[Suggestion] How powerups should work in SE
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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This would be a little bit of work, but allow multiple powerups.
The new properties for enemies:
"Big": Boolean. Indicates that this is a powerup and decides whether mario should be big or not. (So you can have a powerup where he stays one block tall but still gets a powerup, so little fire mario.)
"MushroomFirst": Indicates if it should be a mushroom in the case of mario being no-powerup mario. Defaults to true.
"Throwname": Name of the entity to be thrown
"ThrowX": What the X speed should be of the thrown item.
"ThrowY": The same as above, except for Y
"HitTransform": What is the name of the powerup mario should be transformed down to, so you can make it go Fireflower->Big->Little.
"Maxthrow": How many enemies can be thrown.
"FinalStage": Boolean. Mario dies when hit if this is true, like when he is little. So you can have little fire mario.
"Color1": Table with RBG. Hat.
"Color2" Table with RBG. Hair.
"Color3" Table with RBG. Clothes.
If colors are missing, it will use what the players have selected.
I posted this elsewhere, too, but with less detail.
Feel free to suggest stuff and voice your opinion.
The new properties for enemies:
"Big": Boolean. Indicates that this is a powerup and decides whether mario should be big or not. (So you can have a powerup where he stays one block tall but still gets a powerup, so little fire mario.)
"MushroomFirst": Indicates if it should be a mushroom in the case of mario being no-powerup mario. Defaults to true.
"Throwname": Name of the entity to be thrown
"ThrowX": What the X speed should be of the thrown item.
"ThrowY": The same as above, except for Y
"HitTransform": What is the name of the powerup mario should be transformed down to, so you can make it go Fireflower->Big->Little.
"Maxthrow": How many enemies can be thrown.
"FinalStage": Boolean. Mario dies when hit if this is true, like when he is little. So you can have little fire mario.
"Color1": Table with RBG. Hat.
"Color2" Table with RBG. Hair.
"Color3" Table with RBG. Clothes.
If colors are missing, it will use what the players have selected.
I posted this elsewhere, too, but with less detail.
Feel free to suggest stuff and voice your opinion.
Last edited by Sunset_Moth on 08 Apr 2014, 18:24, edited 1 time in total.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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How would custom colors work?
hue shift the fire flower colors
example of hue shifting
example of hue shifting
- MagicPillow
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Or what about an option for which color set it gives the player?
Maybe also in the player config file something like "flowercolors2", "flowercolors3", etc.
Maybe also in the player config file something like "flowercolors2", "flowercolors3", etc.
- Sunset_Moth
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The colors would be three more properties.
"Color1": Table with RBG.
"Color2": Table with RBG.
"Color3": Table with RBG.
Added to first post.
It'll check for graphics and properties for that powerup in the character file first so if luigi has different colors or graphics for fireflowers, it'll use that.
"Color1": Table with RBG.
"Color2": Table with RBG.
"Color3": Table with RBG.
Added to first post.
It'll check for graphics and properties for that powerup in the character file first so if luigi has different colors or graphics for fireflowers, it'll use that.
Character with more than 3 colors = crashbubba_nate wrote:The colors would be three more properties.
"Color1": Table with RBG.
"Color2": Table with RBG.
"Color3": Table with RBG.
Added to first post.
It'll check for graphics and properties for that powerup in the character file first so if luigi has different colors or graphics for fireflowers, it'll use that.
Most likely not crash, but only some colors would be changed.TurretBot wrote:Character with more than 3 colors = crashbubba_nate wrote:The colors would be three more properties.
"Color1": Table with RBG.
"Color2": Table with RBG.
"Color3": Table with RBG.
Added to first post.
It'll check for graphics and properties for that powerup in the character file first so if luigi has different colors or graphics for fireflowers, it'll use that.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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TurretBot wrote: Character with more than 3 colors = crash
bubba_nate wrote: It'll check for graphics and properties for that powerup in the character file first
- MagicPillow
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bubba_nate wrote: It'll check for graphics and properties for that powerup in the character file first
- Sunset_Moth
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- Joined: 02 Sep 2012, 23:22
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It would be assumed that the bugs would be worked out, silly!