SE Custom Enemies Help Thread

Mapping related threads and questions go in here!
User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 16 May 2014, 23:42

Maybe you need the dontmirror to be false instea of not having it at all?

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 17 May 2014, 00:37

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.
Am I missing something here? Or are you implying that they are gay?

B-Man99
Posts: 1868
Joined: 02 Jul 2012, 00:32
Contact:

Post » 17 May 2014, 00:48

Well you seemed to be implying that there was a problem with them both being girls...?
Anyways the more important thing here:
B-Man99 wrote:This is the Art SE Custom Enemies Help Thread.

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 17 May 2014, 09:56

MagicPillow wrote:Maybe you need the dontmirror to be false instea of not having it at all?
I wrote it into the code and it still doesnt look at me

Goomba98
Posts: 9
Joined: 10 Jul 2013, 13:13

Post » 11 Jun 2014, 22:12

Where can I find all the original enemies in "Underwater Restored" form?

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 20 Jun 2014, 00:18

Code: Select all

{
	"quadcount": 1,
	
	"spawnoffsety": -0.0625,

	"movement": "none",
	"killsontop": true,
	"killsonsides": true,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 8,
	"starttowardsplayerhorizontal": true,
		"quadno": 1,
	
	"width": 1,
	"height": 0.875,
	
	"static": false,
	"active": true,
	
	"gravity": 0,
	
	"mask": [	true, 
				true, false, 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": 8,
	"offsetY": 1,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"customscissor": [0, 0, 1, 1],
	"invertedscissor": true,
		"spawnsenemy": "missilebill",
	"spawnenemydelays": [0.8],
	"spawnenemytowardsplayer": true,
    "spawnenemyspeed": 8,
	"lifetime": 0.85,
	"spawnsound": "fire"
}
Image



trying to make a missile enemy with this code i made and this graphic, the missile does a wierd cutoff thing that i dont know how to get rid of, its hard to explain but if you ues it you will know what i mean

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 20 Jun 2014, 02:10

Code: Select all

{
	"quadcount": 1,
	
	"spawnoffsety": -0.0625,

	"movement": "none",
	"killsontop": true,
	"killsonsides": true,
	
	"stompable": true,
	"stompcombosuppressor": true,
	
	"speedx": 8,
	"starttowardsplayerhorizontal": true,
		"quadno": 1,
	
	"width": 1,
	"height": 0.875,
	
	"static": false,
	"active": true,
	
	"gravity": 0,
	
	"mask": [	true, 
				true, false, 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": 8,
	"offsetY": 1,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"spawnsenemy": "missilebill",
	"spawnenemydelays": [0.8],
	"spawnenemytowardsplayer": true,
    "spawnenemyspeed": 8,
	"lifetime": 0.85,
	"spawnsound": "fire"
}

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 20 Jun 2014, 03:50

PERFECT! thanks

if anyone has a chance can they make an enemy like this?
viewtopic.php?f=13&t=1358

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 18 Jul 2014, 18:06

My new enemy.

Typer.json

Code: Select all

{
	"quadcount": 9,
	"nospritesets": true

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	"turnaroundoncliff": true
	
	"animationtype": "frames",
	"animationstart": 1,
	"animationframes": 8
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 9,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, true, true,
				false, true, true, true, false,
				false, true, true, false, true, 
				true, true, false, true, true, 
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": false,

	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8

	"spawnsenemy": "Typer"
	"spawnenemydelays": [5]
	"spawnenemyspeedx": 5
	"spawnenemyspeedy": 5
}
Typer.png
Image

Don't ask me what it does, it just crashes the game. It won't even show a crash screen. It just closes.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 18 Jul 2014, 18:24

you're missing some commas and other syntax stuff

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 18 Jul 2014, 18:35

Edited the code somemore (because commas are stupid).

Code: Select all

{
	"quadcount": 9,
	"nospritesets": true,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	"turnaroundoncliff": true,
	
	"animationtype": "frames",
	"animationstart": 1,
	"animationframes": 8,
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 9,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, true, true,
				false, true, true, true, false,
				false, true, true, false, true, 
				true, true, false, true, true, 
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": false,

	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,

	"spawnsenemy": "Typer",
	"spawnenemydelays": [5],
	"spawnenemyspeedx": 5,
	"spawnenemyspeedy": 5
}
I think that's good, but it still crashes.

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 28 Sep 2014, 15:41

 Sorry for the bump but 
My enemy starredgoomba is crashing and i can't figure out why : It should have a frame animation of 8 frames , being not killable and not stompable but it crashes .

Image : Image

Code

Code: Select all

base=goomba
{
"quadcount": 8,
"animationtype": "frames",
"DontMirror": true ,
"kills": true ,
"stompable": false
}

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 28 Sep 2014, 16:19

You need to show a screenshot of the error.

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 28 Sep 2014, 19:01

It looks like it's missing animationframes and animationspeed. I don't know if that will fix everything, but it's a start.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 01 Oct 2014, 02:05

can someone explain masking to me please? i don't know how to change the collision of certain things without copying a preexisting enemy mask code

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 01 Oct 2014, 02:25

It's not as hard as it sounds, so here's a quick masking tutorial.

Each type of object is assigned a number. Goombas are 4, powerups are 6. Here's the list from the Mari0 SE Documentation:

Code: Select all

1.    *ALWAYS NOT COLLIDE*
2.    WORLD
3.    MARIO
4.    GOOMBA
5.    KOOPA
6.    MUSHROOM/ONEUP/FLOWER/STAR
7.    GEL DISPENSER
8.    GEL
9.    BOX
10.   SCREENBOUNDARIES
11.   BULLETBILL
12.   PORTALWALLS
13.   FIREBALLS
14.   HAMMERS
15.   PLATFORMS/SEESAWS
16.   BOWSER
17.   FIRE
18.   VINE
19.   SPRING
20.   HAMMERBROS
21.   LAKITO
22.   BUTTON --Not used anymore
23.   CASTLEFIRE
24.   CHEEP
25.   DOOR
26.   FAITHPLATE
27.   FLYINGFISH
28.   LIGHTBRIDGE
29.   PLANT
30.   SQUID
31.   UPFIRE
The mask itself is a list of trues and falses. The first true/false corresponds to the first category, and so on. That means that the fourth true/false is for Goombas. If you want your enemy to collide with Goombas, put false. If you want it to pass through them, put true. The first one is global, so if you forget to mask a category (or get lazy) then it will take effect. For collision to work, both masks for both enemies have to be false.

If you want to get more technical, you can make your own categories. In fact, most of these categories aren't really set in stone, they're just the ones Maurice used as a standard. You can rearrange them however you want, as long as you change it for the other enemies. You can't change the masks for entities like doors (25) though, since they're hardcoded.

Did I explain it okay?

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 03 Oct 2014, 21:41

one more question, how do i make an enemy destroy blocks like the turtle shell does?
im trying to make it so my explosion enemy destroys blocks
Image

Code: Select all

{
	"quadcount": 3,
	"spawnsound": "fire",
	"nospritesets": true,
	
	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	

	
	
	"kills": true,
	"killsenemies": true,
	
	"lifetime": 0.3,
	
	"width": 2,
	"height": 2,
	"static": false,
	"active": true,
	
	"speedx": 0,
	"speedy": 0,
	"gravity": 0,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}

Zheung Yik
Posts: 10
Joined: 19 Sep 2014, 14:24

Post » 22 Oct 2014, 09:43

Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?

This is the code
{
"quadcount": 1,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.5,

"nospritesets": true,

"resistsfire": true,
"kills": true,
"movement": "none",

"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,

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

"autodelete": true,

"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
This is the gif
Image

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 22 Oct 2014, 12:36

Zheung Yik wrote:Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?

This is the code
{
"quadcount": 1,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.5,

"nospritesets": true,

"resistsfire": true,
"kills": true,
"movement": "none",

"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,

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

"autodelete": true,

"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
This is the gif
Image
I can't see the sprite so I don't know for sure but you should use a spawner object.
The enemy will spawn a fire every like 4 seconds or whatever and the fire will delete itself.
I think how you've got it, one frame is invisible right? Well that doesn't really fly with Mari0, you just get an invisible enemy.

Zheung Yik
Posts: 10
Joined: 19 Sep 2014, 14:24

Post » 22 Oct 2014, 13:14

Mr.Q.Marx? wrote:
Zheung Yik wrote:Hi there, i'm planning to add the rocket engine from smb 3 airship level to mari0 se but mario still die even after the fire is gone.
Is there anyway to make mario pass through when the fire is gone?

This is the code
{
"quadcount": 1,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.5,

"nospritesets": true,

"resistsfire": true,
"kills": true,
"movement": "none",

"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,

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

"autodelete": true,

"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
This is the gif
Image
I can't see the sprite so I don't know for sure but you should use a spawner object.
The enemy will spawn a fire every like 4 seconds or whatever and the fire will delete itself.
I think how you've got it, one frame is invisible right? Well that doesn't really fly with Mari0, you just get an invisible enemy.
This is the sprite
Image

The first frame is for the fire and the blank part of the image is for the second frame.
So, what do i suppose to add in my code now?

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 22 Oct 2014, 13:44

Remove the blank pixels and set lifetime to four. Use the spawn entity in you map. Have it spawn every four seconds or whatever.

Zheung Yik
Posts: 10
Joined: 19 Sep 2014, 14:24

Post » 22 Oct 2014, 14:44

jwright159 wrote:Remove the blank pixels and set lifetime to four. Use the spawn entity in you map. Have it spawn every four seconds or whatever.
I right click on the spawner entity and selected my enemy. But nothing happen...
Can you tell me the way to use the spawner entity.
Thanks

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 22 Oct 2014, 14:49

I always do my own spawner entity.
The spawner code should look like this:

Code: Select all

{
   "quadcount": 1,

   "movement": "none",

   "stompable": false,
   "killsonsides": false,
   "killsonbottom": false,

   "jumpsfromblocksbelow": true,
   "notkilledfromblocksbelow": true,
   
   "animationtype": "none",


   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 7,
   
   "gravity": 0,
   
   "static": true,
   "active": true,

   "spawnsenemy": "rocket",
   "spawnenemydelays": [0.9],
   
   "spawnenemyoffsety": 0,
   "spawnenemyspeedxtowardsplayer": false,

   "category": 20,
   
   "mask": [   false, 
            false, false, false, false, false, 
            false, false, false, false],
               
   
   "emancipatecheck": false,
   "autodelete": false

}
rocket

Code: Select all

{
"quadcount": 1,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.1,

"nospritesets": true,

"resistsfire": true,
"kills": true,
"movement": "none",

"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,

"mask": [	true, 
false, false, false, false, true,
false, true, false, true, false,
false, false, true, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],
"lifetime": 0.52,
"autodelete": true,

"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
This'll probably work for the two frame animation.
The spawner image should be blank.
The rocket has two frames so copy that first image and flip vertically.

Zheung Yik
Posts: 10
Joined: 19 Sep 2014, 14:24

Post » 23 Oct 2014, 12:32

Mr.Q.Marx? wrote:I always do my own spawner entity.
The spawner code should look like this:

Code: Select all

{
   "quadcount": 1,

   "movement": "none",

   "stompable": false,
   "killsonsides": false,
   "killsonbottom": false,

   "jumpsfromblocksbelow": true,
   "notkilledfromblocksbelow": true,
   
   "animationtype": "none",


   "quadno": 1,
   "nospritesets": true,
   
   "width": 0.75,
   "height": 0.75,

   "offsetX": 6,
   "offsetY": 4,
   "quadcenterX": 8,
   "quadcenterY": 7,
   
   "gravity": 0,
   
   "static": true,
   "active": true,

   "spawnsenemy": "rocket",
   "spawnenemydelays": [0.9],
   
   "spawnenemyoffsety": 0,
   "spawnenemyspeedxtowardsplayer": false,

   "category": 20,
   
   "mask": [   false, 
            false, false, false, false, false, 
            false, false, false, false],
               
   
   "emancipatecheck": false,
   "autodelete": false

}
rocket

Code: Select all

{
"quadcount": 1,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 1.1,

"nospritesets": true,

"resistsfire": true,
"kills": true,
"movement": "none",

"width": 0.75,
"height": 0.75,
"gravity": 0,
"static": false,
"active": true,

"mask": [	true, 
false, false, false, false, true,
false, true, false, true, false,
false, false, true, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],
"lifetime": 0.52,
"autodelete": true,

"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
This'll probably work for the two frame animation.
The spawner image should be blank.
The rocket has two frames so copy that first image and flip vertically.
I used the code but now the fire is harmless.
Image

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 23 Oct 2014, 13:28

my best guess is the mask is set up incorrectly?(idk) I would explain the mask system but I don't know it too well, although I think theres something in the documentation. You can find that in the main post of the SE beta thread.

or I could just be wrong. either way.

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 23 Oct 2014, 13:40

The mask equals true if you don't want it to collide.

Zheung Yik
Posts: 10
Joined: 19 Sep 2014, 14:24

Post » 23 Oct 2014, 15:08

jwright159 wrote:The mask equals true if you don't want it to collide.
Thanks a lot, it works like smb3. I will post this enemy to the enemy repositorium tommorow.

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 27 Oct 2014, 19:08

YES! YES! I JUST HELPED A GUY WITH CODING! ACHIEVEMENT ACHIEVED! FUCK YEH!

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 28 Oct 2014, 00:33

jwright159 wrote:YES! YES! I JUST HELPED A GUY WITH CODING! ACHIEVEMENT ACHIEVED! FUCK YEH!

i have a codeing question (sorta)

is lua pronounced looah
or is it just spelling out l-u-a

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 28 Oct 2014, 09:52

Danny wrote:i have a codeing question (sorta)

is lua pronounced looah
or is it just spelling out l-u-a
It's not an abbreviation. And it's pronounced looah, as you said.
It means moon in Portuguese, if you're wondering where the name came from.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 28 Oct 2014, 21:46

jwright159 wrote:CODING!
json is barely even coding.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 31 Oct 2014, 16:48

https://www.dropbox.com/sh/ge0icx1ypzir ... kkq_a?dl=0
i tried to imitate maurice's goomba tsunami but it do not works(crash the game)

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 31 Oct 2014, 21:19

What was the crash exactly? Can you post that here too? It might help too find the problem without having to download the enemy.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 15 Nov 2014, 20:26

i made another enemy,creeper
it crashes like the goombasumi

here:
{
"quadcount": 2,

"movement": "truffleshuffle",
"stompable": true,
"killsonbottom": true,
"killsonsides": true,

"animationtype": "mirror",
"animationspeed": 0.2,

"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 2,

"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

"transforms":"true"
"transformsinto":"goomba"
"transformtrigger":"floorcollide"
}
the images are fine

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 15 Nov 2014, 20:42

You're forgetting the commas

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 03:31

alesan99 wrote:You're forgetting the commas
I'm forgetting the topic!
i added a comma,it resolved the crash

also,i'm trying to recreate boomboom,i played your mod to see how boomboom act like super mario bros. 3
then,i started to copy your dry bone code,i will credit you later at my mod when i finish boomboom
but every time i try to fix one bug,another happen,its wasting my time! D:
can you help me?
{
"quadcount": 4,

"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.2,

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

"resistsfire": true,

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

"movement": "follow",
"distancetime": "105",
"followspace": "20"

}
{
"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": 0,
"quadcenterX": 8,
"quadcenterY": 19
}
{
"playsound": "boss"
}
i nicely ripped the boomboom sprite from your mod,and make some edits
Image
made a placeholder for a stomped boomboom(a goomba)before the crash happens
now,when i fixed the latest bug at moment,when i select boomboom,it crashes

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Nov 2014, 05:14

Post a screenshot of the crash. It helps out a lot.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 17:19

here's a gif:
Image

if you cant read,try this:
Image

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Nov 2014, 17:29

It has nothing to do with the enemy. It's a problem with your mod.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 17:30

alesan99 wrote:It has nothing to do with the enemy. It's a problem with your mod.
editor.lua -.- i never changed some at it

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Nov 2014, 17:34

Actually, try putting "width" on any enemy that doesn't have it.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 17:39

JohnHOne wrote:
alesan99 wrote:try putting a "width" on any enemy that do not have
alesan99 wrote:
JohnHOne wrote: }
{
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,
BoomBoom have,every enemy have
*facepalm*

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Nov 2014, 17:47

JohnHOne wrote:
{
"quadcount": 4,

"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.2,

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

"resistsfire": true,

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

"movement": "follow",
"distancetime": "105",
"followspace": "20"

}

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 18:05

JohnHOne wrote: every time i try to fix one bug,another happen,its wasting my time! D:
the crash got fixed
but boomboom run from me(very fast) ,do not play a music,its not solid,and it do not transforms when stomping at him D:
Image
the code:
{
"quadcount": 4,

"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.2,

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

"resistsfire": true,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,

"movement": "follow",
"distancetime": "105",
"followspace": "20",

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19

}
{
"transforms": true,
"transformtrigger": "stomp",
"transformsinto": "goomba",

"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,

"playsound": "boss"
}

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 19:06

JohnHOne wrote:
JohnHOne wrote: every time i try to fix one bug,another happen,its wasting my time! D:
the crash got fixed
but boomboom run from me(very fast) ,do not play a music,its not solid,and it do not transforms when stomping at him D:
Image
the code:
{
"quadcount": 4,

"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.2,

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

"resistsfire": true,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,

"movement": "follow",
"distancetime": "105",
"followspace": "20",

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19

}
{
"transforms": true,
"transformtrigger": "stomp",
"transformsinto": "goomba",

"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,

"playsound": "boss"
}
Sorry for double post
i fixed the collison problem,but he cant transform,do not play the music and not follow me!
{
"quadcount": 4,

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

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

"resistsfire": true,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,

"movement": "follow",
"distancetime": "0",
"followspace": "20",

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19
}
{
"transforms": true,
"transformtrigger": stomp,
"transformsinto": goomba,

"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,

"playsound": "boss"
}

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 21:08

JohnHOne wrote:
JohnHOne wrote: every time i try to fix one bug,another happen,its wasting my time! D:
the crash got fixed
but boomboom run from me(very fast) ,do not play a music,its not solid,and it do not transforms when stomping at him D:
Image
the code:
{
"quadcount": 4,

"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.2,

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

"resistsfire": true,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,

"movement": "follow",
"distancetime": "105",
"followspace": "20",

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19

}
{
"transforms": true,
"transformtrigger": "stomp",
"transformsinto": "goomba",

"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,

"playsound": "boss"
}
Who will help me?

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 16 Nov 2014, 21:39

"distancetime": "105",

This is what is making your enemy run away from you. Why you set this to 105 in the first place I have no idea. Try setting it to 1 or 2.
Also You didn't need to quote the entire thing just to say "who will help me?" you only waited 30 minutes.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 21:47

MM102 wrote:"distancetime": "105",
you do not see that i fixed early,right?
i changed to value 0 before and no longer run from me like lakito
its just missing the music and yeah,and need to fix the transform thing,but i cant fix

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 22:53

i need help!

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Nov 2014, 23:08

You can't add custom sounds and try to keep "distancetime" at a low number.

Post Reply