(Version 3) Kirby Custom Character

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WilliamFrog
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Joined: 21 Jul 2020, 20:10
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Post » 17 Dec 2022, 01:01

With all the bells and whistles...
Kirby Custom Character V3

(The video seems to be erroring, sorry if you can't see it. It was pretty outdated anyway)

Version 3 of the Kirby character is released. This update focuses primarily on adding new copy abilities to the character (and enemies to provide them), but as always comes with some internal improvements you won't notice, and balance fixes you will. No new campaign content has been added to the mappack this time around. Details on the new features and changes can be found in the relevant tabs below.

Anyway, this character aims to replicate Kirby gameplay in Mari0. It's not accurate to any game in particular, it's just meant to be kinda like the series as a whole. It features Kirby's usual moveset of inhaling, spitting, flying, sliding, etc. You can also gain any of twenty six copy abilities. It uses fancy technology to have a more advanced combat system, approximate to modern Kirby games. All of the char's features work with all existing objects, and have full support for making compatible custom enemies. The char also works in 2 player, provided player 1 is Kirby, and you can enable pvp from a config option. It does not support more players than 2, and it also does not work in online because online sucks. I don't know if it works on mobile, but if it does it does. This is easily my favorite thing I've made in Mari0, it's an incredible technical showcase as well as being a fresh way to experience the game.

Although it looks decently normal, this character is very very different from existing custom characters. I don't think you can fully appreciate how it works unless you have a lot of experience making enemies, just know that it's WAY more complex than it looks on the surface. Basically I made a new system of custom characters, entirely from scratch out of custom enemies. If you're unfamiliar, this is not coding; there is not a single line of code in any of this. All of the things it does work through complex exploits of Mari0's poor assemblage. It doesn't use fireenemy, or enemy riding, or even normal movement or graphics. You can think of it kinda like a cyborg, but the "human part" only exists because it has to, the robot parts do all the work. Why'd I do that? The new system is much more flexible. It allows for all sorts of things that would be difficult or impossible in a normal character, like a real state system not bound by riding, flexibility of animation, and easy contextualization of actions and moves.

In addition, this character also features another new custom enemy creation I've made, called the WCD system (WilliamFrog's Custom Damage). Like the char as a whole, you probably can't fully appreciate how it works, the game was not made for this at all. While it's included in the Kirby char, it's actually a standalone system, and I plan to use it in future projects as well. Methods of dealing damage to enemies in Mari0 are extremely limited. The WCD system uses cutting edge technology to expand how this can work. Moves and objects can spawn and utilize hitboxes, which are able to deal damage to enemies. It comes complete with knockback, damage types and resistances, complex death behaviors, healthbars, and more. It works with all built in enemies, but also has full support for making custom enemies compatible with it, and good automatic detection of how preexisting enemies should work. This version is specialized for Kirby, but is robust and can handle a wide variety of scenarios where normal hp doesn't cut it. I don't plan to make a "retail version" though, as I don't think many people will be able/willing to use it effectively.
Also included in the file is a mappack for the char. It must be placed in your mappacks folder to be used. The char uses complex exploits to work, and as a result, you must start the mappack with the char before the char becomes usable. This only needs to be done once per game session, and once you do it, you can use the character in any other mappack. It's inconvenient, but this is the price of greatness. You may want to rename the Kirby map to move it to the top of the mappack list for easy access. If you're feeling a pinch savvy, you can copy the "data changer" enemy to another mappack, and put it on a track there. That will allow you to prime the character there too, for your convenience.

The mappack also includes an ability room, a few arenas for use with pvp, and a 24 rooms-style campaign showcasing all the abilities (in version 1), complete with Kirby themed enemies, graphics, and an original boss battle. (You can use the Kirby enemies if you want, just be sure to credit me)

As of version 2, a second campaign has been added: the timer challenge. In it, you race the clock through a set of new levels, complete with new enemies, mechanics, and remade bosses from the Kirby series. At the end, you get a score and rank based on your performance. It's unlocked after beating 24 Rooms, so if you already did that, you'll have to do it again.

Version 3 added new enemies to correspond to the new abilities added, tuned some things, and replaced a pvp arena.
Copy abilities can be obtained through the typical methods of swallowing enemies with similar powers, and by mixing by inhaling multiple enemies of different abilities. Abilities carry between levels, and even different mappacks and daily challenges. You drop them when you take damage, and they can be retrieved from the dropped star as normal. Many maps don't have much variety, so you can also mix by swallowing enough neutral enemies in a row, indicated by the "mix meter" on the HUD. Note that abilities are not powerups. Though some abilities can be obtained from inhaling powerups, touching them will only heal you and will not provide the ability. Getting abilities will not affect your health, or size, or anything else typical of powerups.

List of abilities:
  • Fire - Breath a stream of fire, or become a ball of flames to blast through foes. Disproportionately common, it comes from Fire Flowers, Lava Bubbles, Fire Bros, and Fire Piranha Plants.
  • Needle - Become spiky and hurt anything that touches you, as a potent defense. Mostly obtained from Spinies but it also comes from Spike Tops, Dry Beetles, Spikeballs, and Pokies.
  • Hammer - Use an unwieldy but extremely powerful hammer to pulverize tough opponents. Obtainable from Hammer Bros, but also the DK Hammer and Hammer Suit.
  • Ice - Use cold-themed attacks to freeze enemies solid, and kick them at other foes. Obtainable from Ice Flowers, Ice Bros, Snow Pokies, and Snowballs.
  • Stone - Become an invincible stone to slide down hills, crush enemies, and block attacks. Obtainable from Thwomps, Thwimps, Meteors, and Tanooki Suits.
  • Sleep - Fall asleep on the spot, just be sure not to do it anywhere dangerous. Obtainable from and only from Rip Van Fish.
  • Spark - Shamelessly violate the first law of thermodynamics to attack your enemies with electricity. Obtainable from Amps, Turrets, and Energy Pellets.
  • Cutter - Throw sharp edged boomerangs to hit foes in front of you, and even farther behind you. Obtainable from Boomerang Flowers and Boomerang Bros.
  • Bomb - Throw ballistic bombs with careful aim, with the power to take out groups of enemies. Obtainable exclusively from Bob-Ombs.
  • Magnet - Climb on anything and throw enemies with the power of electromagnetism. Not obtainable from any built in objects.
  • Wheel - Rev your nonexistent engine, and sacrifice utility to drive through levels at unrivaled speeds. Obtainable exclusively from Barrels.
Version 2:
  • Ball - Embrace chaos, and become an erratic bouncy ball to eviscerate foes, or be eviscerated yourself if you aren't careful. Obtainable from Superball Flowers, or the balls Lemmy shoots.
  • Impact - Launch baddies into next week, or whatever is unfortunate enough to be behind them. Obtainable from Sledge Bros.
  • Spear - Use everyone's favorite polearm to stab enemies from a distance, or illogically become a helicopter. Not obtainable from built in objects.
  • Tank - Charge powerful attacks and recover damage unfazed, at the cost of a little mobility. Not obtainable from built in objects.
  • Sword - Master the sword to slice your enemies with speed, agility, dexterity, and twice the average number of moves. Not obtainable from built in objects.
Version 3:
  • Wing - Fly gracefully through the air (flight limit permitting), and preform agile maneuvers to get where you need to be. Obtainable from flying parakoopas, swim wings, cape feathers, and carrots, honorable member of the "most common abilities" crew.
  • Light - Charge up bursts of light to illuminate dark spaces and somehow kill enemies. Not to be mistaken for the official Light ability, it is completely different. Not obtainable from built in objects.
  • Shadow - Fade into the shadows, duck and dodge to evade attacks and leave a trail of deadly shadow in your wake. Not obtainable from built in objects.
  • Mirror - Reflect projectiles and project mirror images of yourself to multitask or dodge blows. Not obtainable from built in objects.
  • Shield - Guard yourself from enemy attacks, then retaliate with a throw. Obtainable from blue shells, it doesn't really make sense but all these things being unobtainable makes me sad.
  • Paper - Use folded creations as weapons and hurl paper everywhere, rocks beware. Not obtainable from built in objects.
  • Crash - Self destruct in a spectacular explosion that kills (or at least severely injures) every enemy on screen. Obtainable from lucky stars and pow blocks.
  • Combo - Dash, jump, and spin between enemies to kill them all in one epic combo. Not obtainable from built in objects.
  • Cosmos - Manifest bite-sized space phenomena to send enemies out of this world. Not obtainable from built in objects.
  • Beam - Wield an electric laser whip thing with sweeping range. Not obtainable from built in objects.
A is the button assigned to jump
B is the button assigned to run, you do not run using this button
x2 means press, release, then hold. If you were already holding it, you can just release then hold.
Controls file also available in the download (though the paper plane control is wrong oops)

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Move Name		Control					Notes
=====================================================================================
--Universal--
Slide			Down + A
Float			A in midair
Poof			B while floating
Water Gun		B underwater				4 directional
Run			Forward x2
Drop Ability		Reload (not during actions)

--Normal--
Inhale			Hold B
Star Spit		B after inhaling			star size varies by items eaten
Swallow			Down after inhaling			get abilities from some things

--Fire--
Fire Breath		Hold B
Fireball Spin		Down + B in midair
Fireball Roll		Hold B during Fireball Spin		climbs walls
Fireball		B while running

--Needle--
Needle Attack		Hold B on ground
Midair Needle		Hold B in midair			sticks to things
Mega Needle		Up + B
Rolling Needle		B while running on ground

--Hammer--
Hammer Swing		B on ground
Hammer Spin		B in midair, B underwater
Hammer Flip		Up + B on ground

--Ice--
Ice Breath		Hold B on ground
Ice Sprinkle		Hold B in midair
Ice Storm		Hold B while running on ground, B x2

--Stone--
Stone			Hold B
Rolling Stone		Hold B while running on ground
Thwomp Stone		Up + Hold B in midair			Down to fall, release Up

--Sleep--
Fall Asleep		Automatic

--Spark--
Spark Attack		Hold B					can walk while using
Chain Spark		Up + B					hits multiple enemies close together
Spark Drop		Down + B

--Cutter--
Cutter Throw		B					Up/Down to steer cutters
Cutter Wave		B then catch cutter
Cutter Drop		Down + B in midair
Cutter Dash		B while running on ground

--Bomb--
Bomb Throw		B					Hold B + Up/Down to aim
Bomb Drop		Down + B
Bomb Suplex		Up + B in midair

--Magnet--
Magnet Throw		B + Up/Down/Left/Right			sticks to things, jump off with Up/Down/Left/Right/A
Magnet Attract		Hold B on ground			Up to aim up
Magnet Hover		B x2					hold Up to fling at peak

--Wheel--
Drive			Hold B					invincible, can still jump
Turn			Backwards while driving			not invincible
Downshift		Down while driving in midair		invincible
Rocket Start		Hold Down while driving on ground	more speed by charging longer, not invincible

--Ball--
Ball			Hold B					Hold A to bounce, Left/Right to spin

--Impact--
Impact Punch		B					Up/Down to aim
Impact Shock		Down + B
Impact Kick		Down + Left/Right + B while running

--Spear--
Spear Thrust		B
Spear Throw		B while running
Spear Copter		Hold B					move with Up/Down/Left/Right

--Tank--
Quick Shot		B
Bounce Shot		Hold B briefly
Explosion Shot		Hold B longer
Mine Lay		Down + A
Autoheal		Take Damage				takes 18 seconds

--Sword--
Sword Slash		B
Sword Beam		Sword Slash with full hp
Chop and Thrust		B in midair
Spin Slash		B while running in midair
Rising Slash		Up + B
Sword Dive		Hold Down during Rising Slash

--Wing--
Wing Flap		A in midair
Condor Head		B, B running in midair
Dive Bomb		B in midair, Down + B during Condor Head
Condor Dive		Down + B running in midair, B during Condor Head

--Light--
Flashbang		Hold B
Arc Flash		Up while fully charging Flashbang	Left/Right to steer
Laser			Left/Right + Hold B			bounces off slopes
Sunray			Down + Hold B in midair

--Shadow--
Shadow Trail		Hold B
Shadow Duck		Down + B, Down during other moves	Left/Right/A to move
Shadow Splash		Down + B running in midair, Hold Down + B during Darkness Dodge
Darkness Dodge		B while running

--Mirror--
Reflect Force		Hold B					reflects projectiles
Mirror Body		B while running				tangent to your velocity
Mirror Image		Down + B running on ground

--Shield--
Shield Guard		Hold B
Shield Surf		Run + Hold B				can control slightly, hit enemies by jumping
Shield Throw		Up/Down + B				B to resummon

--Paper--
Fan Wave		B
Paper Plane		B while running
Paper Crane		Up + B					hold to delay throw
Paper Toss		Down + B

--Crash--
Crash			B

--Combo--
Combo Tackle		B, B running in midair			Up/Down/Left/Right to angle
Enemy Jump		Hit enemy during Combo Tackle		Up/Down/Left/Right to angle
Radius Spin		B in midair, Hold B during Enemy Jump
			Collide during diagonal Combo Tackle	can cancel after hitting enemy

--Cosmos--
Gravity Shift		A
Ring Spin		B
Shooting Star		Down + B
Black Hole		Up + B					Left/Right to aim

--Beam--
Beam Whip		B
Cycle Beam		B while running
Beam Blast		B running in midair
The config.json file has several options available to modify the Kirby experience. They are split into 4 categories. Details on their functions are below:

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Name			Default		Description
=================================================================================
--Basic--
- "ability"		"normal"	The starting ability when you prime the char, "ability2" also exists for p2
- "flightlimit"		3		How long you can fly
- "movesunderwater"	true		Makes most abilities (and inhaling) usable underwater
- "mixmeter"		true		If the mix meter should be usable
- "pvp"			false		Enables pvp in multiplayer, along with related balance adjustments

--Adjustments--
- "noflyingfish"	true		Prevents flying fish from appearing
- "nogroundshock"	true		Prevents stun from stompy enemies
- "laserimmunity"	false		Become immune to lasers if you hate them like I do
- "fireflowermix"	false		Get mixes from fire flowers, to reduce Fire's chokehold on some mappacks
- "normalballcontrols"	false		Changes Ball's spin controls to plain air steering
- "healfromsleep"	false		Using the Sleep ability heals you

--Handicaps--
- "halfdamage"		false		Multiplies all damage by 0.5
- "quarterdamage"	false		Multiplies all damage by 0.25
- "noairsteering"	false		Disables air steering and also the aerial speed cap
- "falldamage"		false		Take damage from landing too hard
- "invisible"		false		Become invisible

--Novelty--
- "wideglitch"		false		Enable a funny glitch (now feature) that makes you wide and makes some moves fast
- "fancyinhale"		false		Use an alternate inhale animation
- "chaosmode"		false		Every move you do is randomized from every move in the char
- "momentuminhale"	false		Objects carry speed into the inhale animation
- "chainice"		false		Iceblocks deal ice damage and freeze things
- "oldmode"		false		Makes the char play like Kirby's Dream Land (fly by holding Up)
Config edits take effect after restarting the game. Note that enabling pvp makes a few balance adjustments to specific moves (for example, Stone and Spark have time limits), and is not recommended for singleplayer. You can enable the portal gun from the regular "noportalgun" property if you'd like, though I do not take responsibility for things that don't work.
The char is built to be compatible with all manner of external creations. In order to create functionality related to the char, I've created basically custom properties, that can be assigned to enemies to modify how they interact.
All properties are case insensitive and are ideally lowercase, though they may be cased here for readability
Properties marked as Boolean+ can be set to either a boolean, or "default" for the standard autodetection behavior.

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--Kirby Properties--
- "copyAbility": String		Name of the ability to grant when swallowed, or "mix" for a mix
- "inedible": Boolean		Makes the enemy unable to be eaten
- "edible": Boolean		Makes the enemy able to be eaten, if it couldn't be otherwise
- "foodValue": Number		Overrides the calculated mass of the enemy when eaten
- "doesntCount": Boolean	Makes the enemy unable to be held in Kirby's mouth when eaten, like keys
- "poison": Boolean		Makes the enemy damage Kirby when swallowed, like a poison mushroom
- "inhaleProperties": Object	[ADVANCED] Properties to write to the enemy instead of inhaling them
- "inhaleEffect": String	Name of an enemy to spawn when inhaled
- "inhaleEffectOffsetY": Number	Y offset of the inhaleffect
- "inhaleFrame": Number		Frame to display while being inhaled
- "ungrabbable": Boolean	Makes the enemy unable to be grabbed
- "grabbable": Boolean		Makes the enemy able to be grabbed, if it couldn't be otherwise
- "grabFrame": Number		Frame to display while being grabbed
- "nonStick": Boolean		Makes Magnet and Needle unable to stick to the enemy, if they could otherwise
- "noChainSpark": Boolean	Chain Spark will not target the enemy
- "impactBounce": Boolean+	If you should or should not bounce off the enemy using Impact Punch
- "mirrorprojectile": Boolean+	If the enemy should be reflected by Reflect Force
- "mirrordamage": Number	Damage once reflected
- "mirrordamagetype": String	Damage type once reflected
- "combojump": String		Restrictions on Combo Tackle jump (for bosses); set to "away" or "notup"

--WCD Properties--
- "tracked": Boolean		Not a WCD property, but setting it makes damage carry over after transforming
- "noWCDdamage": Boolean	Makes the enemy immune to WCD system damage
- "WCDvulnerable": Boolean	Makes the enemy able to take WCD damage, if it couldn't otherwise
- "WCDhealth": Number		The hp of the enemy used by the WCD system
- "noWCDknockback": Boolean	The enemy will not take knockback from hits
- "noWCDknockX": Boolean	The enemy will not take horizontal knockback
- "noWCDknockY": Boolean	The enemy will not take vertical knockback
- "WCDknockXmult": Number 	Multiplier for horizontal knockback taken
- "WCDknockYmult": Number 	Multiplier for vertical knockback taken
- "deathFrame": Number		Frame to display while dying (I forgot to put WCD in the property name)
- "WCDhealthbar": String	Type of healthbar to use: "small", "big", an enemy name for a custom bar, or false to disable
- "WCDknockreturn": Boolean+	Resume trajectory after taking knockback
- "WCDdamageproperties": Object	Properties to apply to enemies when hurt, use with caution
- "WCDdeathProperties": Object	Properties to apply to the enemy when killed by WCD damage, see below for detail
- "WCDdamageResistances": Object	Resistance to damage types, see below for detail
This property is a list of damage type strings, assigned to numbers for damage multipliers.
Set "default" to apply to all unlisted damage types.
Untyped attacks do "physical" damage
Damage types used by Kirby are: "physical", "pvpenemy", "fire", "ice", "electric", "sharp", "heavy", "mirror", and "impact"
Damage types set to 0 will prevent attacks of that type from landing entirely, unless "solidresist" is true (also within the property)
This property contains values to assign to the enemy when killed by the WCD system, for complex behaviors. It works similar to supersizeproperties, but also has special values to be used inside. These MUST BE LOWERCASE, they are only cased here for readability.

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- "dontFreeze": Boolean		Will make the enemy unable to be frozen by Ice
- "dontImpact": Boolean		If the enemy can't be shot using Impact (defaults to the value of dontFreeze)
- "noDeathThrow": Boolean	The enemy will not experience the knockback animation on death
- "deathEffect": Boolean	Enemy to spawn on death, replacing the usual sparkle explosion
- "deathEffectOffsetY": Number	Offset for the deatheffect
Notes (not bugs)
  • Since he uses small form, hitting item blocks with your head will always produce mushrooms. If you want a good item, you need to attack them, usually with a star if you don't have an ability.
  • Many attacks do not break bricks, this is intentional
  • Ice skating does not protect you from hazardous surfaces
  • Ball works on slopes, you should try it (it was so much work)
  • For maximum enjoyment, I recommend you edit a mappack's custom enemies to provide appropriate copy abilities, be properly treated as bosses if applicable, and track damage across transforms before playing it (see Creation Compatibility). The SMM2 enemy pack along with a few enemies I've made are preprogrammed to grant abilities.
Unfixable Stuff
  • He has no interaction with some gels, or helmets, or shoes
  • The camera is a little stubborn on the Y axis if you're on the ground, usually irrelevant
  • You can't move in the editor
  • He appears invisible on the title screen and menus
  • Animation or enemy instakill deaths do not trigger death behaviors such as losing your ability
  • Some things, in particular risingwater, show over the custom hud
Stuff I Won't Fix Even If It's Possible Because I Don't Care
  • There is no particular death animation; it may often show the hurt frame, but it could be anything, and in multiplayer it's usually the jump animation. It's purely cosmetic anyway.
  • Speed is capped, so maps that use faithplates or other mechanics to launch you may have issues. I hate faithplates and excessive speeds anyway, and you should too. If necessary you can change the flight limit.
  • Koopalings teleport to a fixed coordinate position when you kill them, and the wand will always drop there. This would be a massive pain to fix.
  • Long sound effects sometimes have cutting issues in multiplayer.
Issues with Mari0
  • Things generally work better on higher fps, including WCD damage being processed faster. If you slide into something and take damage, or have a piercing attack stop on something, blame the fps
  • Bobombs have weird collision so movementy attacks will run into them
  • If you die to spikes in the editor you can get stuck getting hit repeatedly. I don't take responsibility for this, because being able to get hurt in the editor is dumb.
  • Physics is bad, and that may cause certain entities to "run into" hitboxes. This is greatly improved from V13e though, and is much less prevalent.
Potentially Fixable Bugs
  • Hit enemy recovery times are very short if hit left (I made a typo). If you'd like to fix this yourself, you can do it by swapping lines 720 and 719 in "k enemy register.json". I won't make an update just to fix it though.
PLEASE READ
I know the post is big, but the information here is important. At the very least, read the Mappack tab, but I would also appreciate if you read the Background Info tab for a better understanding of what makes this character special. If you have any questions or trouble using the char, check this post before contacting me, that's why it's here. If you contact me and the answer is in the post, I will refer you back here.

Made for AE V13.1. This is a character (and mappack) not a mod, and must be placed in your characters folder to work. As usual, please report any NOT KNOWN bugs or mess-ups you encounter. Credits are in credits.txt
kirby v3.zip
(4.01 MiB) Downloaded 1424 times
For use with AE V13.1 (latest version as of writing)
kirby v2.zip
(3.88 MiB) Downloaded 1590 times

For use with AE V13e (viewtopic.php?p=138725#p138725)
kirby v1.zip
(3.64 MiB) Downloaded 1678 times
Last edited by WilliamFrog on 21 Apr 2024, 01:10, edited 25 times in total.

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It'sUrBoy!
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Post » 17 Dec 2022, 01:07

Really Creative!

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SankeySMM2
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Post » 17 Dec 2022, 04:53

So cool! You're changing to legendary!

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GameMasterPDX
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Post » 17 Dec 2022, 17:12

the man, the myth, the pink ball, kirby is epic

Theopold1
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Post » 17 Dec 2022, 20:45

I think there should be a Config option to get mix from EVERY item, not just the fire one

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CatLuigiGamer
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Post » 18 Dec 2022, 02:06

This mod is awesome, but why is Kirby so slow...? And the sound is kinda like: 1 1 1 1 1 1. But otherwise, keep up the good work.

Theopold1
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Post » 18 Dec 2022, 03:36

hnnngng I understand why Kirby can't duck but it's still very unsatisfying

WilliamFrog
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Post » 18 Dec 2022, 20:42

CatLuigiGamer wrote:
18 Dec 2022, 02:06
This mod is awesome, but why is Kirby so slow...? And the sound is kinda like: 1 1 1 1 1 1. But otherwise, keep up the good work.
It sounds like you're getting poor fps. Also make sure to run by double tapping forward (like it says in the post)

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CatLuigiGamer
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Post » 18 Dec 2022, 21:26

WilliamFrog wrote:
18 Dec 2022, 20:42
CatLuigiGamer wrote:
18 Dec 2022, 02:06
This mod is awesome, but why is Kirby so slow...? And the sound is kinda like: 1 1 1 1 1 1. But otherwise, keep up the good work.
It sounds like you're getting poor fps. Also make sure to run by double tapping forward (like it says in the post)
Thanks.

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MayomeSanz
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Post » 18 Dec 2022, 23:52

WilliamFrog is the best

WilliamFrog
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Post » 01 Jan 2023, 11:36

It seems like I didn't make it clear because some people are confused; you CAN use Kirby in other mappacks. You just need to start the Kirby Mappack first, then exit, then start any other maps. There are also instructions to be able to use other maps to prime them in the Mappack section of the main post.

MeleeGamer
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Joined: 27 Sep 2022, 22:35

Post » 23 Feb 2023, 18:55

Flying doesn't work...

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MayomeSanz
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Post » 23 Feb 2023, 23:36

MeleeGamer wrote:
23 Feb 2023, 18:55
Flying doesn't work...
The v13.1 update broke it, if you still have v13 downloaded then use that, otherwise wait until William releases the next update

WilliamFrog
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Post » 23 Feb 2023, 23:40

There's a link to v13e on the post now. I also edited it to add back the 13e bugs and add emphasis to the version specifics, because people can't be trusted to read unless things are big and underlined

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BlooKidandPoppy
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Post » 03 Mar 2023, 22:19

I’ve downloaded v13e and tried to play as Kirby but when I started the map to load the Kirby char, the game crashes.

WilliamFrog
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Post » 07 Mar 2023, 02:12

Can you post a screenshot of the crash screen?

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BlooKidandPoppy
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Post » 07 Mar 2023, 02:50

WilliamFrog wrote:
07 Mar 2023, 02:12
Can you post a screenshot of the crash screen?
Oh nevermind, it didn't crash. When I tried playing the Kirby character on v13e, the flying mechanic still wouldn't work as it did in v13.1. The character works after all, I just needed to redownload it and also install v13e.

muniryka
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Post » 15 Mar 2023, 18:03

Hey Williamfrog, i'm really fascinated by this mod that you made, it literally feels like an actual Kirby game with the engine and physics feeling absolutely faithful and exact to how Kirby actually moves in the official games.
Also, as a very BIG Kirby fan myself, i really appreciate the intricate details of this mod, the fact that the fire midair spin can climb walls, the fact that Needle Kirby can cling to walls, the very crazy Suplex Bomb attack that never existed in any Kirby game but is brutally satisfying 😂, the addition of certain wheel moves from triple deluxe, the inclusion of movesets for each ability, the crazy new coding system that u made just for this game and the hidden Easter egg of being able to move while using the spark move. There's too much to appreciate here.
The fact that you made a WHOLE new ability that boosts the momentum and fun of Kirby. It's just so good to see and it's too good to be true.
And let's not talk about the damage counter system that u built from scratch. It's just too insanely good to witness. You're not the usual Kirby fan, you probably played a lot of the games and loved them to heart!!
I'd love to learn exactly how did you make this character? It feels very exact and intricate and I'd love to learn how to in order to make my own characters (I especially loved the idea that it uses zero code)
Also, I have some suggestions to add to this game if you ever wanted to :
Poison Kirby ability from Robobot (it should be acquired by inhaling a Poison Mushroom so it's very rare)
Wing ability that should be gotten from any enemy that has wings, like the paratroopas and winged Goombas, this one might be too OP so it has only 3 fast wing flaps and a limited dash attack.
Missile ability from Amazing Mirror that can be acquired by inhaling a Bullet Bill
Cloud ability that's obtained from inhaling Lakitu and it would allow Kirby to temporarily summon a cloud and ride it below him, it would function like Tornado ability except it isn't a fast blazing tornado but just a peaceful cloud that flies for a bit i guess.
Also i feel like Kirby should be able to inhale Bricks maybe? Idk 😭
other than that i really enjoyed your game ALOT and would love if you could include Beam ability somehow! Thanks for making this crazy mod.

WilliamFrog
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Post » 16 Mar 2023, 01:15

Version 2 of the character is now out, go download it if you're interested (this post is to give people notifications)

WilliamFrog
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Post » 16 Mar 2023, 03:05

muniryka wrote:
15 Mar 2023, 18:03
Hey Williamfrog, i'm really fascinated by this mod that you made...
Thanks for the feedback, and thanks for taking the time to try it out. I'm glad you appreciate the little details, I honestly don't even think most people read the controls lol. I had actually only played one Kirby game at the time of starting this project (I played it a lot though), but I've played several more since then. Unfortunately I don't think I can concisely explain how the char works. There's too much background knowledge you need before you can get to the meat of the functionality. Your suggestions are pretty good, though coincidentally I've considered all of them already. I'm unlikely to have Missile, but the others could potentially be added in a later version. Being able to inhale bricks is a lot more technically complicated than it sounds, so it's unfortunately not feasible. If it was reasonable I probably would've done it though

muniryka
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Post » 16 Mar 2023, 18:27

WilliamFrog wrote:
16 Mar 2023, 03:05
muniryka wrote:
15 Mar 2023, 18:03
Hey Williamfrog, i'm really fascinated by this mod that you made...
Thanks for the feedback, and thanks for taking the time to try it out. I'm glad you appreciate the little details, I honestly don't even think most people read the controls lol. I had actually only played one Kirby game at the time of starting this project (I played it a lot though), but I've played several more since then. Unfortunately I don't think I can concisely explain how the char works. There's too much background knowledge you need before you can get to the meat of the functionality. Your suggestions are pretty good, though coincidentally I've considered all of them already. I'm unlikely to have Missile, but the others could potentially be added in a later version. Being able to inhale bricks is a lot more technically complicated than it sounds, so it's unfortunately not feasible. If it was reasonable I probably would've done it though
no problem also i'm sorry, i know that i wrote too much text and i bombarded you with ability suggestions, it's okay if u can't explain how the char works as it does seem to be crazy weird to achieve, i understand why u wouldn't add Missile since it's too OP and i also get how implementing the brick inhale thing sounds easy to me since i'm no developer, so excited for the time u add more abilities and other than that, thanks for the reply !

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BlooKidandPoppy
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Post » 16 Mar 2023, 19:01

My reaction to V2:
R.gif
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BlooKidandPoppy
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Post » 17 Mar 2023, 17:56

I've played the v2 update and want to say some good things and notes:



Impressive mod, impressive update, and impressive poggers! This mod + the update is amazing! I like most of the abilities and their movesets like how they were in the modern kirby games, including new and custom abilities like magnet, impact, and tank! I even played as Kirby on my mappack and found that it was a totally different gameplay (though my mappack is still a WIP so it'll be released soon). I've been thinking of some things for your next update and want to share those ideas with you so you can take note of what to make. Firstly, I had the idea of you making the beam ability from various kirby games, the recent game being Kirby's Return to Dreamland Deluxe. It is a pretty basic ability and could be a good idea, though I do not know what it can be obtained from. The second ability I plan for you is the cupid ability from Kirby and the Amazing Mirror. It's basically similar to the spear throw from v2 but gives you alternate flight and shoot arrows (shoots 3 arrows once the B button is held down). The ability can be obtained from Lakitus and ridable clouds (if they can be inhaled). A third ability I had in mind is the smash ability which is also from KATAM, giving you at least 5 (or 6) moves for this ability that are all generated from smash, mixing up the codes and abilities of sword, impact, stone, and hammer. This is a strong ability that can be used in the game though I do not know what it can be obtained from. Another ability for you can be laser, although Idk what it could be obtainable from yet (maybe from a rocket turret). It's yet another basic ability with just 2 moves or even three if you come up with some extra moves. A fifth and final ability for the next update would be would be the parasol ability, which can be obtained from cheep cheeps. Enemies will suffer from the parasol as it can protect the player from incoming meteors and other falling enemies. Those are all the ability suggestions for you. Though I've also recognized you were making a fifth world to the campaign and wish you good luck in completing it. I'd also like to help by either taking the sprites from the game or creating my own and possibly do some coding. After all, I wish to help support the mod. That's all I have today, again, these were several suggestions for you. Now, go out and do whatever from all of that coding!

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BlooKidandPoppy
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Post » 17 Mar 2023, 19:43

WilliamFrog wrote:
01 Jan 2023, 11:36
It seems like I didn't make it clear because some people are confused; you CAN use Kirby in other mappacks. You just need to start the Kirby Mappack first, then exit, then start any other maps. There are also instructions to be able to use other maps to prime them in the Mappack section of the main post.
Yes. I did this before you posted this reply.

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Samari0
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Post » 18 Mar 2023, 15:31

Theopold1 wrote:
18 Dec 2022, 03:36
hnnngng I understand why Kirby can't duck but it's still very unsatisfying
Why can't Kirby duck?

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Samari0
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Post » 18 Mar 2023, 15:52

And by the way, THIS IS THE BEST CUSTOM CHARACTER EVER!!!

WilliamFrog
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Post » 19 Mar 2023, 12:22

Samari0 wrote:
18 Mar 2023, 15:31
Why can't Kirby duck?
Because it wouldn't actually make you shorter, no need to be misleading

Also thanks :)

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Samari0
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Post » 19 Mar 2023, 12:59

And can you create a real Kirby's Dreamland, Kirby's Adventure, or any other Kirby-style mappack? PLS. It doesn't look like anyone has made a finished mappack of Kirby, and since you are the maker, of the Kirby char, and the best custom-thing-maker of mari0, I thought you could surely make the best one.

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Post » 19 Mar 2023, 13:35

Samari0 wrote:
19 Mar 2023, 12:59
And can you create a real Kirby's Dreamland, Kirby's Adventure, or any other Kirby-style mappack? PLS. It doesn't look like anyone has made a finished mappack of Kirby, and since you are the maker, of the Kirby char, and the best custom-thing-maker of mari0, I thought you could surely make the best one.
I did make a Kirby mappack, it's part of the download. I even added a second campaign mode in v2

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Samari0
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Post » 19 Mar 2023, 13:43

WilliamFrog wrote:
19 Mar 2023, 13:35
Samari0 wrote:
19 Mar 2023, 12:59
And can you create a real Kirby's Dreamland, Kirby's Adventure, or any other Kirby-style mappack? PLS. It doesn't look like anyone has made a finished mappack of Kirby, and since you are the maker, of the Kirby char, and the best custom-thing-maker of mari0, I thought you could surely make the best one.
I did make a Kirby mappack, it's part of the download. I even added a second campaign mode in v2
I mean a more Kirby style mappack so like Kirbys Dreamland or Kirbys Adventure. More like world less like rooms.

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Post » 19 Mar 2023, 13:47

Samari0 wrote:
19 Mar 2023, 13:43
I mean a more Kirby style mappack so like Kirbys Dreamland or Kirbys Adventure. More like world less like rooms.
I think the second campaign is a lot closer, but you're always free to make one yourself. You can use the enemies from the map too as long as you give credit

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Post » 18 Aug 2023, 04:22

BlooKidandPoppy wrote:
17 Mar 2023, 17:56
I've played the v2 update and want to say some good things and notes...
Sorry for the late response, I read the post but forgot to write a reply earlier. I'm glad you enjoyed the character. I have spent a lot of time on it, so it's nice to see people using it. I did read your suggestions, and you'd probably be glad to hear that some of them have been implemented for the next version (though it's not solely because of this post, I've made decisions based on various pieces of feedback). I appreciate you offering to help, but I don't think I need it. Version 3 is mostly done and I'm not planning to work on this project for a while after it releases.

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Post » 23 Aug 2023, 11:18

Version 3 of the character is now out, go download it if you're interested (this post is to give people notifications)

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BlooKidandPoppy
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Post » 23 Aug 2023, 14:40

OH MY GOD ITS HHHERRRREEEE

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bingus
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Post » 27 Aug 2023, 13:09

what do i do now
Screenshot (160).png
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WaluigiDaGreat
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Post » 03 Nov 2023, 00:09

HOLY SNICKERDOODLE IS THAT KIRBO THE 3RD??? also i saw the secret star rod ability and i editted the files to use it >=)

WilliamFrog
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Post » 15 Dec 2023, 13:13

I added an instruction in Notes and Known Bugs to fix the knockback symmetry bug if you want to do that

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SankeySMM2
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Post » 04 Jan 2024, 12:25

If Kirbo interacts with a track, he freezes onto the track...

WilliamFrog
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Post » 04 Jan 2024, 12:31

I have never seen that happen, and I have touched a lot of tracks. Can you get a video of it happening?

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SankeySMM2
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Post » 05 Jan 2024, 04:44

I'll send you one on Discord soon

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SankeySMM2
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Post » 05 Jan 2024, 13:43

ok nvrm it's gone

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Samari0
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Post » 15 Mar 2024, 17:32

WilliamFrog wrote:
17 Dec 2022, 01:01
With all the bells and whistles...
And where are the pipes and drums?
This is so good, it deserves more than just old bells and whistles!

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Samari0
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Post » 15 Mar 2024, 17:35

WaluigiDaGreat wrote:
03 Nov 2023, 00:09
HOLY SNICKERDOODLE IS THAT KIRBO THE 3RD??? Also, I saw the secret star rod ability and I edited the files to use it >=)
WHAT SECRET ABILITY?

WaluigiDaGreat
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Post » 20 Mar 2024, 01:33

Samari0 wrote:
15 Mar 2024, 17:35
WaluigiDaGreat wrote:
03 Nov 2023, 00:09
HOLY SNICKERDOODLE IS THAT KIRBO THE 3RD??? Also, I saw the secret star rod ability and I edited the files to use it >=)
WHAT SECRET ABILITY?
the top secret star rod ability hidden in the code

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SankeySMM2
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Post » 21 Mar 2024, 15:33

What does the WCD stand for in the character?

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SankeySMM2
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Post » 21 Mar 2024, 15:34

bingus wrote:
27 Aug 2023, 13:09
what do i do now
Screenshot (160).png
how did you make the blocks at the right disappear?

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Samari0
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Post » 07 Apr 2024, 16:05

WaluigiDaGreat wrote:
20 Mar 2024, 01:33
Samari0 wrote:
15 Mar 2024, 17:35
WaluigiDaGreat wrote:
03 Nov 2023, 00:09
HOLY SNICKERDOODLE IS THAT KIRBO THE 3RD??? Also, I saw the secret star rod ability and I edited the files to use it >=)
WHAT SECRET ABILITY?
the top secret star rod ability hidden in the code
Yes I know, but how acess?

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Samari0
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Post » 07 Apr 2024, 16:26

WilliamFrog wrote:
19 Mar 2023, 12:22
Samari0 wrote:
18 Mar 2023, 15:31
Why can't Kirby duck?
Because it wouldn't actually make you shorter, no need to be misleading

Also thanks :)

I thought I already have written this but guess not: But can you add an option to activate it anyway? It would feel much better!

WilliamFrog
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Post » 21 Apr 2024, 01:08

Samari0 wrote:
07 Apr 2024, 16:05
Yes I know, but how acess?
You get it by
Using the Paper Crane 1000 times
Not like you're very likely to find it yourself to be fair

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