SE Custom Enemies Help Thread
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Maybe you need the dontmirror to be false instea of not having it at all?
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Am I missing something here? Or are you implying that they are gay?Mr.Q.Marx? wrote:I see nothing wrong with this.bubba_nate wrote: (Also, they're both girls...)
Twi is butch and Shy is awkward cutesy. I see them balanced out nicely as a couple.
Well you seemed to be implying that there was a problem with them both being girls...?
Anyways the more important thing here:
Anyways the more important thing here:
B-Man99 wrote:This is the Art SE Custom Enemies Help Thread.
I wrote it into the code and it still doesnt look at meMagicPillow wrote:Maybe you need the dontmirror to be false instea of not having it at all?
Code: Select all
{
"quadcount": 1,
"spawnoffsety": -0.0625,
"movement": "none",
"killsontop": true,
"killsonsides": true,
"stompable": true,
"stompcombosuppressor": true,
"speedx": 8,
"starttowardsplayerhorizontal": true,
"quadno": 1,
"width": 1,
"height": 0.875,
"static": false,
"active": true,
"gravity": 0,
"mask": [ true,
true, 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],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 8,
"offsetY": 1,
"quadcenterX": 8,
"quadcenterY": 8,
"customscissor": [0, 0, 1, 1],
"invertedscissor": true,
"spawnsenemy": "missilebill",
"spawnenemydelays": [0.8],
"spawnenemytowardsplayer": true,
"spawnenemyspeed": 8,
"lifetime": 0.85,
"spawnsound": "fire"
}
trying to make a missile enemy with this code i made and this graphic, the missile does a wierd cutoff thing that i dont know how to get rid of, its hard to explain but if you ues it you will know what i mean
Code: Select all
{
"quadcount": 1,
"spawnoffsety": -0.0625,
"movement": "none",
"killsontop": true,
"killsonsides": true,
"stompable": true,
"stompcombosuppressor": true,
"speedx": 8,
"starttowardsplayerhorizontal": true,
"quadno": 1,
"width": 1,
"height": 0.875,
"static": false,
"active": true,
"gravity": 0,
"mask": [ true,
true, 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],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 8,
"offsetY": 1,
"quadcenterX": 8,
"quadcenterY": 8,
"spawnsenemy": "missilebill",
"spawnenemydelays": [0.8],
"spawnenemytowardsplayer": true,
"spawnenemyspeed": 8,
"lifetime": 0.85,
"spawnsound": "fire"
}
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
My new enemy.
Typer.json
Typer.png
Don't ask me what it does, it just crashes the game. It won't even show a crash screen. It just closes.
Typer.json
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{
"quadcount": 9,
"nospritesets": true
"movement": "truffleshuffle",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"turnaroundoncliff": true
"animationtype": "frames",
"animationstart": 1,
"animationframes": 8
"animationspeed": 0.2,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 9,
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 4,
"mask": [ true,
false, false, false, true, true,
false, true, true, true, false,
false, true, true, false, true,
true, true, false, true, true,
false, true, true, false, false,
true, false, true, true, true],
"emancipatecheck": false,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
"spawnsenemy": "Typer"
"spawnenemydelays": [5]
"spawnenemyspeedx": 5
"spawnenemyspeedy": 5
}
Don't ask me what it does, it just crashes the game. It won't even show a crash screen. It just closes.
you're missing some commas and other syntax stuff
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Edited the code somemore (because commas are stupid).
I think that's good, but it still crashes.
Code: Select all
{
"quadcount": 9,
"nospritesets": true,
"movement": "truffleshuffle",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"turnaroundoncliff": true,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 8,
"animationspeed": 0.2,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 9,
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 4,
"mask": [ true,
false, false, false, true, true,
false, true, true, true, false,
false, true, true, false, true,
true, true, false, true, true,
false, true, true, false, false,
true, false, true, true, true],
"emancipatecheck": false,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"spawnsenemy": "Typer",
"spawnenemydelays": [5],
"spawnenemyspeedx": 5,
"spawnenemyspeedy": 5
}
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
Sorry for the bump but
My enemy starredgoomba is crashing and i can't figure out why : It should have a frame animation of 8 frames , being not killable and not stompable but it crashes .
Image :
Code
My enemy starredgoomba is crashing and i can't figure out why : It should have a frame animation of 8 frames , being not killable and not stompable but it crashes .
Image :
Code
Code: Select all
base=goomba
{
"quadcount": 8,
"animationtype": "frames",
"DontMirror": true ,
"kills": true ,
"stompable": false
}
You need to show a screenshot of the error.
It looks like it's missing animationframes and animationspeed. I don't know if that will fix everything, but it's a start.
It's not as hard as it sounds, so here's a quick masking tutorial.
Each type of object is assigned a number. Goombas are 4, powerups are 6. Here's the list from the Mari0 SE Documentation:
The mask itself is a list of trues and falses. The first true/false corresponds to the first category, and so on. That means that the fourth true/false is for Goombas. If you want your enemy to collide with Goombas, put false. If you want it to pass through them, put true. The first one is global, so if you forget to mask a category (or get lazy) then it will take effect. For collision to work, both masks for both enemies have to be false.
If you want to get more technical, you can make your own categories. In fact, most of these categories aren't really set in stone, they're just the ones Maurice used as a standard. You can rearrange them however you want, as long as you change it for the other enemies. You can't change the masks for entities like doors (25) though, since they're hardcoded.
Did I explain it okay?
Each type of object is assigned a number. Goombas are 4, powerups are 6. Here's the list from the Mari0 SE Documentation:
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1. *ALWAYS NOT COLLIDE*
2. WORLD
3. MARIO
4. GOOMBA
5. KOOPA
6. MUSHROOM/ONEUP/FLOWER/STAR
7. GEL DISPENSER
8. GEL
9. BOX
10. SCREENBOUNDARIES
11. BULLETBILL
12. PORTALWALLS
13. FIREBALLS
14. HAMMERS
15. PLATFORMS/SEESAWS
16. BOWSER
17. FIRE
18. VINE
19. SPRING
20. HAMMERBROS
21. LAKITO
22. BUTTON --Not used anymore
23. CASTLEFIRE
24. CHEEP
25. DOOR
26. FAITHPLATE
27. FLYINGFISH
28. LIGHTBRIDGE
29. PLANT
30. SQUID
31. UPFIRE
If you want to get more technical, you can make your own categories. In fact, most of these categories aren't really set in stone, they're just the ones Maurice used as a standard. You can rearrange them however you want, as long as you change it for the other enemies. You can't change the masks for entities like doors (25) though, since they're hardcoded.
Did I explain it okay?
-
- Posts: 10
- Joined: 19 Sep 2014, 14:24
Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?
This is the code
This is the gif
Is there anyway to make mario pass through when the fire is gone?
This is the code
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
I can't see the sprite so I don't know for sure but you should use a spawner object.Zheung Yik wrote:Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?
This is the codeThis is the gif
The enemy will spawn a fire every like 4 seconds or whatever and the fire will delete itself.
I think how you've got it, one frame is invisible right? Well that doesn't really fly with Mari0, you just get an invisible enemy.
-
- Posts: 10
- Joined: 19 Sep 2014, 14:24
This is the spriteMr.Q.Marx? wrote:I can't see the sprite so I don't know for sure but you should use a spawner object.Zheung Yik wrote:Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?
This is the codeThis is the gif
The enemy will spawn a fire every like 4 seconds or whatever and the fire will delete itself.
I think how you've got it, one frame is invisible right? Well that doesn't really fly with Mari0, you just get an invisible enemy.
The first frame is for the fire and the blank part of the image is for the second frame.
So, what do i suppose to add in my code now?
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Remove the blank pixels and set lifetime to four. Use the spawn entity in you map. Have it spawn every four seconds or whatever.
-
- Posts: 10
- Joined: 19 Sep 2014, 14:24
I right click on the spawner entity and selected my enemy. But nothing happen...jwright159 wrote:Remove the blank pixels and set lifetime to four. Use the spawn entity in you map. Have it spawn every four seconds or whatever.
Can you tell me the way to use the spawner entity.
Thanks
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
I always do my own spawner entity.
The spawner code should look like this:
rocket
This'll probably work for the two frame animation.
The spawner image should be blank.
The rocket has two frames so copy that first image and flip vertically.
The spawner code should look like this:
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{
"quadcount": 1,
"movement": "none",
"stompable": false,
"killsonsides": false,
"killsonbottom": false,
"jumpsfromblocksbelow": true,
"notkilledfromblocksbelow": true,
"animationtype": "none",
"quadno": 1,
"nospritesets": true,
"width": 0.75,
"height": 0.75,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 8,
"quadcenterY": 7,
"gravity": 0,
"static": true,
"active": true,
"spawnsenemy": "rocket",
"spawnenemydelays": [0.9],
"spawnenemyoffsety": 0,
"spawnenemyspeedxtowardsplayer": false,
"category": 20,
"mask": [ false,
false, false, false, false, false,
false, false, false, false],
"emancipatecheck": false,
"autodelete": false
}
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{
"quadcount": 1,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.1,
"nospritesets": true,
"resistsfire": true,
"kills": true,
"movement": "none",
"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,
"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],
"lifetime": 0.52,
"autodelete": true,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
The spawner image should be blank.
The rocket has two frames so copy that first image and flip vertically.
-
- Posts: 10
- Joined: 19 Sep 2014, 14:24
I used the code but now the fire is harmless.Mr.Q.Marx? wrote:I always do my own spawner entity.
The spawner code should look like this:rocketCode: Select all
{ "quadcount": 1, "movement": "none", "stompable": false, "killsonsides": false, "killsonbottom": false, "jumpsfromblocksbelow": true, "notkilledfromblocksbelow": true, "animationtype": "none", "quadno": 1, "nospritesets": true, "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 4, "quadcenterX": 8, "quadcenterY": 7, "gravity": 0, "static": true, "active": true, "spawnsenemy": "rocket", "spawnenemydelays": [0.9], "spawnenemyoffsety": 0, "spawnenemyspeedxtowardsplayer": false, "category": 20, "mask": [ false, false, false, false, false, false, false, false, false, false], "emancipatecheck": false, "autodelete": false }
This'll probably work for the two frame animation.Code: Select all
{ "quadcount": 1, "animationtype": "frames", "animationframes": 2, "animationstart": 1, "animationspeed": 1.1, "nospritesets": true, "resistsfire": true, "kills": true, "movement": "none", "width": 0.75, "height": 0.75, "gravity": 0, "static": false, "active": true, "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], "lifetime": 0.52, "autodelete": true, "offsetX": 6, "offsetY": 3, "quadcenterX": 8, "quadcenterY": 8 }
The spawner image should be blank.
The rocket has two frames so copy that first image and flip vertically.
my best guess is the mask is set up incorrectly?(idk) I would explain the mask system but I don't know it too well, although I think theres something in the documentation. You can find that in the main post of the SE beta thread.
or I could just be wrong. either way.
or I could just be wrong. either way.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
The mask equals true if you don't want it to collide.
-
- Posts: 10
- Joined: 19 Sep 2014, 14:24
Thanks a lot, it works like smb3. I will post this enemy to the enemy repositorium tommorow.jwright159 wrote:The mask equals true if you don't want it to collide.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
YES! YES! I JUST HELPED A GUY WITH CODING! ACHIEVEMENT ACHIEVED! FUCK YEH!
It's not an abbreviation. And it's pronounced looah, as you said.Danny wrote:i have a codeing question (sorta)
is lua pronounced looah
or is it just spelling out l-u-a
It means moon in Portuguese, if you're wondering where the name came from.
json is barely even coding.jwright159 wrote:CODING!
https://www.dropbox.com/sh/ge0icx1ypzir ... kkq_a?dl=0
i tried to imitate maurice's goomba tsunami but it do not works(crash the game)
i tried to imitate maurice's goomba tsunami but it do not works(crash the game)
What was the crash exactly? Can you post that here too? It might help too find the problem without having to download the enemy.
You're forgetting the commas
I'm forgetting the topic!alesan99 wrote:You're forgetting the commas
i added a comma,it resolved the crash
also,i'm trying to recreate boomboom,i played your mod to see how boomboom act like super mario bros. 3
then,i started to copy your dry bone code,i will credit you later at my mod when i finish boomboom
but every time i try to fix one bug,another happen,its wasting my time! D:
can you help me?
made a placeholder for a stomped boomboom(a goomba)before the crash happens
now,when i fixed the latest bug at moment,when i select boomboom,it crashes
Post a screenshot of the crash. It helps out a lot.
It has nothing to do with the enemy. It's a problem with your mod.
Actually, try putting "width" on any enemy that doesn't have it.
Sorry for double postJohnHOne wrote:the crash got fixedJohnHOne wrote: every time i try to fix one bug,another happen,its wasting my time! D:
but boomboom run from me(very fast) ,do not play a music,its not solid,and it do not transforms when stomping at him D:
the code:
i fixed the collison problem,but he cant transform,do not play the music and not follow me!
Who will help me?JohnHOne wrote:the crash got fixedJohnHOne wrote: every time i try to fix one bug,another happen,its wasting my time! D:
but boomboom run from me(very fast) ,do not play a music,its not solid,and it do not transforms when stomping at him D:
the code:
"distancetime": "105",
This is what is making your enemy run away from you. Why you set this to 105 in the first place I have no idea. Try setting it to 1 or 2.
Also You didn't need to quote the entire thing just to say "who will help me?" you only waited 30 minutes.
This is what is making your enemy run away from you. Why you set this to 105 in the first place I have no idea. Try setting it to 1 or 2.
Also You didn't need to quote the entire thing just to say "who will help me?" you only waited 30 minutes.
You can't add custom sounds and try to keep "distancetime" at a low number.