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Alesan99's Enemy Packages [SE]

Mapping related threads and questions go in here!
alesan99
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Post » 08 Apr 2014, 23:41

I've been posting my enemy packs in the enemy repositorium but my posts don't get seen because the thread gets filled with junk and barely any enemies get posted.
So since Hatninja created a thread for his enemies I decided to make my own! also please try to keep the enemy repositorium limited to only enemies k thx

ENEMIES
Enemy Pack #1
Yellow koopa
Image
Follows player. Couldn't get the other abilities to work because they're impossible.
pls don't kill me for not using the nes palette
Blue koopa
Image
Fast, doesn't fall off edges.
Big goomba
Image
Self explanatory.
Fire bro
Image
Once again, self explanatory.
Paragoomba
Image
Jumps.
Goombrat
Image
Doesn't fall off edges

Download: https://www.dropbox.com/s/06dwnvtq7bvrezt/alesanenemies1.zip


Enemy Pack #2
Big koopa
Image
It's a koopa, and it's big.
Splunkin
Image
This pumpkin fellow will go nuts when he's stomped on, after stomping him twice he dies.
Boo
Image
Follows you (I doesn't stop if you're facing him since it's impossible to do so ATM)
Dry bones
Image
Comes back after being stomped on. It's also immune to fire.
Really flying red koopa
Image
This koopa knows how to fly up and down.
Fire piranha plant
Image
MADE BY MAURICE. I added the graphics.
Red piranha plant
Image
Goes up and down fast. I know it's supposed to stay inside when you're above it but don't piston distance is always 3 for some reason.
Blue virus
Image
Since you guys ask if you can have your virus in blue The blue virus thing from Dr.Mario

DOWNLOAD: https://www.dropbox.com/s/ee5fmvf2ttx47zb/alesanenemies2.zip


Enemy Pack #3
Bomb koopa
Image
It's that koopa from SML that explodes when you stomp on it!
Yeah, we were all confused when we stomped on one for the first time.
Upside Down Piranha plant
Image
Just like a normal piranha plant but upside down.
Pipe cannon
Image
It's a cannon that's in a pipe and moves like a piranha plant.
Boomerang Bro
Image
It throws boomerangs! but only in one direction because potatoes
Micro Goomba
Image
So tiny it can't even hurt you!
Rocky Wrench
Image
Throws wrenches.

DOWNLOAD: https://www.dropbox.com/s/vs6psa23rzh236u/alesanenemies3.zip


[Upcoming] Enemy Pack #4
Haven't started this pack

DOWNLOAD:

NOTES
As you should know, these enemies only work with Mari0 SE. If you want to know how to add them click here (read the introduction only)
To use enemy pack #3 you must have the new enemy.lua. It's included in Mari0 SE Beta 9, but if you want to use it in another beta then click here.

TERMS OF USE
If you are going to use my enemies in your mappack you don't have to give me credit.
BUT do not say you made them.
If you're going to put some of my enemies in your enemy pack give me credit.
Only put them in your enemy pack if the enemy is used in a differently from how I used it.
For example, you may not copy-paste my firebro and brofire onto your enemy pack but you may put the brofire in your enemy pack so one of your enemies can shoot it.
If you're unsure if you're using them correctly then pm me.

Tl;dr Don't steal my enemies


You can suggest enemies if you want.

Have fun.
Last edited by alesan99 on 19 Apr 2014, 23:20, edited 3 times in total.

MM102
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Post » 09 Apr 2014, 00:06

i'm able to re-skin enemies as long as I give proper credit, correct?

alesan99
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Post » 09 Apr 2014, 00:08

MM102 wrote:i'm able to re-skin enemies as long as I give proper credit, correct?

Yes

bubba_nate
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Post » 10 Apr 2014, 18:16

Make the spelunkins poop place fire every so often like in SMG.
Last edited by bubba_nate on 10 Apr 2014, 18:43, edited 1 time in total.

Mr.Q.Marx?
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Post » 10 Apr 2014, 18:21

You could probably make the boo a bit more accurate now.

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Post » 10 Apr 2014, 23:28

bubba_nate wrote:Make the spelunkins poop place fire every so often like in SMG.

Splunkins don't do that. You're probably thinking of Jack O' Goombas.

bubba_nate
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Post » 11 Apr 2014, 00:40

I think that they're both the same thing. Eh, there could be two versions though.

alesan99
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Post » 19 Apr 2014, 23:22

I forgot to say you can suggest enemies.
I'll try to do better making suggested enemies.
They also can be from any game so you can suggest minecraft enemies, zelda enemies, etc.

HowToEatGirafes
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Post » 20 Apr 2014, 08:54

Banzai bill launcher

Idiot Test Subjet
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Post » 20 Apr 2014, 15:26

I know, is maybe the hardest, but you can make Henchman 800 from Rayman 2?

Goomba98
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Post » 21 Apr 2014, 01:34

I believe the Yellow Koopa should be fast.

alesan99
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Post » 21 Apr 2014, 01:52

Goomba98 wrote:I believe the Yellow Koopa should be fast.

I know, but It wasn't possible when I made it.
With the new enemy.lua it is.

Goomba98
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Post » 21 Apr 2014, 14:33

Then why not update any enemies that can be improved with new enemy.luas?

bubba_nate
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Post » 21 Apr 2014, 19:33

4x4 boulder that smashes bricks and rolls to the left?

SseanNRocks14
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Post » 23 Apr 2014, 01:46

Well, glad to see a lively new forum! It seems, to improve the old enemies would require quite[i] some work.

Also, here are my desires for new enemies:
Super Mario Galaxy
-Lil' Cinder & Lil' Brrr (Basically the same, but one fire, the other ice...)http://www.mariowiki.com/Li%27l_Brrr http://www.mariowiki.com/Li%27l_Cinder
-Galactic Tornado Basically a tornadoe, but with a purpose! :) (That of being an actual enemy) http://www.mariowiki.com/Galactic_Tornado
-Mecha-Koopas! (If you haven't already)
-Prickly Piranha plant You could just retexture & recolor a regular piranha plant, and make it, say, the VISIBLE dimensions of it 2x4 instead of 1x2 (While extended) http://www.mariowiki.com/Prickly_Piranha_Plant Personally, I just think they look cool! :p
-On a separate note, (Just got done adding Jelly Beam in NSMB) Can you add the jellyfishes, and the big one, from this game? I honestly forgot the name XD

NEW! SMB
-BIG Venus Fire Trap! :D Because, Why NOT?! You could also simply use the template of the Prickly Piranha plant, which I also believe is bigger than the regular ones. http://www.mariowiki.com/Big_Venus_Fire_Trap
-Fuzzies!!! http://www.mariowiki.com/Mega_Fuzzy
-Jelly Beam! http://www.mariowiki.com/Mega_Fuzzy Please, I remember these and they were QUITE THE CHALLENGE! (sometimes)
-Bramballs http://www.mariowiki.com/Bramball I thought this one would be fun to have, not sure how it would handle all of the solid blocks in game!
-Stone spike http://www.mariowiki.com/Stone_Spike You know, for the water levels! These things were a pain sometimes!!! ^_^
-Wigglers! http://www.mariowiki.com/Wiggler Might as well do the giant ones from SMG 2, in the giant level (forgot the name of the level, dammit! I love that level! ^u^ [Been a while since I last played it])

AND, (Please don't hate me)  Please... I thought since I JUST came across it, PLEASE do a Roulette Block from NSMB!!! (I know you said Strictly enemies, couldn't help myself. :)  To make it up, I'll post some Non-Mario ideas! :D

-The Classic Minecraft Creeper! Every crossover's gotta start somewhere right?? You wouldn't start at, Mobzilla?!
-might as well add MC Zombies & Skeletons too!
-I wouldn't mind a RED from Pokemon! (Though I MIGHT get to that eventually, so don't "sue" me if I make it and you [i]already
have. I've even made a Missingno., just have to figure out how to turn it into entity form, right now I have tileset form.
-AND finally, (Idk how this would work XD, figure something out! :p)  Good ol' fashioned Slendy! (Yes, the Slenderman) Just in case! (I doubt you wouldn't know about it though. Just felt like typing his full name! :D ) 

alesan99
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Post » 23 Apr 2014, 02:39

Woah woah woah.
Slow down a bit.

Should I have a theme for my next bunch? You know, like sonic or something.
I haven't actually started working on it because I'm busy lazy.

B-Man99
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Post » 23 Apr 2014, 02:46

Theme suggestion: Indie Game: The Movie

I'm a smart person

...Anyways these are looking really good so far Alesan. I would go for more generic things that way people don't have to modify them much to fit with the theme of their mappack. And don't worry about not working much. This isn't something that's required, it's just you going out of your way to be even more awesome than you already are! I'm sure everyone totally gets it.

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Post » 23 Apr 2014, 19:16

SseanNRocks14 wrote:-Mecha-Koopas! (If you haven't already)

Come on! How were you able to not see MY work! I already made one!

SseanNRocks14
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Post » 24 Apr 2014, 03:37

alesan99 wrote:Woah woah woah.
Slow down a bit.

Should I have a theme for my next bunch? You know, like sonic or something.
I haven't actually started working on it because I'm busy lazy.

Ok, ok. Maybe I went a little overboard. I'm full of ideas, but I DON'T know how to program, (quite yet), so I've just been bombarding you with my ideas! XD One, though, that I'd Actually realistically like to see, are the lil' Brrr's and lil' Cinders. Those things were nifty in the SMG's!

As for a general theme, Minecraft already has a tileset... ;) And if that's too over-used, how about something, such as...
A game called Dig Dug, anyone?? I personally enjoyed that game, it would be interesting to see how it crosses with Mari0! :)
Tecminer wrote:
SseanNRocks14 wrote:-Mecha-Koopas! (If you haven't already)

Come on! How were you able to not see MY work! I already made one!

Ok, maybe I haven't went through every, single, enemy~pack, but I'm sure it'd been made, why I put: "(If you haven't already)" Well, I guess I was referring to anyone... right?

Anyways, better get back to learning programming! :)

alesan99
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Post » 24 Apr 2014, 03:47

To make custom enemies for Mari0 SE you don't need to know how to program.

SseanNRocks14
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Post » 24 Apr 2014, 15:12

But... http://www.guegan.de/mari0doc/custom_enemies.php ... Idk what most of this stuff means, and I have to write Lua in order to get the enemies to work, right?? I thought Lua, is sometimes known as the programming language.(Tell me if I'm wrong on that) Coding, programming, what's the difference? I HONESTLY thought they were the same. SO... I'm confused, do you have to write Lua/code to make custom enemies or not? Btw, I downloaded a program called Sublime text 3 [beta] so I can use .JSON files, the ones the website said to use for enemies! (For some reason, I don't get email notifications?) If I make an emies.png file for the graphics, in folder "entities", does it matter what size they are, and how about shape (does it have to be square)?
Last edited by SseanNRocks14 on 24 Apr 2014, 15:17, edited 1 time in total.

HowToEatGirafes
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Post » 24 Apr 2014, 15:16

SeanRocks youu just have to "copy" the properties and add "true" , "false" etc ... Try it it's almost super easy !

SseanNRocks14
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Post » 24 Apr 2014, 15:24

HowToEatGirafes wrote:SeanRocks youu just have to "copy" the properties and add "true" , "false" etc ... Try it it's almost super easy !

Copy from where? That website? Because I have sort of NO CLUE where to start. I know how "true" and "false" relations work, I've even edited the sublime settings a bit. I just don't know how to use parameters, "boolean" (Idk what that even means?!), and decimals, etc.
Mari0:SE Custom Enemies wrote:

Code: Select all

base=value //get parameters from the existing enemy called value
{
   "parameter": value, //integer, boolean, decimal
   "parameter": "value", //text
   "parameter": [value, value] //array
}


So, I know what integers & decimals are, not booleans, but I don't know how to quite use them with parameters(Which I'm still not QUITE sure what exactly they are, either. Basically, that's why I need to learn more if I can about the Lua language! :)

alesan99
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Post » 24 Apr 2014, 15:35

SseanNRocks14 wrote:But... http://www.guegan.de/mari0doc/custom_enemies.php ... Idk what most of this stuff means, and I have to write Lua in order to get the enemies to work, right?? I thought Lua, is sometimes known as the programming language.(Tell me if I'm wrong on that) Coding, programming, what's the difference? I HONESTLY thought they were the same. SO... I'm confused, do you have to write Lua/code to make custom enemies or not? Btw, I downloaded a program called Sublime text 3 [beta] so I can use .JSON files, the ones the website said to use for enemies! (Also, why won't I get email notifications?)

Lua is a programming language, but custom enemies aren't made with lua. They use .json.
I guess you could say .json is programming, but it's very different.
To make custom enemies you tell them WHAT to do. You don't need to program the abilities.

Bouncing goomba with .json (custom enemies)

Code: Select all

base=goomba
{
"bounces": true,
"bounceforce": 30,
}

Bouncing goomba with lua (Programming)

Code: Select all

goomba = class:new()

function goomba:init(x, y, t)
   --PHYSICS STUFF
   self.x = x-6/16
   self.y = y-11/16
   self.speedy = 0
   self.speedx = -goombaspeed
   self.width = 12/16
   self.height = 12/16
   self.static = false
   self.active = true
   self.category = 4
   
   self.mask = {   true,
               false, false, false, false, true,
               false, true, false, true, false,
               false, false, true, false, false,
               true, true, false, false, false,
               false, true, true, false, false,
               true, false, true, true, true}
   
   self.emancipatecheck = true
   self.autodelete = true
   
   --IMAGE STUFF
   self.drawable = true
   self.graphic = goombaimage
   self.quad = goombaquad[spriteset][1]
   self.offsetX = 6
   self.offsetY = 3
   self.quadcenterX = 8
   self.quadcenterY = 8
   
   self.rotation = 0 --for portals
   
   self.direction = "left"
   self.animationtimer = 0
   self.t = t or "goomba"
   
   self.animationdirection = "left"
   self.quadi = 1
   
   self.falling = false
   
   self.dead = false
   
   self.shot = false
end

function goomba:update(dt)
   --rotate back to 0 (portals)
   self.rotation = math.mod(self.rotation, math.pi*2)
   if self.rotation > 0 then
      self.rotation = self.rotation - portalrotationalignmentspeed*dt
      if self.rotation < 0 then
         self.rotation = 0
      end
   elseif self.rotation < 0 then
      self.rotation = self.rotation + portalrotationalignmentspeed*dt
      if self.rotation > 0 then
         self.rotation = 0
      end
   end
   
   if self.dead then
      self.deathtimer = self.deathtimer + dt
      if self.deathtimer > goombadeathtime then
         return true
      else
         return false
      end
      
   elseif self.shot then
      self.speedy = self.speedy + shotgravity*dt
      
      self.x = self.x+self.speedx*dt
      self.y = self.y+self.speedy*dt
      
      return false
      
   else
      self.animationtimer = self.animationtimer + dt
      while self.animationtimer > goombaanimationspeed do
         self.animationtimer = self.animationtimer - goombaanimationspeed
         if self.animationdirection == "left" then
            self.animationdirection = "right"
         else
            self.animationdirection = "left"
         end
      end
      if self.speedx > 0 then
         if self.speedx > goombaspeed then
            self.speedx = self.speedx - friction*dt*2
            if self.speedx < goombaspeed then
               self.speedx = goombaspeed
            end
         elseif self.speedx < goombaspeed then
            self.speedx = self.speedx + friction*dt*2
            if self.speedx > goombaspeed then
               self.speedx = goombaspeed
            end
         end
      else
         if self.speedx < -goombaspeed then
            self.speedx = self.speedx + friction*dt*2
            if self.speedx > -goombaspeed then
               self.speedx = -goombaspeed
            end
         elseif self.speedx > -goombaspeed then
            self.speedx = self.speedx - friction*dt*2
            if self.speedx < -goombaspeed then
               self.speedx = -goombaspeed
            end
         end
      end
   else
      self.speedx = 0
      return false
   end
end

function goomba:stomp()--hehe goomba stomp
   self.dead = true
   self.active = false
   self.quad = goombaquad[spriteset][goombaimageframes]
end

function goomba:shotted(dir) --fireball, star, turtle
   playsound(shotsound)
   self.shot = true
   self.speedy = -shotjumpforce
   self.direction = dir or "right"
   self.active = false
   self.gravity = shotgravity
   if self.direction == "left" then
      self.speedx = -shotspeedx
   else
      self.speedx = shotspeedx
   end
end

function goomba:freeze()
   self.freezed = true
end

function goomba:leftcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
   
   return false
end

function goomba:rightcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
   
   return false
end

function goomba:ceilcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
end

function goomba:globalcollide(a, b)
   if a == "bulletbill" or a == "bigbill" then
      if b.killstuff ~= false then
         return true
      end
   end
   
   if a == "fireball" or a == "player" then
      return true
   end
end

function goomba:floorcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end

   self.speedy = -30
end

function goomba:passivecollide(a, b)
   self:leftcollide(a, b)
   return false
end

function goomba:emancipate(a)
   self:shotted()
end

function goomba:laser()
   self:shotted()
end


So custom enemies require no coding knowledge.

SseanNRocks14 wrote:
HowToEatGirafes wrote:SeanRocks youu just have to "copy" the properties and add "true" , "false" etc ... Try it it's almost super easy !

Copy from where? That website? Because I have sort of NO CLUE where to start. I know how "true" and "false" relations work, I've even edited the sublime settings a bit. I just don't know how to use parameters, "boolean" (Idk what that even means?!), and decimals, etc.
So, I know what integers & decimals are, not booleans, but I don't know how to quite use them with parameters(Which I'm still not QUITE sure what exactly they are, either. Basically, that's why I need to learn more if I can about the Lua language! :)

Yeah just copy from the website.

boolean is true or false
And once again, custom enemies don't use lua so you don't need to learn it.

SseanNRocks14
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Reputation: 1

Post » 12 May 2014, 03:19

alesan99 wrote:
SseanNRocks14 wrote:But... http://www.guegan.de/mari0doc/custom_enemies.php ... Idk what most of this stuff means, and I have to write Lua in order to get the enemies to work, right?? I thought Lua, is sometimes known as the programming language.(Tell me if I'm wrong on that) Coding, programming, what's the difference? I HONESTLY thought they were the same. SO... I'm confused, do you have to write Lua/code to make custom enemies or not? Btw, I downloaded a program called Sublime text 3 [beta] so I can use .JSON files, the ones the website said to use for enemies! (Also, why won't I get email notifications?)

Lua is a programming language, but custom enemies aren't made with lua. They use .json.
I guess you could say .json is programming, but it's very different.
To make custom enemies you tell them WHAT to do. You don't need to program the abilities.

Bouncing goomba with .json (custom enemies)

Code: Select all

base=goomba
{
"bounces": true,
"bounceforce": 30,
}

Bouncing goomba with lua (Programming)

Code: Select all

goomba = class:new()

function goomba:init(x, y, t)
   --PHYSICS STUFF
   self.x = x-6/16
   self.y = y-11/16
   self.speedy = 0
   self.speedx = -goombaspeed
   self.width = 12/16
   self.height = 12/16
   self.static = false
   self.active = true
   self.category = 4
   
   self.mask = {   true,
               false, false, false, false, true,
               false, true, false, true, false,
               false, false, true, false, false,
               true, true, false, false, false,
               false, true, true, false, false,
               true, false, true, true, true}
   
   self.emancipatecheck = true
   self.autodelete = true
   
   --IMAGE STUFF
   self.drawable = true
   self.graphic = goombaimage
   self.quad = goombaquad[spriteset][1]
   self.offsetX = 6
   self.offsetY = 3
   self.quadcenterX = 8
   self.quadcenterY = 8
   
   self.rotation = 0 --for portals
   
   self.direction = "left"
   self.animationtimer = 0
   self.t = t or "goomba"
   
   self.animationdirection = "left"
   self.quadi = 1
   
   self.falling = false
   
   self.dead = false
   
   self.shot = false
end

function goomba:update(dt)
   --rotate back to 0 (portals)
   self.rotation = math.mod(self.rotation, math.pi*2)
   if self.rotation > 0 then
      self.rotation = self.rotation - portalrotationalignmentspeed*dt
      if self.rotation < 0 then
         self.rotation = 0
      end
   elseif self.rotation < 0 then
      self.rotation = self.rotation + portalrotationalignmentspeed*dt
      if self.rotation > 0 then
         self.rotation = 0
      end
   end
   
   if self.dead then
      self.deathtimer = self.deathtimer + dt
      if self.deathtimer > goombadeathtime then
         return true
      else
         return false
      end
      
   elseif self.shot then
      self.speedy = self.speedy + shotgravity*dt
      
      self.x = self.x+self.speedx*dt
      self.y = self.y+self.speedy*dt
      
      return false
      
   else
      self.animationtimer = self.animationtimer + dt
      while self.animationtimer > goombaanimationspeed do
         self.animationtimer = self.animationtimer - goombaanimationspeed
         if self.animationdirection == "left" then
            self.animationdirection = "right"
         else
            self.animationdirection = "left"
         end
      end
      if self.speedx > 0 then
         if self.speedx > goombaspeed then
            self.speedx = self.speedx - friction*dt*2
            if self.speedx < goombaspeed then
               self.speedx = goombaspeed
            end
         elseif self.speedx < goombaspeed then
            self.speedx = self.speedx + friction*dt*2
            if self.speedx > goombaspeed then
               self.speedx = goombaspeed
            end
         end
      else
         if self.speedx < -goombaspeed then
            self.speedx = self.speedx + friction*dt*2
            if self.speedx > -goombaspeed then
               self.speedx = -goombaspeed
            end
         elseif self.speedx > -goombaspeed then
            self.speedx = self.speedx - friction*dt*2
            if self.speedx < -goombaspeed then
               self.speedx = -goombaspeed
            end
         end
      end
   else
      self.speedx = 0
      return false
   end
end

function goomba:stomp()--hehe goomba stomp
   self.dead = true
   self.active = false
   self.quad = goombaquad[spriteset][goombaimageframes]
end

function goomba:shotted(dir) --fireball, star, turtle
   playsound(shotsound)
   self.shot = true
   self.speedy = -shotjumpforce
   self.direction = dir or "right"
   self.active = false
   self.gravity = shotgravity
   if self.direction == "left" then
      self.speedx = -shotspeedx
   else
      self.speedx = shotspeedx
   end
end

function goomba:freeze()
   self.freezed = true
end

function goomba:leftcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
   
   return false
end

function goomba:rightcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
   
   return false
end

function goomba:ceilcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end
end

function goomba:globalcollide(a, b)
   if a == "bulletbill" or a == "bigbill" then
      if b.killstuff ~= false then
         return true
      end
   end
   
   if a == "fireball" or a == "player" then
      return true
   end
end

function goomba:floorcollide(a, b)
   if self:globalcollide(a, b) then
      return false
   end

   self.speedy = -30
end

function goomba:passivecollide(a, b)
   self:leftcollide(a, b)
   return false
end

function goomba:emancipate(a)
   self:shotted()
end

function goomba:laser()
   self:shotted()
end


So custom enemies require no coding knowledge.

SseanNRocks14 wrote:
HowToEatGirafes wrote:SeanRocks youu just have to "copy" the properties and add "true" , "false" etc ... Try it it's almost super easy !

Copy from where? That website? Because I have sort of NO CLUE where to start. I know how "true" and "false" relations work, I've even edited the sublime settings a bit. I just don't know how to use parameters, "boolean" (Idk what that even means?!), and decimals, etc.
So, I know what integers & decimals are, not booleans, but I don't know how to quite use them with parameters(Which I'm still not QUITE sure what exactly they are, either. Basically, that's why I need to learn more if I can about the Lua language! :)

Yeah just copy from the website.

boolean is true or false
And once again, custom enemies don't use lua so you don't need to learn it.



This MAY be considered bumping, but here I go...

-I was REALLY Naive at the time of writing those. I had NO idea that there was a separate Mari0 (Mari0 SE) at that time.
-I DO know now thank God!, and will get to work trying to make enemies and such!
-I WILL have to convert my old test map to SE (Which will be a pain) :\ OR, just make a new one (using the same background, tileset, etc.

To make up for bumping this thread,

MORE ENEMY IDEAS! >:D

-You'd like to stick to a theme, huh? How about, Slendrman, & HORROR!! Uhh, actually you should save that for Halloween... I know, it's so far away! D :)
-Errr.......... how about Pokemon, Pacman, or Zelda? Lego blocks would add an interesting and colorful aspect / very play-like atmosphere to levels!

HowToEatGirafes
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Post » 12 May 2014, 08:12

SseanNRocks14
This MAY be considered bumping, but here I go...
[...]
To make up for bumping this thread,

A bump is no message since 3 months .

bubba_nate
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Post » 12 May 2014, 20:07

Please stop with the large text and the quoting.
It's confusing.

HowToEatGirafes
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Post » 12 May 2014, 22:04

bubba_nate wrote:Please stop with the large text and the quoting.
It's confusing.

Oops i "quoting" again ! What a shame !
And for your information quoting is really helpfull because (random invisible font)people know what you're talking about If you wanna see the invisible text , just "quote" my post ;) . . .

bubba_nate
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Post » 12 May 2014, 23:49

I meant quoting large portions of text and giant letters and stuff. Reading through all that is confusing. I don't know who is saying what about what when.

Also, I'm going to ignore the fact that you were just rude to me.


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