SE Custom Enemies Help Thread

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Tecminer
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Post » 05 Apr 2014, 17:56

Now it only spawns one fire and then dissapears, without spawning the mechakoopa.
Wait... I think I fixed it, but now it spawns the mechakoopa too early. what do I have to change to make him spawn the mk laterer?
I think I'll have to make a whole new thread only to discuss about that damn mechakoopa

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Flutter Skye
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Post » 10 Apr 2014, 16:59

Is it possible to create a enemy, which transforms after a few seconds?

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Tecminer
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Post » 10 Apr 2014, 17:04

you could do it like this:

Code: Select all

{

"spawnsenemy": "enemyitshouldtransorminto",
"spawnenemydelays": [3],
"lifetime": 3.1
}

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Flutter Skye
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Post » 10 Apr 2014, 17:07

I did that, but I want the enemy to shoot bullets, and transform after a few seconds.

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Tecminer
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Post » 10 Apr 2014, 17:09

alesan99 wrote:Do something similar to this

Code: Select all

"customtimer": [[0.3, "setspawnsenemy", "enemy1"], [0.3, "setspawnsenemy", "enemy2"]]

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Flutter Skye
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Post » 10 Apr 2014, 19:55

Thank you! Is there by any chance, something like "Spawnsenemytowardsplayer"?
EDIT: Nevermind, "spawnenemyspeedxtowardsplayer": true,
EDIT2: This error happens:
Image

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Sky
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Post » 10 Apr 2014, 21:39

If you have the new new enemy.lua (the one in the chat room) you could use "transformtrigger": "lifetime" and "spawnsenemy": "bulletbill" (or whatever).

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Mr.Q.Marx?
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Post » 10 Apr 2014, 21:45

WillWare wrote:If you have the new new enemy.lua (the one in the chat room)
alesan99 wrote:I have no idea where to post this, so I'll post it here.

THE NEW ENEMY.LUA FOR MARI0 SE!!
I did all of this in about 1 hour (distractions included)
Why did it take me so long you ask? Laziness.
Changelog

Code: Select all

ADDED "shothealth": integer
ADDED "stomphealth": integer
ADDED "transformtriggerobjectcollide": string   (transforms when it collides with an object)
ADDED "transformtriggerenemycollide": string   (transforms when it collides with an enemy)
ADDED "playerneardist": integer   (enemy will transform when player is this near (horizontal))
ADDED "playerneardist": array   (same as above, but you can select a region. set up array like this: [x, y, width, height])
ADDED "staticIfSeen": boolean   (becomes static when player faces the enemy)
ADDED "staticIfNotSeen": boolean   (opposite of above)
ADDED "rotatetowardsplayer": boolean   (faces player in all directions)
ADDED "nofollowspeedup": boolean   (enemy the enemy's movement is "follow" it won't speed up when the player is far)\
ADDED "transformsintorandoms": array
ADDED "transformpassedparameters": array   (parameters that get passed on once the enemy transforms)

ADDED customtimer actions:
	"reverse[PARAMETER HERE]"   (turns positive to negative and negative to positive)
	"add[PARAMETER HERE]"
	"multiply[PARAMETER HERE]"

ADDED transformtriggers: "lifetime", "playernear", "playernotnear", "seen", "notSeen"

FIXED collide with specific entity transform trigger
FIXED enemy being visible for one frame after it transformed (You won't have to make an empty frame anymore, Baf).

REMOVED transformtriggers: "collidewith"
https://www.dropbox.com/s/s2potbu3spcd7oo/enemy.lua
Now that's here incase anyone doesn't want to look though a hundred pages.

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Flutter Skye
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Post » 10 Apr 2014, 22:52

Doesn't work. The enemy doesn't transform.

Code: Select all

	"transforms": true,
	"transformsinto": "goomba",
	"transformtrigger": "lifetime",

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SauloFX
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Post » 10 Apr 2014, 23:51

Flutter Skye wrote:Doesn't work. The enemy doesn't transform.

Code: Select all

	"transforms": true,
	"transformsinto": "goomba",
	"transformtrigger": "lifetime",
it's because of the "lifetime" thing

try this:

example

"lifetime": 3

and

"spawnenemydelay" or something like that : (2.99)

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Flutter Skye
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Post » 10 Apr 2014, 23:53

Of course I added "lifetime" :P

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Sky
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Post » 10 Apr 2014, 23:54

Yeah, now that I try it, it's not working for me either.

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SauloFX
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Post » 10 Apr 2014, 23:54

Just remove the "transformtrigger" "lifetime"

and to a code with the thing i posted before, if you want me to code for you just Pm me ;)

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Tecminer
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Post » 11 Apr 2014, 16:02

Since I changed some things on my firebreathing mechakoopa,it just works fine, but when it is supposed to transform into a mechakoopa again, it just dissapears. Do you have any idea how to fix that?
I've got the code right here:

Code: Select all

{

	"quadcount": 4,
        "nospritesets": true,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 0,
	"truffleshuffleacceleration": 10,

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"faceplayer": true,

	"turnaroundoncliff": true,
	"starttowardsplayerhorizontal": true,
	"speedx": 0,
	
	"spawnsenemy": "ownfire",
	"spawnenemydelays": [0.2],
	"spawnenemyoffsety": -1,
	"spawnenemytowardsplayer": true,
	"spawnenemyspeed": 5,
	


	

	"resistsspikes": false,

	"animationtype": "frames",
	"animationframes": 4,
	"animationstart": 1,
	"animationspeed": 0.1,

	

	"width": 1.5,
	"height": 1.5,

	"offsetX": 6,
	"offsetY": 4,
	"quadcenterX": 8,
	"quadcenterY": 8,

	"mask": [   true, 
		false, false, true, false, true,
		false, true, false, true, false,
		false, false, false, false, false,
		true, true, false, false, false,
		false, true, true, false, false,
		true, false, true, true, true],

	"autodelete": false,
        "transforms": true,
	"transformsinto": "mechakoopa",
	"transformtrigger": "livetime",

	"lifetime": 1

}
Please respond quickly, I have to finish it today, because I'll be gone for two weeks tomorrow

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Tecminer
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Post » 11 Apr 2014, 16:11

SauloFX wrote:Just remove the "transformtrigger" "lifetime"
the transformtrigger "lifetime" DOES work. I tested it already with my firebreathing mechakoopa

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Flutter Skye
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Post » 11 Apr 2014, 16:20

Both me and Willware tried it, and it didn't work.

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Tecminer
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Post » 11 Apr 2014, 16:25

Well it works fine to me, well, it workED fine until I changed something about the enemyspawning...

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Sunset_Moth
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Post » 11 Apr 2014, 17:02

Sure you didn't do lifetime and trigger death? (Which should work)

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Tecminer
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Post » 11 Apr 2014, 17:03

Yes I am sure, I'm as sure as anyone can be, because everytime I did lifetime 3 and transformtrigger death it just dissapeared

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OrbitalBlueprint
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Post » 11 Apr 2014, 19:09

Is there a way to make enemies float in the air without moving? I need it for a particle spawner.

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HugoBDesigner
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Post » 11 Apr 2014, 19:50

OrbitalBlueprint wrote:Is there a way to make enemies float in the air without moving? I need it for a particle spawner.
Not sure if the enemy maker have this parameter, but if don't, take this as a suggestion:
"gravity": 0

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jwright159
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Post » 11 Apr 2014, 20:16

Is there a collide with mario transform trigger? I need it for a mappack
Last edited by jwright159 on 17 Apr 2014, 21:17, edited 1 time in total.

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Tecminer
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Post » 11 Apr 2014, 20:36

alesan99 wrote:I have no idea where to post this, so I'll post it here.

THE NEW ENEMY.LUA FOR MARI0 SE!!


ADDED transformtriggers: "lifetime", "PLAYERNEAR", "playernotnear", "seen", "notSeen"


https://www.dropbox.com/s/s2potbu3spcd7oo/enemy.lua

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OrbitalBlueprint
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Post » 11 Apr 2014, 21:34

jwright159 wrote:Is there a collide with mario transform trigger? I need it for (mappack spoiler)  Rainbow and Fluttershy kissing on a cloud untill you disturb them 
What the F ork ?

Anyways, if this is just some sort of cameo or easter egg, you could turn them into animated tiles and link them to a trigger.

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alesan99
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Post » 11 Apr 2014, 23:11

Tecminer wrote:the transformtrigger "lifetime" DOES work. I tested it already with my firebreathing mechakoopa
It doesn't work (Well now it works since I fixed it. btw redownload it).
You used the old method i posted.

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HowToEatGirafes
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Post » 12 Apr 2014, 12:18

I have a problem : i'm trying to make rex from super mario world but it lags everytime i open mari0 SE . It says "expected string's opening quote at char ..."

anyway here's the code :

rex (transforms into tinyrex) :

Code: Select all

{
	"quadcount": 2,
	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
    "animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.20,	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	"quadno": 1,
	"width": 1,4,
	"height": 2,
	"static": false,
	"active": true,
	"category": 4,
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	"transforms": true,
	"transformsinto": "tinyrex",
	"transformtrigger": "stomp",
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
and tinyrex :

Code: Select all

{
	"quadcount": 2,
	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
    "animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.20,	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	"quadno": 1,
	"width": 0,75,
	"height": 0,75,
	"static": false,
	"active": true,
	"category": 4,
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}

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alesan99
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Post » 12 Apr 2014, 14:33

HowToEatGirafes wrote:

Code: Select all

	"width": 1,4,

Code: Select all

	"width": 0,75,
	"height": 0,75,
You put commas instead of decimals.

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HowToEatGirafes
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Post » 12 Apr 2014, 14:48

Thanks alesan ! It works now i haveto fix graphics

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Sunset_Moth
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Post » 13 Apr 2014, 20:20

jwright159 wrote:Is there a collide with mario transform trigger? I need it for (mappack spoiler)  Rainbow and Fluttershy kissing on a cloud untill you disturb them 
I notice you say that after you ask about shipping in Chat Room.

(Also, they're both girls...)

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Tecminer
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Post » 14 Apr 2014, 18:04

alesan99 wrote:Well now it works since I fixed it. btw redownload it
Where the h eaven  do you put these links???

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Mr.Q.Marx?
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Post » 14 Apr 2014, 19:10

jwright159 wrote:Is there a collide with mario transform trigger? I need it for (mappack spoiler)  Rainbow and Fluttershy kissing on a cloud untill you disturb them 
I advise

Code: Select all

"playerneardist":1,
"transformtriggers": "playernear"
bubba_nate wrote: (Also, they're both girls...)
I see nothing wrong with this.
Twi is butch and Shy is awkward cutesy. I see them balanced out nicely as a couple.

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TurretBot
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Post » 14 Apr 2014, 20:16

Twi?

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Tecminer
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Post » 14 Apr 2014, 20:20

TurretBot wrote:Twi?
I think that means twilight or something.
I dont know anything about these things

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TurretBot
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Post » 14 Apr 2014, 20:22

Tecminer wrote:
TurretBot wrote:Twi?
I think that means twilight or something.
I dont know anything about these things
Yeah, but he's shipping FlutterDash/RainbowShy/RainShyDashFlutter, not ShyLight/TwiShy/TwiShyLightFlutter.

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Mr.Q.Marx?
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Post » 14 Apr 2014, 22:17

oh yeah I meant Rainbow Dash.
I don't even know how I got that wrong.

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alesan99
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Post » 14 Apr 2014, 23:07

Im stupid and keep messing things up. LATEST FIX, DOWNLOAD SO THINGS FUNCTION PROPERLY.
alesan99 wrote:Fixed some mistakes in my enemy.lua. Redownload it if you want enemies to work properly.
alesan99 wrote:I have no idea where to post this, so I'll post it here.

THE NEW ENEMY.LUA FOR MARI0 SE!!
I did all of this in about 1 hour (distractions included)
Why did it take me so long you ask? Laziness.
Changelog

Code: Select all

ADDED "shothealth": integer
ADDED "stomphealth": integer
ADDED "transformtriggerobjectcollide": string   (transforms when it collides with an object)
ADDED "transformtriggerenemycollide": string   (transforms when it collides with an enemy)
ADDED "playerneardist": integer   (enemy will transform when player is this near (horizontal))
ADDED "playerneardist": array   (same as above, but you can select a region. set up array like this: [x, y, width, height])
ADDED "staticIfSeen": boolean   (becomes static when player faces the enemy)
ADDED "staticIfNotSeen": boolean   (opposite of above)
ADDED "rotatetowardsplayer": boolean   (faces player in all directions)
ADDED "nofollowspeedup": boolean   (enemy the enemy's movement is "follow" it won't speed up when the player is far)\
ADDED "transformsintorandoms": array
ADDED "transformpassedparameters": array   (parameters that get passed on once the enemy transforms)

ADDED customtimer actions:
	"reverse[PARAMETER HERE]"   (turns positive to negative and negative to positive)
	"add[PARAMETER HERE]"
	"multiply[PARAMETER HERE]"

ADDED transformtriggers: "lifetime", "playernear", "playernotnear", "seen", "notSeen"

FIXED collide with specific entity transform trigger
FIXED enemy being visible for one frame after it transformed (You won't have to make an empty frame anymore, Baf).

REMOVED transformtriggers: "collidewith"
https://www.dropbox.com/s/s2potbu3spcd7oo/enemy.lua

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SauloFX
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Post » 20 Apr 2014, 18:26

Hey, i don't know if somebody already did or requested this but, there's an way that i can make a enemy fly around, follow you and go through walls?

V Thanks V
Last edited by SauloFX on 20 Apr 2014, 19:22, edited 1 time in total.

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Automatik
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Post » 20 Apr 2014, 18:40

fly around

Code: Select all

gravity = 0
follow you

Code: Select all

movement:"follow"
Though I think this one will only follow mario horizontally. The new enemy.lua probably have something for this.
go through walls
"mask": [ true,
true, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true]
The underlined part is the important thing.

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Sunset_Moth
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Post » 23 Apr 2014, 20:03

MM102 in the suggestions thread wrote:an enemy parameter that allows randomized transforming it would work like "spawnsrandom" but with transforming
GuyA transforms to GuyB. GuyB throws C1 C2 or C3 immediately, then disappears because of lifetime.
There ya go.

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Tecminer
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Post » 03 May 2014, 16:23

I need some help... again...
I get this error almost everytime I am making an enemy:
Image

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Sky
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Post » 03 May 2014, 20:31

Tecminer wrote:I need some help... again...
I get this error almost everytime I am making an enemy:
Image
Could you post the code for one of the enemies you made that you know breaks the game?

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Tecminer
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Post » 03 May 2014, 21:16

its either this:

Code: Select all

{
	"quadcount": 5,

	"animationtype": "frames",
	"animationframes": 5,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"stompable": false,
	
	"movement": "none",
	
	"spawnsenemy": "newbobombexplosion",
	"spawnenemydelays": [0.5],
	"lifetime": 0.6,
	
	"width": 0.75,
	"height": 0.75,
	"static": true,
	"active": true,
	"category": 1,
	
	"mask": [	true, 
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetx": 6,
	"offsety": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
this:

Code: Select all

{
	"quadcount": 6,

	"animationtype": "frames",
	"animationframes": 6,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"nospritesets": true,
	
	"stompable": false,
	"killsonsides": true,
	"killsonbottom": true,
	"killsontop": true,
	
	"movement": "none",
	
	"lifetime": 0.7,
	
	"spawnsound": "boom",
	
	"width": 0.75,
	"height": 0.75,
	"static": true,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetx": 6,
	"offsety": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
or this:

Code: Select all

{
	"quadcount": 5,

	"animationtype": "frames",
	"animationframes": 5,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"transforms": true,
	"transformsinto": "bomb",
	"transformtrigger": "stomp",
	
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 19
}
Is there ever anyone going to respond to me?

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Tecminer
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Post » 10 May 2014, 15:46

Alesan, did you change something with the "dontmirror"? It doesnt work for me anymore

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alesan99
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Post » 10 May 2014, 16:20

I didn't do anything to it

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Tecminer
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Post » 10 May 2014, 16:20

Then what am I doing wrong?

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MissingWorld
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Post » 10 May 2014, 17:35

Mr.Q.Marx? wrote:
bubba_nate wrote: (Also, they're both girls...)
I see nothing wrong with this.
Twi is butch and Shy is awkward cutesy. I see them balanced out nicely as a couple.
Might I remind you that they're FREAKING HORSES.

ANYWAYS. I'm trying to make an enemy that's tall enough to cover the vertical portion of the screen and push Mario. Y'know, scrolling stage stuff.

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Tecminer
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Post » 15 May 2014, 20:00

I dont get why this wont work!
I typed: "faceplayer": true,
and thes has come out:
Image
That tank is supposed to look at me!

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HugoBDesigner
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Post » 15 May 2014, 22:03

Maybe the TEXTURE is inverted? I'm not an expert, but try this. If it doesn't work, then sorry...

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Mr.Q.Marx?
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Post » 16 May 2014, 16:28

MissingWorld wrote:
Mr.Q.Marx? wrote:
bubba_nate wrote: (Also, they're both girls...)
I see nothing wrong with this.
Twi is butch and Shy is awkward cutesy. I see them balanced out nicely as a couple.
Might I remind you that they're FREAKING HORSES.
So they're the same species? That sounds like a plus.
I mean humans are very into making out with humans.

Also yeah, I'd say

Code: Select all

 "dontmirror": false,
 "faceplayer": true,
and flip the png itself.

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Tecminer
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Post » 16 May 2014, 16:58

The image is already turned to the left and when I am on the other side of it it still doesnt change its direction, only if it turns around when hitting a block
And a dontmirror isnt even in the .json, so that cant be the reason

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