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[UPDATED] Alesan99's Entities (Over 150 new entities, & more!)

Mods, guides how to use and install mods go right in here.
alesan99
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Post » 08 Sep 2013, 20:06

0.10.0 UPDATE #7.1
Image
Alesan99's entities adds many entities to Mari0! From Enemies to power ups you'll never run out of entities to make levels now!
It even has bonus features like animated tiles, foregrounds, tile properties, vertical scrolling, and more!


    Poison Mushroom
    Upside Down pirahna plant
    Banzai bill
    King Bill - right click for speed
    Sidestepper
    Barrel
    Icicle - right click for gravity
    Angrysun
    Angrysun end
    Splunkin
    Splunkin half
    3-up moon
    Giant Goomba
    Giant Koopa
    Giant Spikey
    Koopa shell
    Goombrat
    Goombrat half
    Fire Bro
    Clocks
    Green springs
    Red Piranha Plant
    Upside Down Piranha Plant
    Thwomps
    Fish bones
    Drybones
    Muncher
    Giant Beetle
    Meteor Start
    Meteor End
    Dry Goomba
    Dry Goomba Half
    Dry Piranha Plant
    Upside down dry piranha plant
    Donut
    Boomerang Bro
    Para Beetle
    Ninji
    hammersuit
    boo
    bomb-omb
    bomb-omb half
    monty mole
    mega mole
    venus firetrap (AKA fire piranha plant)
    upside down venus firetrap
    rotating block
    torpedo ted
    frog suit
    prarabeetle right
    boomboom
    ? ball
    Raccoon leaf
    Blue koopa
    Blue koopa half
    Koopa Paratroopa that flies left and right
    Wind start
    Wind End
    Left & Up pipe
    SMB3 door
    Ice
    companion cube
    High energy pellet launcher left, right, up, down
    High energy pellet catcher left, right, up, down
    adhesion gel (Call it whatever you want, It's called purple gel ingame anyway)
    turrets
    defective turrets
    ! buttons
    ! block off
    ! block on
    rip van fish
    square waves - right click to choose delay
    delayer - right click to choose delay
    coin
    amp milk - right click to choose path
    green parabeetle
    green parabeetle right
    fire thing from SMB3
    cannon ball
    mini mushroom
    rocket launcher
    GLaDOS
    Portal gun pedestal
    pre-placed portal 1
    pre-placed portal 2
    text
    region trigger
    ice flower
    tile tool
    enemy tool
    shy guys
    randomizer
    yoshi
    big button
    beetle shell
    music changer
    spiketop
    P-button
    pokey
    snow pokey
    fighter fly
    swim wing
    DK hammer
    vine stop
    chain chomp
    sledge bro
    edgeless cube
    rocky wrench
    thwomp half

    cleansing gel
    excursion funnels
    roto-discs
    down exit pipe
    thwimps
    bony beetle
    tiny goomba


Coming soon


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    DOWNLOADS (current version: 0.10.0 v7.2)
    LATEST:
    --->Windows (.exe) <---
    --->OSX (.app) <---
    --->Linux (.love) <---
    --->Android (.apk)<---
    --->Source (LOVE 0.10.0) <---








    Latest Major Changes:

    Code: Select all

    UPDATED FOR 0.10.0
    UPDATED ALESAN99'S ENTITIES MAPPACK
    ADDED thwimps
    ADDED bony beetles
    ADDED cleansing gel
    ADDED roto-discs
    ADDED funnels
    ADDED down exit pipes
    ADDED custom characters (change by pressing [] keys in hat options)
    Redesigned tools tab in editor and added power line draw & selection tool
    added ability to add custom glados sounds
    added custom tab to editor
    organized entities tab more by adding portal section
    re-added controller/joystick support
    added fire bar speed rightclick
    bug fixes and improvments

    Latest Changes:

    Code: Select all

    Updated for 0.10.0
    Redesigned tools tab in editor
    added power line draw to tools editor tab
    fixed mario's hat when sliding and added hat when dead
    fixed underwater noteblocks
    fixed raccoon mario sprite being off sometimes
    fixed button blocks' draw layer
    fixed fire mario laser death
    made custom colors more nes
    sleeping fish now have bubbles
    centered boomboom's level ball
    added ability too add custom glados sounds
    added custom tab to editor
    merged text tab with custom tab
    custom castle text is now more centered
    fixed peach sometimes showing up as toad
    fixed portals staying when removing tiles with tiletool
    organized entities tab more by adding portal section
    made ice more slippery
    fixed minimushroom problems
    added selection tool to tools editor tab
    improved angry sun's behavior (follows camera, does circles before attacking)
    added chasing hammerbros in worlds >= 7
    added rocket turrets link ability
    fixed region triggers outputting every frame
    added cleansing gel
    added roto-discs
    fixed portal in tile related bugs
    added funnels
    added custom characters (change by pressing [] keys in hat options)
    added down pipe exits
    re-added controller/joystick support
    added fire bar speed rightclick
    fixed down plant collision
    added thwimps
    fixed collisions an sprite placements of many entities
    fixed some yoshi bugs (jumping, walking on munchers, etc)
    added bone beetles
    mario jumps automatically when running from orange to blue gel
    UPDATED ALESAN99'S ENTITIES MAPPACK

    Everthing:

    Code: Select all

    --Release--
    Added poison mushroom
    Fixed poison mushroom bugs
    Added Upside Down Pirahna Plants
    Added Paragoombas
    Added Banzai bills
    Added [SURPRISE}
    --Version 1.00--
    Made Paragoombas Slower
    Fixed Upside Down plant not moving
    Added Sidestepper
    Added Barrel
    Added Icicle
    --Version 1.01--
    Added MY NAME to the title screen
    Fixed Sidestepper's sprite
    --Version 2.00--
    Fixed Upside down plant crash
    More loading screen text
    ANGRY SUN
    Angry sun end
    Better sprites
    --Version 2.01--
    right click [SUPRISE] to change speed
    --Version 3.00--
    Added Icicle sound
    Minor tweaks to be more polished
    --Version 3.01--
    Added Splunkin (normal and half)
    --Version 3.02--
    Fixed Crash with [SUPRISE]
    --Version 4.00--
    Added 3-up moon,
    Giant Goomba,
    Giant Koopa,
    Giant Spikey,
    Koopa shell,
    Goombrat,
    Goombrat half,
    and Fire Bro
    Right click the icicle for gravity
    --Version 5.05--
    Added clocks,
    green springs,
    red plants,
    down red plants,
    thwomps,
    fish bones,
    dry bones,
    dry bones half,
    munchers,
    and big beetles
    --Version 5.07--
    Fixed Crash with drybones
    --Version 6.05--
    Added Meteor Start,
    Meteor End,
    Dry Goomba,
    Dry Goomba Half,
    Dry Piranha Plant,
    Upside down dry piranha plant,
    Donut,
    Boomerang Bro,
    Para Beetle,
    and Ninji
    Added thwomp and Boomerang sounds
    Made barrel have two frames
    icicle falls when near
    angry suns attack by going down
    Big bills collision and scissor (where it is cut when launched) are fixed
    --Version 6.13--
    Added hammersuit
    boo
    bomb-omb
    bomb-omb half
    monty mole
    mega mole
    venus firetrap
    upside down venus firetrap
    rotating block and
    torpedo ted
    fixed bullet's underground palette
    lowered icicle sound volume
    --Version 7.10--
    added frog suit
    parabeetle right
    boom boom
    ? ball
    and raccoon leaf
    parabeetles act like parabeetles
    powerup sprites
    added sidescrolling
    added thousands of bugs
    --8.11--
    TOO MANY THINGS TO LIST
    BUG FIXES
    New portal tiles
    --9.09--
    vvvvvv gel
    turrets
    defective turrets
    ! buttons
    ! block off
    ! block on
    fixed beetle bobs
    more tile properties
    animated tiles!
    --10.2--
    added rip van fish,
    square waves,
    delayer,
    coin,
    amp,
    green parabeetle,
    and green parabeetle right
    foreground tiles
    bridge tiles
    forgrounds
    paragoombas tweaked
    side vvvvvv gels work
    --Version 11.0--
    added fire thing from SMB3,
    cannon ball,
    mini mushroom,
    GLaDOS,
    Portal gun pedestal,
    pre-placed portal 1,
    pre-placed portal 2,
    text entity,
    region trigger
    changeable mappack folder
    customizable graphics
    customizable text
    improved autoscrolling
    fixed some crashes and bugs
    --12.0--
    tile tools
    enemy tools
    shy guys
    beetle shells
    music changer
    randomizer
    ice flower
    yoshi
    big button
    VERTICAL SCROLLING
    MULTIPLE CUSTOM MUSIC
    improved sprite loading
    edited error screens
    some features from better editor
    slants
    Some other stuff I might've forgotten (look through my old posts)
    --LOVE 0.9.0 v2--
    faster map selection screen
    10% more organized entity tab
    animated tiles are now shown in the minimap with their correct colors (SE doesn't do this)
    airship fire things can now face up and down
    fixed the horrible button blocks
    improved boos' movement
    fixed beetle shells getting killed by fireballs
    region trigger's right click menu is cooler
    you can type more text into input bars
    other minor tweaks
    --LOVE 0.9.0 v3--
    bug fixes
    every mod related file has been moved to the "alesans_entities" folder
    crashes are now saved as .txts
    added dark mode cheat
    some menus have been rounded
    navigate menu with mouse
    download mappacks
    p button
    resizable window
    fixed minor mistake in rip van fish's animation
    rotating block now bounces when hit
    added spiketops
    menu tips
    press f11 to display fps
    probably more stuff I forgot
    --LOVE 0.9.0 v4--
    - some minor bug fixes and improvements
    - added daily challenges
    - added pokeys
    - finished spiketops
    - fixed region trigger drag not scrolling
    - fixed no portal gun hammer mario climbing sprites
    - fixed big hat emblem color
    - fixed enemy tool not being able to spawn newer enemies
    - improved king bill sprites a bit
    - improved yoshi
    - improved angry sun
    - improved coin entity, now acts exactly like normal coins
    --LOVE 0.9.0 v5--
    bug fixes
    climbing property
    updated level screen customization
    fighter fly added
    quickmenu added
    portal gun drop down (pedestal supported multiple portalguns but you could no tstart with them)
    foreground scroll bar (also foreground scrolling is more realistic)
    koopas and shell enemies "wake up" after being stomped and get flipped when hit from below
    custom boom boom and intermission music (you can also turn on custom music in intermissions (old feature))
    improved dlc (mappacks hosted on imgur by converting files to images)
    yoshi tounge
    added swim wing from smbs
    bowser has right click option to make him into an enemy not a boss
    added dk hammer from smbs
    more worlds and redesigned map selection menu
    added vinestop
    --LOVE 0.9.0 v6--
    added chain chomp
    added sledge bros
    added edgeless cube
    added noteblocks
    added rocky wrench
    added offsetted thwomp & new graphic
    3-up moon appears even when not in block
    ability to use letters for worlds over 9
    enemytool can spawn every entity
    right click menus improved
    music changer can choose specific custom music
    meteors improved
    added moving springs (spawn with enemytool "moving spring")
    vertical scrolling improved
    more ways to defeat glados (rocketurrets + bulletbills,cannonballs,mario hammers)
    big enemies merged with small counterparts (can now be frozen, big koopas come out of shell and be flipped)
    different types of goombas in goomba attack cheat
    seesaw visible when right clicking in editor
    wind sound added
    right click flag to remove border (you can jump over flag)
    change physics in tool section (mari0, smb, smb2j-mari0, smb2j)
    recoded thwomp (less buggy, actually portalable, also new graphic)
    bug fixes and improvments


    CUSTOM CHARACTER GUIDE
    Right click it to type in a function.
    Use this template and place it in the characters folder:https://www.dropbox.com/s/bfe08lgq2sn7ed9/character_template.zip?dl=1
    TILETOOLS GUIDE
    To use tiletools you must put it on the tile you want it to use
    Select it with the [ and ] keys in the options
    There are many functions for tiletools.
    Here is the full list
      remove
      break
      change to [tile id]
      hit
      bump
      hit sides
      hit left
      explode
      hit range [range]
      set gel [side(s)][id]
      collect sides
      block debris
      remove gel
      mod [x] [y] to [tile id]
    HOW TO MAKE ANIMATED TILES TUTORIAL
    Make a folder named animated in your mappack.
    Inside it put your animated tile image(s). The image(s) must be named with numbers (EX: Your first image must be named 1, the next image must be named 2, and so on).
    Now, put a .txt file. Again, the .txts must be named with numbers (EX: Your first a.txt must be named 1, the next .txt must be named 2, and so on).
    Inside it type the tile properties and delay(s).
    EX: if you want it to be collidable then put

    Code: Select all

    collision=true

    if you want a delay of 100 then put

    Code: Select all

    delay=100

    if you want a delay of 800 for the first frame and a delay of 100 for the second then put

    Code: Select all

    delay=800,100

    Your folder should look something like this:
    Image
    Now you can use your animated tiles! While you're in the editor click the "animated" tab to use your tiles.

    Here are some animated tiles I made: https://www.dropbox.com/s/vatiq991amw9tkh/animated.zip

    I'm horrible at explaining things so if you can make a better tutorial then post it.




    Credits
      ME
      Maurice and Fakeuser for regular turrets
      Hans1998 for the banzai bill sprite
      Automatik for helping me with the poison mushroom
      Superjustinbros for suggesting SMBS enemies (more to come) and some sprites
      Qcode for some code
      Trosh for Raccoon Sprites (They're in SE)
      Galas for power up sprites
      Livestream thing found by turretbot and was here
      All you guys for reporting bugs and suggesting entities
    Last edited by alesan99 on 18 Jun 2017, 00:50, edited 183 times in total.

    Mari0Maker
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    Post » 08 Sep 2013, 20:50

    Nice job!

    I would just make the paragoomba's move a bit slower, and I saw a bug with the banzai bill that made the bottom right render late.
    Otherwise, nice mod! :)

    alesan99
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    Post » 08 Sep 2013, 20:55

    Mari0Maker wrote:I would just make the paragoomba's move a bit slower, and I saw a bug with the banzai bill that made the bottom right render late.

    Paragoomba's speed is a easy fix but I'm not sure about the banzai bill.

    TripleXero
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    Post » 08 Sep 2013, 21:26

    I really like the upside down plant, but one thing, standing under it or by it, he never goes back up. Probably left over from the original

    alesan99
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    Post » 08 Sep 2013, 21:37

    TripleXero wrote:I really like the upside down plant, but one thing, standing under it or by it, he never goes back up. Probably left over from the original

    Yup. That not going to be too hard to fix.
    EDIT: fixed

    Superjustinbros
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    Post » 09 Sep 2013, 13:43

    Super Mario Bros. Special enemies?
    …And I got some others you could try making.

    P.S. not saying this has to be followed, but your Poison Mushroom doesn't follow it's original palette from SMB2J

    Also, that surprise enemy I'm guessing is a  King Bill .

    alesan99
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    Post » 09 Sep 2013, 22:39

    Superjustinbros wrote:Super Mario Bros. Special enemies?
    …And I got some others you could try making.

    P.S. not saying this has to be followed, but your Poison Mushroom doesn't follow it's original palette from SMB2J

    Also, that surprise enemy I'm guessing is a  King Bill .

    1. There was Super Mario Bros. Special exclusive enemies? I guess i don't know much about SMBS in the first place.

    2. Already fixed for the next version.

    3.Yes

    alesan99
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    Post » 10 Sep 2013, 04:07

    Image
    Progress Update!
    Barrels and Sidesteppers from Super Mario Bros. Special.
    Sidesteppers are like spikeys.
    Barrels roll fast and kill enemies.
    These will be available in the next version.

    Jackostar10000
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    Post » 12 Sep 2013, 15:08

    Waddlelings from NSMBU
    Pissed off sun from mario 3
    Twimps? i think they're called. from mario world and mario u

    alesan99
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    Post » 12 Sep 2013, 19:53

    Jackostar10000 wrote:Pissed off sun from mario 3

    Image
    Heh Heh Heh...
    EDIT:Progress Update!
    That's Right! An Angry Sun!
    I had no idea how easy it was to make (I copied lakito's code but keep it a secret).
      Throws fireballls
      spawns Podoboos
      Ima add more stuff like a entity that makes it stop and a big fire ball

    Superjustinbros
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    Post » 12 Sep 2013, 21:36

    The graphics for the SMBS enemies look a bit sloppy... Let me fix that for you:
    Image

    Also, Paragoomba sprites I got directly from Transformers Mario:
    Image

    alesan99
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    Post » 12 Sep 2013, 22:29

    Superjustinbros wrote:The graphics for the SMBS enemies look a bit sloppy...

    Sloppy? You mean the colors? I ripped the sprites from SMBS then recolored them with the nes palette.

    Mari0Maker
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    Post » 13 Sep 2013, 00:27

    [SURPRISE] should  break brick blocks.
    And if you can, fix it's hitbox, so that way you can jump in some of the transparent areas instead of the whole 200x200 area. 
    Last edited by Mari0Maker on 28 Sep 2013, 04:38, edited 2 times in total.

    alesan99
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    Post » 13 Sep 2013, 00:34

    Mari0Maker wrote:[SURPRISE] should  break brick blocks. 
     And if you can, fix it's hitbox, [sp]so that way you can jump in some of the transparent areas instead of the whole 200x200 area. 

    1. hmm that's an interesting challenge. 
    2.Too hard.

    Qcode
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    Post » 13 Sep 2013, 01:05

    Answer to problem 1,

    Code: Select all

    for x = math.floor(self.x), math.floor(self.x+self.width) do
       for y = math.floor(self.y), math.floor(self.y+self.height) do
          local r = map[x][y]
          if r then
             if tilequads[r[1]].breakable then
                destroyblock(x, y)
             end
          end
       end
    end

    Superjustinbros
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    Post » 13 Sep 2013, 05:41

    alesan99 wrote:
    Superjustinbros wrote:The graphics for the SMBS enemies look a bit sloppy...

    Sloppy? You mean the colors? I ripped the sprites from SMBS then recolored them with the nes palette.

    My bad, I should've taken a look at the image files first. Keep in mind these are only recommendations and it's your choice if you decide to follow them.

    *Sidesteppers are drawn differently than in SMBS; their bodies are one pixel too wide (and if you're aiming for NES color accuracy, recolor the pupils in the eyes red and the nostrils orange)
    *In SMBS, Barrels have two frames of animation; here they only have one.
    *The NES is incapable of producing such an extreme Cyan for Icicles (unless you're running it under a certain emulator).

    Here you can find all the graphics for the SMBS stuff exactly as they appear in the Sharp X1 port. http://www.mfgg.net/?act=resdb&param=02&c=1&id=21885 Mine are just edits that adds an icicle forming animation and makes the colors of the items stick closer to those available in the original SMB1.

    Villager103
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    Post » 13 Sep 2013, 11:39

    Blue and Yellow Koopas from Super Mario World.

    Koopa shells that you can place in the world by themselves.

    Bob-Ombs.

    Lakitu/Lakito that you can choose what it drops.

    Wind Start And Wind End points.

    Sideways Piranha Plants.

    Venus Firetraps facing any direction.

    alesan99
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    Post » 13 Sep 2013, 14:56

    Villager103 wrote:Blue and Yellow Koopas from Super Mario World.

    Koopa shells that you can place in the world by themselves.

    Bob-Ombs.

    Lakitu/Lakito that you can choose what it drops.

    Wind Start And Wind End points.

    Sideways Piranha Plants.

    Venus Firetraps facing any direction.

    1.What's different about them?
    2.Possible
    3.Turtle already made them.
    4.Way harder then you think it is.
    5.I've been thinking about that, if I did add it it wouldn't be a entity, I would be a option like underwater.
    6.I don't recall that being in any game...
    7.I might.

    ChrisGin
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    Post » 13 Sep 2013, 15:38

    Just a note. For me the game stops when you fireball or even kill an upside down plant. May just be me. Idk.

    alesan99
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    Post » 13 Sep 2013, 15:38

    Superjustinbros wrote:*Sidesteppers are drawn differently than in SMBS; their bodies are one pixel too wide (and if you're aiming for NES color accuracy, recolor the pupils in the eyes red and the nostrils orange)
    *In SMBS, Barrels have two frames of animation; here they only have one.
    *The NES is incapable of producing such an extreme Cyan for Icicles (unless you're running it under a certain emulator).

    1.Ok. I made the sidestepper wider so it's 16x16
    2.Fixing right now.
    3.That was Mari0's Underground spritset cyan. Did the white make it seem way brighter than it is?

    alesan99
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    Post » 13 Sep 2013, 15:41

    ChrisGin wrote:Just a note. For me the game stops when you fireball or even kill an upside down plant. May just be me. Idk.

    Fixed for the next version.
    I forgot to add firepoints to the downplant.

    ChrisGin
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    Post » 13 Sep 2013, 15:54

    Kewl. And entity ideas:
    Blurps
    Boo
    Chain chomp
    Whomp
    Dry bones
    Fishin lakitu

    All sound hard...but just throwin out there!

    alesan99
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    Post » 14 Sep 2013, 04:18

    Quick Question: How do you make it so you can change an enemy's speed by right clicking in the editor. Like the way you can change a platform's width.

    alesan99
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    Post » 14 Sep 2013, 15:50

    NOW WITH 100% MORE ANGRY SUN!
    Image
    Also, can someone please answer the question in the post above.

    TheJonyMyster
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    Post » 14 Sep 2013, 15:57

    how about SMW moving platforms that can go a bunch of different ways and with the on off switches

    Qcode
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    Post » 14 Sep 2013, 16:00

    alesan99 wrote:Quick Question: How do you make it so you can change an enemy's speed by right clicking in the editor. Like the way you can change a platform's width.

    In entity.lua:

    Code: Select all

    rightclickvalues["entityname"] = {"width", 1, 2, 3, 4}


    In game.lua, where you make your object:

    Code: Select all

    elseif t == "entityname" then
       table.insert(objects["entityname"], spring:new(x, y, r[3]))

    The r[3] is the important part.
    Then in entityname.lua, where you have your entities functions:

    Code: Select all

    function entityname:init(x, y, width)
         self.width = width
    end

    alesan99
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    Post » 14 Sep 2013, 16:12

    Qcode wrote:In game.lua:

    Code: Select all

    elseif t == "entityname" then
       table.insert(objects["entityname"], spring:new(x, y, r[3]))


    Well I'm trying to make the bullet bill's speed changeable and bullet bill don't have that code they have

    Code: Select all

          elseif i == "bulletbill" then
             table.insert(rocketlaunchers, rocketlauncher:new(x, y))
    . Can you tell how to change the speed of a bullet bill because they spawn the launcher so I'd be changing the speed of the launcher.
    Last edited by alesan99 on 14 Sep 2013, 16:14, edited 1 time in total.

    Maurice
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    Post » 14 Sep 2013, 16:14

    You gotta add the r[3], it will then get the rightclick value as the third parameter for the constructor.

    alesan99
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    Post » 14 Sep 2013, 16:42

    Now whatever speed I choose it goes super slow.
    I put this in game.lua

    Code: Select all

       --BULLET BILL
       if not levelfinished and bulletbillstarted then
          bulletbilltimer = bulletbilltimer + dt
          while bulletbilltimer > bulletbilldelay do
             bulletbilltimer = bulletbilltimer - bulletbilldelay
             bulletbilldelay = math.random(5, 40)/10
             table.insert(objects["bulletbill"], bulletbill:new(splitxscroll[1]+width+2, math.random(4, 12), "left", r[3]))
          end
       end

    Yes, I did try r[4]
    in bulletbill.lua I put

    Code: Select all

    bulletbill = class:new()
    function bulletbill:init(x, y, dir, speed)
       self.startx = x-200/16
       --PHYSICS STUFF
       self.x = self.startx
       self.y = y-200/16
       self.speedy = 0
       if dir == "left" then
          self.speedx = -speed
          self.customscissor = {self.x-200/16, self.y-2/16, 1, 1}
       else
          self.speedx = speed
          self.customscissor = {self.x+200/16, self.y-2/16, 1, 1}
       end

    in entity.lua i put

    Code: Select all

    rightclickvalues["bulletbill"] = {"speed", 5, 6, 7, 8}

    Maurice
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    Post » 14 Sep 2013, 16:47

    That game.lua code spawns the bulletbills coming from the right edge of the screen in levels that do this.
    You gotta give r[3] to rocketlauncher when it is being created, save that speed in rocketlauncher and pass it to the bulletbill when rocketlauncher creates it.

    Qcode
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    Post » 14 Sep 2013, 16:56

    Couldn't you also just pass map[self.x][self.y][3] as the speed argument rather than saving r[3] as a variable in the rocketlauncher?

    Maurice
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    Post » 14 Sep 2013, 17:02

    yes.

    alesan99
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    Post » 14 Sep 2013, 17:47

    Could someone just paste the code I need to change? If not then please tell me what to put in the WHAT DO I PUT HERE spots.
    In game.lua under --BULLET BILL

    Code: Select all

             table.insert(objects["bulletbill"], bulletbill:new(splitxscroll[1]+width+2, math.random(4, 12), "left", WHAT DO I PUT HERE))


    In game.lua where it draws entities.

    Code: Select all

          elseif i == "kingbill" then
             table.insert(rocketlaunchers, rocketlauncher:new(x, y, WHAT DO I PUT HERE))


    In bulletbill.lua

    Code: Select all

    function rocketlauncher:init(x, y, WHAT DO I PUT HERE)


    Code: Select all

          table.insert(objects["bulletbill"], bulletbill:new(self.x, self.y, "right", WHAT DO I PUT HERE))


    Code: Select all

    function kingbill:init(x, y, dir, WHAT DO I PUT HERE)


    Code: Select all

       if dir == "left" then
          self.speedx = -WHAT DO I PUT HERE

    And I think I got this one right

    Code: Select all

    rightclickvalues["bulletbill"] = {"speed", 5, 6, 7, 8}


    Sorry for all the trouble.

    Maurice
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    Post » 14 Sep 2013, 18:11

    http://guegan.de/stuff/mari0_1_6_bulletbillspeed.love

    Things I changed:

    game.lua:5758
    bulletbill.lua:3,6,37,40,52, 59, 62
    entity.lua:210

    alesan99
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    Post » 14 Sep 2013, 18:14

    Maurice wrote:game.lua:5758
    bulletbill.lua:3,6,37,40,52, 59, 62
    entity.lua:210

    Thank you so much Maurice.

    Mari0Maker
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    Post » 14 Sep 2013, 19:42

    alesan99 wrote:
    Villager103 wrote:Sideways Piranha Plants.

    6.I don't recall that being in any game...

    They were in SMB3. I believe in World 7.

    EDIT: I literally just booted up FCEUX with Game Genie just to show you. :P
    Image
    And I don't own Windows 7, it's just a theme.

    I also suggest you clean up the main post to look neater.
    And to add this mod to your signature.

    TheJonyMyster
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    Post » 14 Sep 2013, 20:21

    How about SMW moving platforms that can go a bunch of different ways and with the on off switches?

    alesan99
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    Post » 14 Sep 2013, 20:47

    TheJonyMyster wrote:How about SMW moving platforms that can go a bunch of different ways and with the on off switches?

    Later, I'm taking a break right now.

    Mari0Maker
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    Post » 14 Sep 2013, 20:54

    Another suggestion.
    A type of paragoomba that loses its wings when you stomp on it once, then dies on the second stomp.

    Also, icicle sound.

    alesan99
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    Post » 15 Sep 2013, 18:00

    Image
    NOW WITH SPLUNKINS
    What? What are they?
    Come on everybody knows them. well now that I think about it the only appeared in NSMB.
    More Info

    alesan99
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    Post » 21 Sep 2013, 16:24

    UPDATE
    An update!
    I know it's been a while but here it is!
    With Giant goombas, 3-up moons, fire bros, and alot more!
    Image

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    Post » 21 Sep 2013, 16:29

    Do you make those giant sprites yourself?
    And this update looks awesome! Keep up the good work!

    alesan99
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    Post » 21 Sep 2013, 16:56

    Mari0Maker wrote:Do you make those giant sprites yourself?
    And this update looks awesome! Keep up the good work!

    Yes and thanks.
    P.S. if you are wondering how are goombrats are different from goombas, they're different only because they don't fall off edges.

    HansAgain
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    Post » 21 Sep 2013, 17:26

    I did some big koopa sprites a while ago:
    Image
    I did these with SMB3 sprites as base.

    BobTheLawyer
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    Post » 21 Sep 2013, 22:10

    Image

    alesan99
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    Post » 21 Sep 2013, 22:16

    BobTheLawyer wrote:
    Image

    I've noticed that but I didn't know it disappeared... It'll be hard to fix since all enemies are supposed to be portable.
    NEVERMIND I just had to remove the portaled function....still fixing :/

    BobTheLawyer
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    Post » 21 Sep 2013, 22:41

    It's a real easy fix.
    Add:
    self.portalable = false
    in function kingbill:init()


    Also, the portable part of your entities is the top, so if the top of a big bullet bill goes in, and not the bottom, it still goes through the portal.

    alesan99
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    Post » 21 Sep 2013, 23:07

    It'll be semi-fixed in the next update.
    I said semi because It doesn't disappear with what you did (It teleports) buut when the second portal faces up or down it does disappear.

    BobTheLawyer
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    Post » 22 Sep 2013, 00:39

    Why would you make something that big portable?
    Just use the code I gave you.

    alesan99
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    Post » 22 Sep 2013, 00:48

    BobTheLawyer wrote:Why would you make something that big portable?

    Well It didn't give me the choice.


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