SE Custom Enemies Help Thread

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Flutter Skye
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Post » 16 Mar 2014, 20:54

If you have trouble making you custom enemy work, post here and ask for help!

MagicPillow
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Post » 16 Mar 2014, 21:45

MagicPillow wrote:These keep multiplying...
dinogreen:

Code: Select all

{
   "quadcount": 1,

   "movement": "none",

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

   "jumpsfromblocksbelow": true,
   "notkilledfromblocksbelow": true,
   
   "animationtype": "none",

   "facesplayer": true,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 7,
   
   "gravity": 40,
   
   "static": false,
   "active": true,

   "spawnsenemy": "greendinojump",
   "spawnenemydelays": [0.5],
   "spawnenemyspeedy": -12,
   "spawnenemyspeedx": -8,
   "spawnenemyoffsety": 0,
   "spawnenemyspeedxtowardsplayer": true,

   "lifetime": 0.52,
   
   "category": 20,
   
   "mask": [   true,
            false, false, false, false, false,
            false, false, false, true],
               
   
   "emancipatecheck": false,
   "autodelete": false

}
greendinojump:

Code: Select all

{
   "quadcount": 1,

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

   "resistsfire": true,

   "starttowardsplayerhorizontal": true,
   "speedx": 8,
   
   "animationtype": "none",

   "nospritesets": true,

   "transforms": true,
   "transformsinto": "dinogreen",
   "transformtrigger": "floorcollide",
   
   "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, false, false, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],
               
               
   "gravity": 30,
   
   "emancipatecheck": true,
   "autodelete": true,
   
   "offsetX": 6,
   "offsetY": 3,
   "quadcenterX": 8,
   "quadcenterY": 8
}
The images are 16x16.

alesan99
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Post » 16 Mar 2014, 21:52

Decrease the lifetime.

MagicPillow
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Post » 16 Mar 2014, 22:10

alesan99 wrote:Decrease the lifetime.

To 5?

Tecminer
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Post » 19 Mar 2014, 18:47

I tried to make a coin-like enemy and it works just fine, but its sprites arent working correctly. They are just not 16x16 in-game as they are supposed to be and they keep blinking weirdly:
Image

Heres the code:

Code: Select all

base=goomba
{
"kills": false,
"killsonsides": false,
"killsontop": false,
"killsonbottom": false,
"animationtype": "frames",
   "animationframes": 5,
   "animationstart": 1,
   "animationspeed": 0.10,

"givecoinwhenstomped": true,
"givecoinwhenshot": true,

"movement": "truffleshuffle",
   "truffleshufflespeed": 0,
   "truffleshuffleacceleration": 2,
"nospritesets": true,
"width": 0.5,
"height": 0.5
}

EDIT: Nevermind, I fixed it
Last edited by Tecminer on 20 Mar 2014, 21:08, edited 2 times in total.

alesan99
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Post » 19 Mar 2014, 18:49

add

Code: Select all

"quadcount": NUMBER OF FRAMES

WillWare
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Post » 19 Mar 2014, 18:51

Add this in:
"quadcount": 5

Since you used a Goomba as the base, and it only has two frames, it's treating the coin like it has two frames.
EDIT: ninja'd again

Jackostar10000
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Post » 20 Mar 2014, 00:57

can someone make this guy not collide with mario / other baddies.

Code: Select all

 {
   "quadcount": 4,

   "movement": "squid",
   "squidfallspeed": 15,
   "squidxspeed": 15,
   "squidupspeed": 15,
   "squidacceleration": 15,
   "squiddowndistance": 0,
   "squidhordistance": 3,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 2,

   "facesplayer": true,

   "kills": false,

   "jumpsfromblocksbelow": false,
   "notkilledfromblocksbelow": true,

   "spawnoffsety": -0.1,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 24,
   "quadcenterY": 12,

   "gravity": 0,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "mask": [   false,
            true,  false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false],
               
   
   "emancipatecheck": false,
   "autodelete": false

}

bubba_nate
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Post » 20 Mar 2014, 01:56

Jackostar10000 wrote:can someone make this guy not collide with mario / other baddies.

Code: Select all

 {
   "quadcount": 4,

   "movement": "squid",
   "squidfallspeed": 15,
   "squidxspeed": 15,
   "squidupspeed": 15,
   "squidacceleration": 15,
   "squiddowndistance": 0,
   "squidhordistance": 3,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 2,

   "facesplayer": true,

   "kills": false,

   "jumpsfromblocksbelow": false,
   "notkilledfromblocksbelow": true,

   "spawnoffsety": -0.1,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 24,
   "quadcenterY": 12,

   "gravity": 0,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "mask": [   false,
            true,  false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false],
               
   
   "emancipatecheck": false,
   "autodelete": false

}

"mask": [true]

HugoBDesigner
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Post » 20 Mar 2014, 02:12

bubba_nate wrote:
Jackostar10000 wrote:can someone make this guy not collide with mario / other baddies.

Code: Select all

 {
   "quadcount": 4,

   "movement": "squid",
   "squidfallspeed": 15,
   "squidxspeed": 15,
   "squidupspeed": 15,
   "squidacceleration": 15,
   "squiddowndistance": 0,
   "squidhordistance": 3,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 2,

   "facesplayer": true,

   "kills": false,

   "jumpsfromblocksbelow": false,
   "notkilledfromblocksbelow": true,

   "spawnoffsety": -0.1,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 24,
   "quadcenterY": 12,

   "gravity": 0,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "mask": [   false,
            true,  false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false,
            false, false, false, false, false],
               
   
   "emancipatecheck": false,
   "autodelete": false

}

"mask": [true]

Or "mask": [true, false, true]
This is the tiles category, so it doesn't fall through the floor.

Am I right? I never made a single enemy in my entire life, so I don't know if it is like in mods (it'd be 'mask = {true, false, true}').

Jackostar10000
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Post » 20 Mar 2014, 02:46

its meant to not collide with the floor. also not collide with mario.
like its purely decoration.

MagicPillow
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Post » 20 Mar 2014, 02:47

HugoBDesigner wrote:Am I right?

Well usually with squids, you don't want wall collision unless you'd like them to get stuck.

Jackostar10000
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Post » 20 Mar 2014, 03:16

sooooo witch code do i need?

MM102
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Post » 20 Mar 2014, 05:01

bubba_nate wrote:"mask": [true]

Jackostar10000
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Post » 20 Mar 2014, 05:28

k. i dont really know where to place it. can you alter the code i submitted and place it in there. then i can copy paste it easily... i wish i knew more about code :(

MM102
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Post » 20 Mar 2014, 05:36

Code: Select all

 {
   "quadcount": 4,

   "movement": "squid",
   "squidfallspeed": 15,
   "squidxspeed": 15,
   "squidupspeed": 15,
   "squidacceleration": 15,
   "squiddowndistance": 0,
   "squidhordistance": 3,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 2,

   "facesplayer": true,

   "kills": false,

   "jumpsfromblocksbelow": false,
   "notkilledfromblocksbelow": true,

   "spawnoffsety": -0.1,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 24,
   "quadcenterY": 12,

   "gravity": 0,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "mask": [true],
   
   "emancipatecheck": false,
   "autodelete": false

}

Jackostar10000
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Post » 20 Mar 2014, 06:11

this works. kinda. now he cant go through blocks and he can still be collided with from the bottom. can you fix him so he goes through the blocks and cant be collided with from the bottom.

alesan99
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Post » 20 Mar 2014, 14:53

Jackostar10000 wrote:k. i dont really know where to place it.

You place the parameters anywhere.

Tecminer
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Post » 20 Mar 2014, 21:10

I have some problems with my shooting dalek:
Everytime it is supposed to spawn the enemy "dalekbeam", it crashes. And yes, the enemy "dalekbeam" IS existing.
The Error:
Image

The code:

Code: Select all

{
   "quadcount": 1,

   "animationtype": "frames",
   "animationframes": 1,
   "animationstart": 1,
   "animationspeed": 0.2,
   
   "stompable": true,
   "killsonsides": true,
   "killsonbottom": true,
   
   "movement": "follow",
   "followspace": 2,
   "distancetime": 0,
   "truffleshufflespeed": 2,
   "truffleshuffleacceleration": 8,

   
   "spawnsenemy": "dalekbeam",
   "spawnenemydelays": [0.6, 1.6],
   "spawnenemyoffsety": -1,
   "spawnenemytowardsplayer": true,
   
   "width": 2.25,
   "height": 2.25,
   "static": false,
   "active": true,
   "category": 5,
   "nospritesets": 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
}
Last edited by Tecminer on 28 May 2015, 18:14, edited 2 times in total.

Jackostar10000
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Post » 21 Mar 2014, 00:59

can someone please just help me fix my enemy,
He needs to go through blocks, and players / entities
every time someone does this they leave out the other thing.

SauloFX
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Post » 21 Mar 2014, 02:46

Tecminer wrote:I have some problems with my shooting dalek:
Everytime it is supposed to spawn the enemy "dalekbeam", it crashes. And yes, the enemy "dalekbeam" IS existing.
The Error:
https://www.dropbox.com/s/z9fklsb65qegzc4/Screenshot%202014-03-20%2020.07.01.png

The code:

Code: Select all

{
   "quadcount": 1,

   "animationtype": "frames",
   "animationframes": 1,
   "animationstart": 1,
   "animationspeed": 0.2,
   
   "stompable": true,
   "killsonsides": true,
   "killsonbottom": true,
   
   "movement": "follow",
   "followspace": 2,
   "distancetime": 0,
   "truffleshufflespeed": 2,
   "truffleshuffleacceleration": 8,

   
   "spawnsenemy": "dalekbeam",
   "spawnenemydelays": [0.6, 1.6],
   "spawnenemyoffsety": -1,
   "spawnenemytowardsplayer": true,
   
   "width": 2.25,
   "height": 2.25,
   "static": false,
   "active": true,
   "category": 5,
   "nospritesets": 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
}


can you show the dalekbeam code?

Tecminer
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Post » 21 Mar 2014, 18:34

The beam's code:

Code: Select all

{
   "quadcount": 4,
   
   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 0.05,

   "nocollidestops": false,
   "killsenemiesafterportal": true,
   "kills": true,

   "speedy": 0,
   "speedx": -10,

   "offsetX": 6,
   "offsetY": 2,
   "quadcenterX": 8,
   "quadcenterY": 8,

   "width": 0.75,
   "height": 0.75,
   "static": false,
   "active": true,
   "category": 14,
   "mask": [   true,
            true, false, false, false, true,
            true, true, true, true, true,
            true, false, true, true, true,
            true, true, true, false, true,
            true, true, true, true, true,
            true, true, true, true, true],
            
   "gravity": 25,
   "emancipatecheck": true,
   "autodelete": true,
   "resistsstar": true
}

Ok, i fixed it
Last edited by Tecminer on 21 Mar 2014, 18:40, edited 1 time in total.

alesan99
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Post » 21 Mar 2014, 18:40

You didn't put "spawnenemyspeed" in the dalek's code.

Tecminer
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Post » 21 Mar 2014, 18:44

Yes, i noticed and fixed it aleady

jwright159
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Post » 21 Mar 2014, 19:22

How do you make a goomba follow you but have the same physics as a regular goomba?

Tecminer
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Post » 21 Mar 2014, 19:32

Code: Select all

base=goomba
{
"movement": "follow",
   "followspace": 2,
   "distancetime": 0
}

and then you need the image of the goomba, which you can find in the mari0SE.love

MagicPillow
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Post » 21 Mar 2014, 23:39

NO YOU DON'T! STOP LYING!!!

SauloFX
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Post » 21 Mar 2014, 23:56

Help
Image

Code: Select all

{
"quadcount": 2,
"nospritesets": true,
"turnaroundoncliff": true,
"stompable": true,
"health": 10,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"movement": "follow",
"followspace": 0,
"distancetime": 0,
"quadno": 1,
"width": 5.5,
"height": 5.5,
"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],
"spawnenemyoffsety": -0.5,
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": -1,
"quadcenterX": 16,
"quadcenterY": 16
}


Stomp him a little bit and you will see the problem.

Áçé Syntax Áçé
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Post » 22 Mar 2014, 14:30

Can you help me make the boss run slower than Mario's swimming animation? Because I wanted to make it a chasing level but it was too fast! Please Help!

Code: Select all

{
   "quadcount": 2,

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

   "resistsfire": true,
   
   "facesplayer": true,
   
   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.15,

   "transforms": true,
   "transformsinto": "robobird2",
   "transformtrigger": "stomp",

   "movement": "truffleshuffle",

   "bounces": true,
   "bounceforce": 30,

   "truffleshufflespeed": 15.0,
   "truffleshuffleacceleration": 5,
   "speedx": 3.6,
   
   "quadno": 1,
   "nospritesets": true,
   
   "width": 7.75,
   "height": 7.75,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "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,

   "spawnsenemy": "bullet",
   "spawnenemydelays": [4.0],
   "spawnenemyspeedx": -5,
   "spawnenemyoffsetx": -5,
   "spawnenemyoffsety": -5,
   "spawnenemyspeedxtowardsplayer": false,

   "offsetX": 6,
   "offsetY": 3,
   "quadcenterX": 8,
   "quadcenterY": 8,
   
   "throwquadoffset": 0,
   "throwpreparetime": 0
}

alesan99
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Post » 22 Mar 2014, 14:58

Mario's underwater walking speed is 3.5 and mario's underwater running speed is 5.

Tecminer
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Post » 22 Mar 2014, 14:59

Just set the "speedx" to a lower number

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Post » 22 Mar 2014, 15:01

Speedx is just your starting speed value. You'll wanna change truffleshufflespeed into something less than 5, speedx shouldn't matter too much.

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Post » 22 Mar 2014, 15:12

oh, ok

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Post » 22 Mar 2014, 19:49

SauloFX wrote:Help
Image

Code: Select all

{
"quadcount": 2,
"nospritesets": true,
"turnaroundoncliff": true,
"stompable": true,
"health": 10,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"movement": "follow",
"followspace": 0,
"distancetime": 0,
"quadno": 1,
"width": 5.5,
"height": 5.5,
"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],
"spawnenemyoffsety": -0.5,
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": -1,
"quadcenterX": 16,
"quadcenterY": 16
}


Stomp him a little bit and you will see the problem.

I think there shouldnt be a "spawnenemyoffsety" if it doesnt spawn an enemy

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Post » 22 Mar 2014, 20:26

Tecminer wrote:
SauloFX wrote:Help
Image

Code: Select all

{
"quadcount": 2,
"nospritesets": true,
"turnaroundoncliff": true,
"stompable": true,
"health": 10,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"movement": "follow",
"followspace": 0,
"distancetime": 0,
"quadno": 1,
"width": 5.5,
"height": 5.5,
"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],
"spawnenemyoffsety": -0.5,
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": -1,
"quadcenterX": 16,
"quadcenterY": 16
}


Stomp him a little bit and you will see the problem.

I think there shouldnt be a "spawnenemyoffsety" if it doesnt spawn an enemy

Thank you by your help,but i will do another mappack.

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Post » 27 Mar 2014, 19:12

I wanted to improve my mechakoopastomped, so that it cant be killed and transforms into a mechakoopa after three seconds, but it just dissapears and doesnt spawn anything. Heres the code:

Code: Select all

{

   "quadcount": 4,
        "nospritesets": true,

   "movement": "truffleshuffle",
   "truffleshufflespeed": 0,
   "truffleshuffleacceleration": 10,

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

   "turnaroundoncliff": true,
   "starttowardsplayerhorizontal": true,
   "speedx": 0,
   "spawnenemyspeed": 2.9,

   "resistsspikes": false,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 0.1,

   

   "width": 1.5,
   "height": 1.5,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 8,

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

   "autodelete": true,
   "lifetime": 3,

   "transforms": true,
   "transfromsinto": "mechakoopa",
   "transformtrigger": "death"

}

I think i made progress now, but when I stomp the mechakoopa, it just gives me this error:
Image

Here's the new code:

Code: Select all

{

   "quadcount": 4,
        "nospritesets": true,

   "movement": "truffleshuffle",
   "truffleshufflespeed": 0,
   "truffleshuffleacceleration": 10,

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

   "turnaroundoncliff": true,
   "starttowardsplayerhorizontal": true,
   "speedx": 0,
   
   "spawnenemdelays": [3],
   "spawnsenemy": "mechakoopa",
   "spawnenemyspeedy": 1,

   
   "resistsspikes": false,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 0.1,
   "stompanimation": false,

   

   "width": 1.5,
   "height": 1.5,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 8,

   "category": 5,

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

   "autodelete": false,
   "lifetime": 3.1


}

EDIT: Fixed it by myself

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Post » 02 Apr 2014, 13:31

Is there possible to make a 16x16 or 16x32 enemy that shoots bullets ? i need a mario or big mario with a gun

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Post » 02 Apr 2014, 13:36

HowToEatGirafes wrote:Is there possible to make a 16x16 or 16x32 enemy that shoots bullets ? i need a mario or big mario with a gun

Code: Select all

base=goomba
{
   "spawnsenemy": "bulletbill",
   "spawnenemydelays": [0.6, 1.6],
   "spawnenemyspeedx": -4,
   "spawnenemyoffsety": -1,
   "spawnenemyspeedxtowardsplayer": true
}

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Post » 03 Apr 2014, 20:16

Thanks Mr.Q.Marx?

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Post » 03 Apr 2014, 20:24

Tecminer wrote:Quick question: Are you able to make an enemy spawn two different enemies seperately?

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Post » 03 Apr 2014, 21:34

spawnenemyrandoms

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Post » 04 Apr 2014, 16:28

But I dont want it to be random. I want my firebreathing mechakoopa to spawn some fire and then spawn a normal mechakoopa just before he deletes himself. The enemyspawns are supposed to be controlled seperately

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Post » 04 Apr 2014, 22:43

Do something similar to this

Code: Select all

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

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Post » 04 Apr 2014, 23:19

MagicPillow wrote:These keep multiplying...
dinogreen:

Code: Select all

{
   "quadcount": 1,

   "movement": "none",

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

   "jumpsfromblocksbelow": true,
   "notkilledfromblocksbelow": true,
   
   "animationtype": "none",

   "facesplayer": true,

   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 7,
   
   "gravity": 40,
   
   "static": false,
   "active": true,

   "spawnsenemy": "greendinojump",
   "spawnenemydelays": [0.5],
   "spawnenemyspeedy": -12,
   "spawnenemyspeedx": -8,
   "spawnenemyoffsety": 0,
   "spawnenemyspeedxtowardsplayer": true,

   "lifetime": 0.52,
   
   "category": 20,
   
   "mask": [   true,
            false, false, false, false, false,
            false, false, false, true],
               
   
   "emancipatecheck": false,
   "autodelete": false

}
greendinojump:

Code: Select all

{
   "quadcount": 1,

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

   "resistsfire": true,

   "starttowardsplayerhorizontal": true,
   "speedx": 8,
   
   "animationtype": "none",

   "nospritesets": true,

   "transforms": true,
   "transformsinto": "dinogreen",
   "transformtrigger": "floorcollide",
   
   "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, false, false, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],
               
               
   "gravity": 30,
   
   "emancipatecheck": true,
   "autodelete": true,
   
   "offsetX": 6,
   "offsetY": 3,
   "quadcenterX": 8,
   "quadcenterY": 8
}
The images are 16x16.

I still have no idea what to do. It works correctly except that they keep multiplying...
Last edited by MagicPillow on 05 Apr 2014, 00:06, edited 1 time in total.

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Post » 04 Apr 2014, 23:51

Change the dinogreen's spawnoffsety to -1 or lower.

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Post » 05 Apr 2014, 01:00

Image

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Post » 05 Apr 2014, 01:52

So...does it multiply or not.

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Post » 05 Apr 2014, 02:20

alesan99 wrote:So...does it multiply or not.

Judging by what I saw when editing the frames of that gif...
I think so.

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Post » 05 Apr 2014, 12:12

alesan99 wrote:Do something similar to this

Code: Select all

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

Code: Select all

{

   "quadcount": 4,
        "nospritesets": true,

   "movement": "truffleshuffle",
   "truffleshufflespeed": 0,
   "truffleshuffleacceleration": 10,

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

   "faceplayer": true,

   "turnaroundoncliff": true,
   "starttowardsplayerhorizontal": true,
   "speedx": 0,
   
   "spawnsenemy": "mechakoopa",
   "spawnenemydelays": [3],
   "customtimer": [[0.3, "setspawnenemy", "fire"], [1, "setspawnenemy", "mechakoopa"]],


   

   "resistsspikes": false,

   "animationtype": "frames",
   "animationframes": 4,
   "animationstart": 1,
   "animationspeed": 0.1,

   

   "width": 1.5,
   "height": 1.5,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 8,

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

   "autodelete": false,
        "transforms": true,
   "transformsinto": "mechakoopa",
   "transformtrigger": "death",

   "lifetime": 4.1

}

Image

...

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Post » 05 Apr 2014, 15:06

Change "setspawnenemy" to "setspawnsenemy".


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