[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

Mods, guides how to use and install mods go right in here.
User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 22 Sep 2013, 00:50

I'd like to point out my code I posted earlier.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Sep 2013, 00:55

I noticed it and obviously it worked.
and
OMG MY FIRST THREAD TO HAVE MORE THAN ONE PAGE!

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 22 Sep 2013, 00:56

congratulation

hey are you going to do the smb3/smw moving platforms?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Sep 2013, 01:00

TheJonyMyster wrote:are you going to do the smb3/smw moving platforms?
Next update I will try to put it along with those donut things that fall when you step on them.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Sep 2013, 22:26

Progress Update!
I am having trouble with the platforms :(
While i get that straight, Clocks and Green Springs!
Image

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 22 Sep 2013, 22:28

Can you add a little notification for when you collect a clock (like when you kill a goomba, it tells you how many points you collected), but instead show the amount of time you collected, and add a right-click function for how much time to add to the clock?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Sep 2013, 22:34

Mari0Maker wrote:Can you add a little notification for when you collect a clock (like when you kill a goomba, it tells you how many points you collected), but instead show the amount of time you collected, and add a right-click function for how much time to add to the clock?
Piece of cake.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 22 Sep 2013, 23:03

Are giant buzzy beetles possible?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 22 Sep 2013, 23:23

zorua7551 wrote:Are giant buzzy beetles possible?
Yes, every enemy is able to be giant but you know I got lazy .

User avatar
ChrisGin
Posts: 204
Joined: 24 Mar 2013, 06:52

Post » 22 Sep 2013, 23:24

How about a lava flow.Itd work just like the surprise but itd be lava slowly flowing towards you.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 23 Sep 2013, 02:56

alesan99 wrote:
Mari0Maker wrote:Can you add a little notification for when you collect a clock (like when you kill a goomba, it tells you how many points you collected), but instead show the amount of time you collected, and add a right-click function for how much time to add to the clock?
Piece of cake.
Another tech message: In SMBS, Clocks give you 1000 points as well as the +100 seconds timer bonus. It displays 1000 points ala collecting any other item.

This video http://www.youtube.com/watch?v=2SAIVg6-lVE (skip to 2:20:00) demonstrates how the Clock worked in SMBS. Though if you do want the idea of definable time bonuses plus the graphic, I can draw up some.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 25 Sep 2013, 22:25

PROGRESS UPDATE
Red piranha plants
Image
Yes, this gets me one step closer to being the ultimate SMB2 (japan) mod!

So here is the list of things i am planing to add.
  • thwomps
    dry fish
    clappers

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 26 Sep 2013, 00:03

How about Dry Bones and Mega Dry Bones?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 26 Sep 2013, 00:12

Mari0Maker wrote:How about Dry Bones and Mega Dry Bones?
Those too, if I find out how to make them.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 26 Sep 2013, 00:24

copy koopa code and change the shell

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 26 Sep 2013, 03:17

Turret Opera wrote:copy koopa code and change the shell
That's just lazy.
Dry Bones respawn after about 10 seconds.

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 26 Sep 2013, 12:48

Then put in a count. Make sure you can't spin the bones like you can the shell though.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 26 Sep 2013, 13:51

Well that's what I was going to.
Anyway, THWOMPS
Image
Now the first thing you probably noticed were the sprites. Yes, I did make them. I made them because the SMB3 sprite would look out of place with it's fancy outline and that sprite has no normal face only the angry one.
I'm proud of my work :).

User avatar
OrbitalBlueprint
Posts: 528
Joined: 08 Sep 2013, 20:11
Contact:

Post » 26 Sep 2013, 15:51

Oh my, great mod! I like the entities added to it =)

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 26 Sep 2013, 17:27

alesan99 wrote:Well that's what I was going to.
Anyway, THWOMPS
Image
Now the first thing you probably noticed were the sprites. Yes, I did make them. I made them because the SMB3 sprite would look out of place with it's fancy outline and that sprite has no normal face only the angry one.
I'm proud of my work :).
I'm impressed how quickly between announcing the Red Pirhana Plants and implementing the Thwomps it took you.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 26 Sep 2013, 23:56

Superjustinbros wrote:I'm impressed how quickly between announcing the Red Pirhana Plants and implementing the Thwomps it took you.
I'm usually not in the mood to code but when I am I try to add as much stuff as possible before I get bored.
OrbitalBlueprint wrote:Oh my, great mod! I like the entities added to it =)
Thanks!
_______________________________________________________________________________________________________________________________________________
Thwomps in action
Image

User avatar
Gramanaitor
Posts: 174
Joined: 24 May 2013, 14:34
Contact:

Post » 27 Sep 2013, 00:07

When you shoot a bonzai bill at a splunkin when they are both moving left, the splunkin changes direction.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 27 Sep 2013, 03:05

Gramanaitor wrote:When you shoot a bonzai bill at a splunkin when they are both moving left, the splunkin changes direction.
Fixed in next update.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 03:56

PROGRESS UPDATE #14628
Image
Dry bones
Fish bones/Wet bones
Munchers (for some reason I called them clappers before)

Just because I want to Ima explain how I made dry bones. I Copied koopa's code and made the shell not movable or collidable. I reused the code that makes the squashed goombas disappear after a while but instead I made it so it turns back into a dry bones instead.

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 28 Sep 2013, 04:03

alesan99 wrote:PROGRESS UPDATE #14628
Does Dry Bones shake like he does in other games before he comes back to life?
I just thought it'd be a nice touch.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 04:07

Mari0Maker wrote:
alesan99 wrote:PROGRESS UPDATE #14628
Does Dry Bones shake like he does in other games before he comes back to life?
I just thought it'd be a nice touch.
I think it'd be too much effort for a small feature. Also, I only have to add one more entity for this update to be released!

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 28 Sep 2013, 04:11

I see your point.
Will you be adding in giant Buzzy Beetles?
Last edited by Mari0Maker on 28 Sep 2013, 04:36, edited 1 time in total.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 04:15

Okay, big buzzy is next.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 20:07

UPDATE
ImageImage
It has...
Clocks, Green Springs, Red Piranha Plants, Thwomps, Dry Bones, Fish bones, Munchers, and big beetles.

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 28 Sep 2013, 22:12

The update looks awesome!
Also, another suggestion: Dry Piranha Plant (from NewerSMBWii)
Make it immune to fire.

Also, can you make a "Grounded" Piranha Plant (one that dosen't go down into a pipe)?
Last edited by Mari0Maker on 28 Sep 2013, 22:17, edited 1 time in total.

ibiss
Posts: 25
Joined: 04 Mar 2013, 11:34

Post » 28 Sep 2013, 22:15

I want SMB2 Entities :3
(Not The Japanese SMB2)

User avatar
Mari0Maker
Posts: 1348
Joined: 07 Apr 2012, 17:10
Contact:

Post » 28 Sep 2013, 22:19

Sorry if this is considered a double post, but I got this error when trying to hit a Dry Bones with a Big Koopa shell.
Image

Also, make a Big Dry Bones. :)

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 22:32

ibiss wrote:I want SMB2 Entities :3
(Not The Japanese SMB2)
Well in SMB2 you don't stomp enemies. I'll just make them get shot when you stand on them.
Mari0Maker wrote:The update looks awesome!
Also, another suggestion: Dry Piranha Plant (from NewerSMBWii)
Make it immune to fire.

Also, can you make a "Grounded" Piranha Plant (one that dosen't go down into a pipe)?
Dry piranha plant in Newer SMBWii? I think you meant NewSMB2. Ok, I suppose you'll want dry goomba /goomba bones so i'll add them to (:

Muncher? JK. That'll be the easiest thing to code.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2013, 22:45

Mari0Maker wrote:Sorry if this is considered a double post, but I got this error when trying to hit a Dry Bones with a Big Koopa shell.
Image

Also, make a Big Dry Bones. :)
A crash! D: D: D: D:D:
WHY!!!!! OMG WHAT COULD GAME.LUA's POINT CODE HAVE TO DO WITH A DANG SHELL!!!!! UGHHHHH! Wait, I fixed it :P.
Lesson Learned
Don't use 0 as a combo point thing.
_________________________________________________________________________________________________________________________________________
I don't think mega dry bones would be a good entity because there is no ground pound.now I will add ground pounds

asamid
Posts: 1
Joined: 29 Sep 2013, 18:13

Post » 29 Sep 2013, 18:49

hey can you make waddlewings,boomerang bros,boos,tail boos,para bidibuds,tail bullet bills,and prongos. its not hard to just look these up.
waddlewings are on super mario bros u (just look up the definition)
boomerang bros are like hammer bros but with boomerangs that are blue and instead of green on it its blue
boos you should know
tail boos are like boos exsept with tails that can hit you
para bidibuds are bugs (doesn't matter for the color) and they have the same script as goombas but only move in one area (10 bricks)
tail bullet bills are bullets bills that have tails that can hit you
prongos are like a armored monster with 1 spike on everyside of the body (you can just do one on the top,left,and right) and the bottom showing and it trys to jump at you and headbutt you (like jumping then when he is 2 blocks in the air and 2 blocks from where he was on the ground and then he will go into the ground, stuned for 4 seconds for enough time for you to stomp his clear side)also don't forget these guys faces

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 29 Sep 2013, 23:10

asamid wrote:hey can you make waddlewings,boomerang bros,boos,tail boos,para bidibuds,tail bullet bills,and prongos. its not hard to just look these up.
1. I think boomerang can be possible

2. Prongos maybe.

3. Waddle wings & biddybuds.....

Tail boos? I've never seen that in any of the games.

Whats the difference with tail bullet bills and normal ones? If that were to be in the making then we would need to add the super leaf as well...

Boos are likely a possibility.


And also, Welcome to stabyourself.
Last edited by zorua7551 on 30 Sep 2013, 02:58, edited 2 times in total.

Wilo
Posts: 944
Joined: 14 Feb 2013, 06:36

Post » 30 Sep 2013, 02:03

How about Rexes (Super Mario World)?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 30 Sep 2013, 03:53

PROGRESS UPDATE
No, I didn't add a entity but I made the angry sun go down to attack mario.
The angry sun used to just throw fireballs but now (the next update) it does what it was meant to do!

What I mean by go down and attack mario is this:

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 30 Sep 2013, 05:45

Would it be possible for you to edit the Thwomps' bottom spikes so they don't stretch out as far?

I know you're not aiming for 100% palette consistency with your sprites, so I'm not going to ask you if I could modify your Thwomps, Dry Bones, Fish Bones, and Munchers into a more true SMB1 palette including alternate palettes based on what environment the current level is set to.

Here's to hoping the rest of the Super Mario Bros Special stuff makes it in.

Also:
Image
If you ever feel like inserting some Extra Mario Bros. stuff into the mod.
I got others, but I'll let them wait for another time.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 30 Sep 2013, 13:48

Superjustinbros wrote:Would it be possible for you to edit the Thwomps' bottom spikes so they don't stretch out as far?

I know you're not aiming for 100% palette consistency with your sprites, so I'm not going to ask you if I could modify your Thwomps, Dry Bones, Fish Bones, and Munchers into a more true SMB1 palette including alternate palettes based on what environment the current level is set to.

Here's to hoping the rest of the Super Mario Bros Special stuff makes it in.

Also:
Image
If you ever feel like inserting some Extra Mario Bros. stuff into the mod.
I got others, but I'll let them wait for another time.
1.It should already be fixed.

3.I'm still adding them but since I have many other suggestions I can't really focus on them.

4.I'll think about them.

ibiss
Posts: 25
Joined: 04 Mar 2013, 11:34

Post » 30 Sep 2013, 15:22

I think about some entities like Ninjis, Shy Guys, and Floating Stars (Like in the first SMB2 level)

To kill them just stomp them instead of making a new code.

And I want Koopas with Super Mario World Physics and Graphic Settings:

The Graphic Settings must be like a warp pipe menu to select the world:
You must select SMB1, SMB2, SMB3 or SMW.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 30 Sep 2013, 16:03

How about giant shells?

Also, This is what happens when a whomp squishes:

Image

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 30 Sep 2013, 22:17

ibiss wrote: Graphic Settings:

The Graphic Settings must be like a warp pipe menu to select the world:
You must select SMB1, SMB2, SMB3 or SMW.
Well you see, this is a mod that add entities and nothing else.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 01 Oct 2013, 00:21

Alright, here are a few more:
Image
Bumpers, when pinballing around hasn't been so much fun (they work like a weaker Blue Gel).
Image
Conveyor blocks; Riding you to victory!... or defeat (A conveyor block moves players in the direction it points, with adjustable speed).
Image
Spikes, destroying our hero since SMB2.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 01 Oct 2013, 01:01

Superjustinbros wrote: Image
Spikes, destroying our hero since SMB2.
Munchers work like spikes.

User avatar
HansAgain
Posts: 1111
Joined: 03 Feb 2012, 18:51
Contact:

Post » 01 Oct 2013, 01:16

alesan99 wrote:Munchers work like spikes.
Now you're talking about it, i have a suggestion. I think the muncher should be solid, like in SMB3 or SMW, point.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 01 Oct 2013, 01:37

Everytime I jump on a giant buzzy beetle,G Goomba, Giant koopa, Slumpkins, dry bones, And goombrats, Mario just stands on top of it. And Whenever a fireball touches mario it does nothing and the fire ball goes in the other direction.

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 01 Oct 2013, 08:49

zorua7551 wrote:Everytime I jump on a giant buzzy beetle,G Goomba, Giant koopa, Slumpkins, dry bones, And goombrats, Mario just stands on top of it. And Whenever a fireball touches mario it does nothing and the fire ball goes in the other direction.
Try redownloading the mod. I downloaded it (project I'm working on needs it) and it all works like expected.

Though I was hoping that the Giant Buzzy was rideable like that, I was needing that. Oh well.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 01 Oct 2013, 13:39

idiot9.0 wrote:Though I was hoping that the Giant Buzzy was rideable like that, I was needing that. Oh well.
Oh I forgot about that! I'll do it a fast as I can.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 01 Oct 2013, 14:24

you just add in the mega mole from smw for a ridable entity

Post Reply