Devblog "Custom Enemies for Mappacks"

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Superjustinbros
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Post » 10 Nov 2012, 04:40

Mario has an identity crisis.
Image

This is possibly one of the best ideas for SE yet. Now I can implement all my different enemy species. http://i.imgur.com/HX6fJ.png

Code: Select all

Goombas:
Green Feet (Row 5) - Will change direction to pursue character
Red Feet (Row 7) - Don't walk off ledges
Blue Feet (Row 10) - Double health
Light Blue Feet (Row 12) - Can revive itself after being knocked out for five seconds.
Demonic (Row 13) - Armored

Koopas:
Brown (Row 1) - Never come out of shell
Blue (Row 2) - Double health
Dark Grey (Row 4) - Paratroopas can regenerate wings
Dark Brown (Row 8) - Paratroopas bounce further and closer to the ground
Grey Shell (Row 9) - Change direction to pursue character
Golden (Row 10) - Faster and pursue
Blue Shell (Row 11) - Faster
Icy (Row 12) - Come out of shell faster
Demonic (Row 13) - Armored

Piranha Plants:
Brown (Row 1) - Come out less often
Blue (Row 2) - Double health
Golden (Row 10) - Come out no matter what, even if you're on top
Blue (Row 11) - Come out more often but have Green AI
Icy (Row 12) -  Come out of its pipe for a split second before retreating back in with no delay, even if Mario stands on its pipe.
Demonic (Row 13) - Armored

Hammer Bros
Brown (Row 1) - Cannot jump
Blue (Row 2) - Double health
Dark Grey (Row 4) - Throw Bowser-style hammers (in stream)
Turquoise (Row 6) - Sometimes spits Bowser fire
Red (Row 7) - Follow you everywhere (Evil Hammer Bros.)
Golden (Row 10) - Sometimes throws a coin instead of a hammer
Blue (Row 11) - Throws hammers more often
Icy (Row 12) - Hammers can bounce 3 times
Demonic (Row 13) - Armored

Lakitus
Brown (Row 1) -Will only toss Brown Spinies behind player
Turquoise (Row 6) - Tosses Dark Brown Spike Tops
Red (Row 7) - Tosses green Spinies
Dark Brown (Row 8) Tosses normal Spike Tops
Grey-Yellow (Row 9) - Have breaks of only a few seconds between tossing Spinies.
Golden (Row 10) - Tosses Golden Spinies
Blue (Row 11) - Faster movement speed, tosses Blue Spines
Demonic (Row 13) - Armored

Spinies
Brown (Row 1) - Slower
Green (Row 5) - Won't walk off ledges
Turquoise (Row 6) - Walks on ceilings
Grey-Yellow (Row 9) - Change direction to follow player
Golden (Row 10) - The instant the egg it spawns from arcs downward, it "hatches" and begins moving in mid-air.
Blue (Row 11) - Faster
Icy (Row 12) - Faster, Does not walk of ledges

Buzzy Beetles
Brown (Row 1) - Normal Color, Walks off ledges
Turquoise (Row 6) - Can be used as platforms
Dark Brown (Row 8) - Does not walk off ledges
Grey-Yellow (Row 9) - Change direction to follow player
Blue (Row 11) - Faster
Icy (Row 12) - Faster, Does not walk of ledges


Spike Tops
Brown (Row 1) - Normal Color, Walks off ledges
Red (Row 7) - Walk around platforms, SMW-style
Dark Brown (Row 8) - Does not walk off ledges
Grey-Yellow (Row 9) - Change direction to follow player
Blue (Row 11) - Faster
Icy (Row 12) - Faster, Does not walk of ledges

Bullet Bills
Teal (Row 2) - Unarmored
Green (Row 5) - Can be used as platforms and ridden.
Red (Row 7) - Change vertical position to home in on player
Golden (Row 10) - The launcher it originates from shoots more often.
Blue (Row 11) - Faster
Icy (Row 12) - Comes out even when player stands next to it's launcher.
Demonic (Row 13) - Moves alike a Missile Bill in SMB3.

Podoboos
Brown (Row 1) - Slower
Teal (Row 2) - Can be stomped
Green (Row 5) - Faster, Can be stomped
Golden (Row 10) - Jumps out more often
Blue (Row 11) - Faster


Sidesteppers
Brown (Row 1) - Does not speed up when angry
Red (Row 7) - Does not walk off ledges
Blue (Row 11) - Move at "angry" speed normally, speed up even further when hit.
Icy (Row 12) - Faster, Does not walk of ledges
Demonic (Row 13) - Normal Color

Fighter Flies
Brown (Row 1) - Slower
Teal (Row 2) - Hops further
Green (Row 5) - Normal Color
Red (Row 7) - Hops higher
Dark Brown (Row 8) - Cannot be stomped
Blue (Row 11) - Faster
Demonic (Row 13) - Armored.

Firebug/Trouble Bug/Fireball
Brown (Row 1) - Slower
Teal (Row 2) - Slower, can be shot with projectile.
Green (Row 5) - Won't move off ledges
Turgouise (Row 6) - Won't move off ledges, can be shot with projectile
Red (Row 7) - Normal Color
Grey-Yellow (Row 9) - Faster, Can be shot with projectile
Blue (Row 11) - Faster
Icy (Row 12) - Faster, Does not walk of ledges

Icicles
Brown (Row 1) - Never falls, just an obstacle.
Teal (Row 2) - Regenerates after falling.
Grey-Yellow (Row 9) - Three second delay before falling.
Blue (Row 11) - Falls faster
Icy (Row 12) - Normall color, falls a second after it appears on screen.
All I ask is for a more detailed explanation on how this will appear in game. Because I want to make sure I can get in most, if not all the different enemies from all these clones and ROM hacks I've been playing without getting knowledge on programing, like configuring the enemies' speed, if it has or lacks horizontal movement, if it hops and if it does the height of each hop and if it pauses after each hop, either hurts or bumps you, if you can or cannot stomp it (and if the stomps do kill it), or even literally ride it. I'd also like to know how easy it would be to insert enemy graphics and how the frames would animate. Super Mario Bros Special and the hacks Extra Mario Bros, Kamikaze Mario DX+, and Mario on Ice are examples of what I think of when "additional enemy variants" come to mind.

I wonder if a similar feature can be done for items as well?
Last edited by Superjustinbros on 10 Nov 2012, 15:53, edited 1 time in total.

Dark[Ol(U23)leneri]
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Joined: 09 Apr 2012, 20:26

Post » 10 Nov 2012, 11:21

this gif makes me fucking nervouse

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renhoek
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Post » 10 Nov 2012, 12:04

this is good because now I won't have to download very minor mods for mari0 in order to play a mappack for five minutes.

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Superjustinbros
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Post » 10 Nov 2012, 19:59

One other thing to bring up:

If by setting no horizontal or vertical movement, the enemy just stands in place, either permanently or after one hit, since some of these hacks have Paratroopas that remain in place until you stomp them, and Elegance has Spinies able to be flipped over and kicked around like a Koopa Shell.

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Filio
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Joined: 04 Mar 2012, 19:01

Post » 10 Nov 2012, 20:12

This is great, really ups customization in Mari0. I'm starting to come up for ideas for enemies already.

Franpa
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Post » 11 Nov 2012, 13:29

From the sounds of it we'll be able to customize an enemy using existing properties, meaning brand new enemy behaviors/logic etc. will still require a custom mod/build of the games love file.

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TripleXero
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Post » 15 Nov 2012, 00:14

I know the the cube dispensers aren't really "enemies", but it'd be cool if those could be use to drop enemies using this

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eraykaan
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Joined: 12 Feb 2012, 15:54

Post » 23 Dec 2012, 09:37

What if we can design a boss with this feature?
I will design a lakitu boss... Drops 5 lakitus each second. But has 2 seconds charging time... And stomping would not work. (just like bowser) It's 2X2 blocks sized...
And you should use lasers...

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