillow
nevermind, qwerty helped me figure it out.
Re: The Enemy Respositorium
Posted: 24 Aug 2017, 05:46
by Qwerbey
Diamonds
A sort of linearized roto-disc.
It's a nice enemy, but it doesn't quite fit in with my current mappack. As such, I'm posting it here for people to use. The enemies "orbit" the block 4 tiles below it, while only moving in straight diagonal lines.
The pack contains a counterclockwise (default) and clockwise versions, as well as "reversed" versions that start at the bottom. I hope these will be enough to demonstrate how you can modify these to suit your own needs.
WillWare wrote:Calling it so no one else does - I'll try to port over some (hopefully all) of the enemies from Kirby's Adventure. I'll post progress periodically.
edit: lol that happened, it's probably not going to be done, sorry
what the fuck ive been waiting for 3 years and then you do this
This makes a large box around the enemy, rather than depending on X coordinates only.
I'm not sure exactly how you want it set up, but if you want it to transform on Y only with no regard to X, I would make it really wide, like this:
FuriousHedgehog wrote:Welp I did a thing for a mappack that I'm doing,
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
I've always wanted to try making NSMBWii Versions of enemies, which I probably will do eventually. I can't wait to test out later to see how it works.
Re: The Enemy Respositorium
Posted: 05 Nov 2017, 22:50
by CoolJulianXD
I got a request: a evil mario that can follow you stsrts big then when you hit him them he becomes small and maybe add his death animation also make him jump every few seconds if that is possible I hope that is not to much!
Re: The Enemy Respositorium
Posted: 10 Nov 2017, 23:53
by Qwerbey
Hot tip: no one will ever make an enemy for you; you'll just have to learn how to do it yourself. I hope this will be a good resource for you, and I will say that a lot of those behaviors can be done with enemy transforms.
Re: The Enemy Respositorium
Posted: 05 Dec 2017, 16:01
by Qwerbey
Disappearing Powerups:
I made a relatively simple enemy that kills itself after a set time, much like the titanite lizards from Dark Souls. They can be used to add urgency to a powerup, but make sure not to count on the player receiving the item.
The pack includes each of the default powerups, plus the Starfruit from Qwertylevels 'cause why not?
If you want to make a version using your own powerup, here is the all of the necessary code to add:
Tested it, it may be because it's using custom enemies as a base (which are unaltered from the original Mari0 SE enemies), but it threw up this crash screen when the Winged Hammer Bro proceeded to attack.
Re: The Enemy Respositorium
Posted: 21 Dec 2017, 13:01
by Skel3t
Superjustinbros wrote:Tested it, it may be because it's using custom enemies as a base (which are unaltered from the original Mari0 SE enemies), but it threw up this crash screen when the Winged Hammer Bro proceeded to attack.
I don't really know the reason,but it may be because i made it in alesan's entities.
(who knows?)
Or you could not made the hammer in.
edit:hammers not a base.
use alesan's entities,it could work
Re: The Enemy Respositorium
Posted: 14 Feb 2018, 08:15
by Villager103
Some modern styled powerups. They're basically just animated reskins of the standard varieties. They also have proper pallete swaps.
QwertymanO07 wrote:But modern powerups don't have palette swaps.
They're still using the classic colors, though, which would look weird if they didn't have pallete swaps.
Re: The Enemy Respositorium
Posted: 15 Feb 2018, 01:26
by Qwerbey
Really my main issue is that the different palettes make the functions harder to read, so I guess just make them use modern colors then.
Re: The Enemy Respositorium
Posted: 27 Feb 2018, 21:41
by Villager103
Portal Enemy Pack: Additional testing elements for all your testing needs!
This pack includes 6 new elements for your test chambers.
Note: These were designed for Beta 9 with hotfixes, some stuff might break if you use them on other versions.
All enemies were designed from scratch by Villager103(except a tiny part of the boulder code, which was taken from Alesan99's giant goomba enemy)
CREDIT ME IF YOU USE THESE. OTHERWISE, DO WHAT THE FUCK YOU WANT
DIRECT ANY BUGS/COMPLAINTS/SUGGESTIONS BY PM-ING ME ON STABYOURSELF FORUMS
CREDIT TO ALESAN99 FOR THE QUAD OFFSET PART OF THE GIANT GOOMBA ENEMY
Boulder
Boulders from Narbacular Drop. These will kill you if you touch them on the sides or bottom, but not on top. They can be funneled through portals and weigh down buttons, as seen in the GIF.
Concrete Cube
As seen in the recent The Forgotten Tests update. Cannot be picked up, kills you if it lands on you.
Ice Cube
Not to be confused with Blue Portals ice cubes. These cubes can slide around like Sonic the Hedgehog on Propulsion Gel. Or, y'know, like ice.
Impact Bomb
Happy Explosion Day!
Rolling Ball
Balls that roll around. Basically Goombas that can't hurt you and can't be killed.
Well... this forum is empty so I made my own pack
note - (I'm not a coder, but I tried my best)
welcome to the AidanTP's ultra pack v1
this includes 5 different enemys
- the first 3 are linked
aperture gomba - like a gomba but cant be stomped but can be emancipated
aperture koopa - like gomba varient but 2 high instead
aperture koopa red - like koopa varient but cant walk of cliff
- invisible block
no longer will you have to add it to your tile pack its been here the whole time!
- saw blade
a saw blade that has an animation and kills if touched - can shoot portal's through it.
Shit the invisible block is pretty much the same as playerclip from Accursed.
Re: The Enemy Respositorium
Posted: 31 May 2018, 06:10
by sdslayer100
Wondering if it's possible to make a spiny that can't be killed by fireballs.
Already got the sprite made and in the game but it can still be killed.
Another thing I'm attempting to do is fairly simple. Just a red bullet bill that moves about twice as fast as they normally do. And a green bullet bill that moves about 0.3x as fast as they normally do.
Re: The Enemy Respositorium
Posted: 31 May 2018, 22:14
by Qwerbey
Yeah that's easy. Someone's already done the spiny, and the bullets could be done with:
Got it with the bullets but is there any sort of way to make it so they continuously fire from the launchers? They only fire out once then nothing else.