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
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 .
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
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?
Re: SE Custom Enemies Help Thread
Posted: 03 Oct 2014, 21:41
by Danny
one more question, how do i make an enemy destroy blocks like the turtle shell does?
im trying to make it so my explosion enemy destroys blocks
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?
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?
I can't see the sprite so I don't know for sure but you should use a spawner object.
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.
Re: SE Custom Enemies Help Thread
Posted: 22 Oct 2014, 13:14
by Zheung Yik
Mr.Q.Marx? wrote:
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?
I can't see the sprite so I don't know for sure but you should use a spawner object.
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.
This is the sprite
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?
Re: SE Custom Enemies Help Thread
Posted: 22 Oct 2014, 13:44
by jwright159
Remove the blank pixels and set lifetime to four. Use the spawn entity in you map. Have it spawn every four seconds or whatever.
Re: SE Custom Enemies Help Thread
Posted: 22 Oct 2014, 14:44
by Zheung Yik
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.
I right click on the spawner entity and selected my enemy. But nothing happen...
Can you tell me the way to use the spawner entity.
Thanks
Re: SE Custom Enemies Help Thread
Posted: 22 Oct 2014, 14:49
by Mr.Q.Marx?
I always do my own spawner entity.
The spawner code should look like this:
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.
Re: SE Custom Enemies Help Thread
Posted: 23 Oct 2014, 12:32
by Zheung Yik
Mr.Q.Marx? wrote:I always do my own spawner entity.
The spawner code should look like this:
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.
I used the code but now the fire is harmless.
Re: SE Custom Enemies Help Thread
Posted: 23 Oct 2014, 13:28
by MM102
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.
Re: SE Custom Enemies Help Thread
Posted: 23 Oct 2014, 13:40
by jwright159
The mask equals true if you don't want it to collide.
Re: SE Custom Enemies Help Thread
Posted: 23 Oct 2014, 15:08
by Zheung Yik
jwright159 wrote:The mask equals true if you don't want it to collide.
Thanks a lot, it works like smb3. I will post this enemy to the enemy repositorium tommorow.
Re: SE Custom Enemies Help Thread
Posted: 27 Oct 2014, 19:08
by jwright159
YES! YES! I JUST HELPED A GUY WITH CODING! ACHIEVEMENT ACHIEVED! FUCK YEH!
Re: SE Custom Enemies Help Thread
Posted: 28 Oct 2014, 00:33
by Danny
jwright159 wrote:YES! YES! I JUST HELPED A GUY WITH CODING! ACHIEVEMENT ACHIEVED! FUCK YEH!
i have a codeing question (sorta)
is lua pronounced looah
or is it just spelling out l-u-a
Re: SE Custom Enemies Help Thread
Posted: 28 Oct 2014, 09:52
by Jorichi
Danny wrote:i have a codeing question (sorta)
is lua pronounced looah
or is it just spelling out l-u-a
It's not an abbreviation. And it's pronounced looah, as you said.
It means moon in Portuguese, if you're wondering where the name came from.
I'm forgetting the topic!
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?
i nicely ripped the boomboom sprite from your mod,and make some edits
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
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 05:14
by alesan99
Post a screenshot of the crash. It helps out a lot.
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 17:19
by JohnHOne
here's a gif:
if you cant read,try this:
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 17:29
by alesan99
It has nothing to do with the enemy. It's a problem with your mod.
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 17:30
by JohnHOne
alesan99 wrote:It has nothing to do with the enemy. It's a problem with your mod.
editor.lua -.- i never changed some at it
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 17:34
by alesan99
Actually, try putting "width" on any enemy that doesn't have it.
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 17:39
by JohnHOne
JohnHOne wrote:
alesan99 wrote:try putting a "width" on any enemy that do not have
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.
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 21:47
by JohnHOne
MM102 wrote:"distancetime": "105",
you do not see that i fixed early,right?
i changed to value 0 before and no longer run from me like lakito
its just missing the music and yeah,and need to fix the transform thing,but i cant fix
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 22:53
by JohnHOne
i need help!
Re: SE Custom Enemies Help Thread
Posted: 16 Nov 2014, 23:08
by alesan99
You can't add custom sounds and try to keep "distancetime" at a low number.