The Enemy Respositorium
He wants one of these:
And regardless I don't think it's going to be made anytime soon anyway. Given the fact he also asked kind of terribly.
And regardless I don't think it's going to be made anytime soon anyway. Given the fact he also asked kind of terribly.
dude, just put
and put it the same name as your image if you want only to change the appearance of an existing enemy.
If you want to change some of its properties you just have to write some properties inside of the "{ }", remember to use a comma to separate them.
E.g.:
"quadcount": 3 means that it has three frames horizontaly.
"animationtype": "frames" means that it use frames, you can put "mirror" to use only one frame (as goombas does) and "none" when you want it to not be animated.
"animationspeed": 0.2 means that each frame will took 0.2 seconds to change.
"animationstart": 1 means that the first frame will be the first frame of the animation.
"animationframes": 2 means that the second frame is the last frame of the animation and then it will go back to the first frame.
"nospritesets": false means that it will have spritesets, and graphic will vertically split for the 4 spritesets.
"stompedFrame": 3 means that the third frame will appear when you stomp him.
If you don't know how to make it, it's because you don't want to.
There is more info about it in here
Code: Select all
base=[the name of the enemy you want to copy]
{
}
If you want to change some of its properties you just have to write some properties inside of the "{ }", remember to use a comma to separate them.
E.g.:
Where:Hans1998 wrote: Two-frame'd goomba:
Code: Select all
base=goomba { "quadcount": 3, "animationtype": "frames", "animationspeed": 0.2, "animationstart": 1, "animationframes": 2, "nospritesets": false, "stompedFrame": 3 }
"quadcount": 3 means that it has three frames horizontaly.
"animationtype": "frames" means that it use frames, you can put "mirror" to use only one frame (as goombas does) and "none" when you want it to not be animated.
"animationspeed": 0.2 means that each frame will took 0.2 seconds to change.
"animationstart": 1 means that the first frame will be the first frame of the animation.
"animationframes": 2 means that the second frame is the last frame of the animation and then it will go back to the first frame.
"nospritesets": false means that it will have spritesets, and graphic will vertically split for the 4 spritesets.
"stompedFrame": 3 means that the third frame will appear when you stomp him.
If you don't know how to make it, it's because you don't want to.
There is more info about it in here
There is no option for that, sorry.
But you can make it shoot bullets every 5 seconds or something like that.
But you can make it shoot bullets every 5 seconds or something like that.
The size of the frames are decided by the options "quadcount" and "nospritesets", there is no specific option to set the size of the frames.
"quadcount" will vertically split the image of the enemy based on the number you write, if you write three and the image has 48 pixels width, the frames will have 16 pixels of widht.
"nosrpitesets" will vertically split the image in 4, so if your image it's 64 pixels height, the height of the frames will be 16 (64/4 = 16)
"quadcount" will vertically split the image of the enemy based on the number you write, if you write three and the image has 48 pixels width, the frames will have 16 pixels of widht.
"nosrpitesets" will vertically split the image in 4, so if your image it's 64 pixels height, the height of the frames will be 16 (64/4 = 16)
Drag the enemy.lua into mario SE
or
Open mario se with an archiver (winRAR, 7zip, etc.) and replace the enemy.lua inside it with the new one.
or
Open mario se with an archiver (winRAR, 7zip, etc.) and replace the enemy.lua inside it with the new one.
put it in your mari0 se folder, outside the mappacks (and characters) folder.
- surface-2-air missle
- Posts: 26
- Joined: 16 Jun 2014, 03:12
Can someone make a tile that falls when you get near it?
I'm not the best at making enemies.
I'm not the best at making enemies.
- surface-2-air missle
- Posts: 26
- Joined: 16 Jun 2014, 03:12
I meant A block that falls and doesn't go back up. Also, you have to get near it.
I'm pretty sure the new enemy lua has a transform trigger that can do that.
I'm pretty sure the new enemy lua has a transform trigger that can do that.
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
I can help you for frame 4 just put :
Code: Select all
stompable = true
stompanimation = true
stompanimationtime (optional)
stompedframe = "4"
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Danny wrote: i cant figure out how to get the prep frame (frame 3) to start before the fire spawn and get the stop frame (frame four) to activate when stomped onCode: Select all
... "throwquadoffset": 2, ...
Code: Select all
"throwquadoffset": 3,
it still crashes the game, this is the new code
Code: Select all
{
"quadcount": 4,
"movement": "wiggle",
"wiggledistance": 1,
"wigglespeed": 1.5,
"speedx": -1.5,
"facesplayer": false,
"resistsfire": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": false,
"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": 8,
"quadcenterX": 8,
"quadcenterY": 21,
"throwquadoffset": 3,
stompanimation = true,
stompanimationtime (optional),
stompedframe = "4",
"spawnsenemy": "fire",
"spawnenemydelays": [3.0, 4.0],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"ignorefaithplates": true
}
This doesn't match the rest of the code at all.Danny wrote:Code: Select all
stompanimation = true, stompanimationtime (optional), stompedframe = "4",
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
- Contact:
I think he means change it to something like this:
Code: Select all
"stompanimation": = true,
"stompanimationtime": 0.5,
"stompedframe": = 4,
Still wrong, you need to write this:
The "=" shouldn't be there, the code reads ":", also the numbers are numbers, not words, so they don't use "".
Code: Select all
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 4,
Hans1998 wrote:Still wrong, you need to write this:The "=" shouldn't be there, the code reads ":", also the numbers are numbers, not words, so they don't use "".Code: Select all
"stompanimation": true, "stompanimationtime": 0.5, "stompedframe": 4,
ok, it helped a bit, it doesn't crash when i open the editor but it crashes on the enemy screen
i updated the code a bit though
Code: Select all
{
"quadcount": 4,
"movement": "truffleshuffle",
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 2,
"resistsfire": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"static": false,
"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": 1,
"offsetY": 1,
"quadcenterX": 7,
"quadcenterY": 7,
"throwquadoffset": 3,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 4,
"spawnsenemy": "fire",
"spawnenemydelays": [3.0, 4.0],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"ignorefaithplates": true
}
Last edited by Danny on 12 Jul 2014, 16:03, edited 1 time in total.
- Assasin-Kiashi
- Posts: 643
- Joined: 07 May 2012, 10:21
- Contact:
I made these two sprites AGES ago but i never knew how to use them, so if you feel like it, you can maybe go ahead and do something nice with them:
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
Reposting from SuperJustinBros' deviantart so that nobody has to go there:
i have requests for mari0 enemies: some of these http://www.hrwiki.org/wiki/Stinkoman_20 ... _and_Items and also bowser's helmet mario http://www.mariowiki.com/images/d/d9/OhBrother.jpg and here is how bowser helmet mario works: does not walk off edges, transforms into normal mario after 10 stomps, has a wrench sword, and can't be killed with fireballs.
I know your gonna say "welcome to the forums", right?
but i have been reading the forums as a guest before
i have requests for mari0 enemies: some of these http://www.hrwiki.org/wiki/Stinkoman_20 ... _and_Items and also bowser's helmet mario http://www.mariowiki.com/images/d/d9/OhBrother.jpg and here is how bowser helmet mario works: does not walk off edges, transforms into normal mario after 10 stomps, has a wrench sword, and can't be killed with fireballs.
I know your gonna say "welcome to the forums", right?
but i have been reading the forums as a guest before
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
But you've just been watching, not posting. So, yeah, I am going to say...
WELCOME
TO THE FORUMS!
WELCOME
TO THE FORUMS!
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
Now someone has to make a real response...bubba_nate wrote:But you've just been watching, not posting. So, yeah, I am going to say...
WELCOME
TO THE FORUMS!
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
when bowser helmet mario is close to the player, he will slash his sword up and down.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
That isn't exactly possible with how enemies work.craftershaft wrote:when bowser helmet mario is close to the player, he will slash his sword up and down.
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
well... just make his sword slash in a way that's possible.
a few enemies i made
car
microbill
micro koopa (couldn't get shell to work properly, but if someone could edit the code to fix it that would be apriciated)
missilebill
sonicworldpowerup
credit is optional, its appreciated but you dont have to reference me if you dont want to
car
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
And all these days I thought the long wait meant you guys were going to make it... sobcraftershaft wrote:well... just make his sword slash in a way that's possible.
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
can someone can make some dinosaurs please?
kinda like this:HowToEatGirafes wrote:can someone can make some dinosaurs please?
thats the "page cannot be reached" chrome dinosaur and it has great potential considering its already 8-bit
also i edited glados (originally made by HugoBDesigner) as whell as made a wheatlyglados entity, this requires you to already have the explosion and bobomb hit enemies
Last edited by Danny on 01 Aug 2014, 20:57, edited 3 times in total.
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
- Contact:
*cough* Credits for GLaDOS to me *cough*
The new colors look cool, but the Wheatley head could have been worked on more, maybe making it bigger? Just a suggestion...
The new colors look cool, but the Wheatley head could have been worked on more, maybe making it bigger? Just a suggestion...
credit to HugoBDesigner (sorry about that)HugoBDesigner wrote:*cough* Credits for GLaDOS to me *cough*
The new colors look cool, but the Wheatley head could have been worked on more, maybe making it bigger? Just a suggestion...
about the wheatlyglados head im still tweaking the wheatlyglados a bit, i want to tilt the head by 45 degrees so he is looking downward but the rotate tool in paint.net distorts any image that you turn sooo im gonna have to redraw it by hand
i also kinda forgot a few things so heres the updated graphics
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Link's Awakening Mario enemies.
Get 'em while they're hot!
(Credit to Bruce Juice)
Get 'em while they're hot!
(Credit to Bruce Juice)
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
Oh. I was just seeing if anyone cared anymore.B-Man99 wrote:Hi...?
Now can someone make that bowser helmet mario?
craftershaft wrote:Oh. I was just seeing if anyone cared anymore.B-Man99 wrote:Hi...?
Now can someone make that bowser helmet mario?
remember that this is the enemy repository, the custom enemy help thread will be of more help to you
i would make it for you myself, but between being very busy and the fact that its better to teach you (the give a man a fish metaphor and shit) i cant make this for you, sorry
heres the link
viewtopic.php?f=12&t=4180