The Enemy Respositorium
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Welcome to the forums! Good way to get started.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Heh, those small little fires are adorable.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I got bored, so I decided to convert some Higemarus into Mari0 format.
They'd be Goombas that move a bit faster and chase you. Or whatever you want them to do.
They'd be Goombas that move a bit faster and chase you. Or whatever you want them to do.
- DerickFabro
- Posts: 80
- Joined: 24 Nov 2013, 22:29
Goomba Launcher! :D
to work, you need that enemy(hgoomba):
Code: Select all
{
"quadcount": 4,
"movement": "wiggle",
"wiggledistance": 4,
"wigglespeed": 1.5,
"speedx": -3.5,
"resistsfire": true,
"facesplayer": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"gravity": 40,
"static": false,
"active": true,
"category": 20,
"mask": [ true,
false, false, false, false, true,
false, false, false, true],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 8,
"quadcenterX": 8,
"quadcenterY": 21,
"jumps": true,
"jumptime": 3,
"jumpforce": 19,
"jumpforcedown": 6,
"spawnsenemy": "hgoomba",
"spawnenemydelays": [3.5, 3.5],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true,
"throwquadoffset": 2,
"throwpreparetime": 0.5
}
to work, you need that enemy(hgoomba):
Code: Select all
{
"quadcount": 2,
"movement": "truffleshuffle",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "mirror",
"animationspeed": 0.2,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 2,
"speedy": -15,
"speedx": -4,
"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,
"gravity": 25,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8
}
Last edited by DerickFabro on 17 Aug 2014, 15:28, edited 1 time in total.
it's because you're putting the enemy on the map, and you have to use the entity. there is a "bulleb bill launcher" entity in the "entities" tab, use it.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Smog Monster
Yes it is Hedrah from Godzilla on GB
A Goomba that just knocks you back if you jump on it, and is also immune to fireballs. You have to use shells or Stars to kill it directly.
Yes it is Hedrah from Godzilla on GB
A Goomba that just knocks you back if you jump on it, and is also immune to fireballs. You have to use shells or Stars to kill it directly.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
It would be great if, I dunno, you included the code for it? So it can do the stuff you stated right upon installation?Superjustinbros wrote:Smog Monster
Yes it is Hedrah from Godzilla on GB
A Goomba that just knocks you back if you jump on it, and is also immune to fireballs. You have to use shells or Stars to kill it directly.
Yeah, we discussed this before. It's not his shtick.
well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
>Description for Munchers
I lel'd.
I lel'd.
alex gaah wrote:well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z
which version of se is it your mappack for?
Could someone make a blargg please? I just started and I want an example so I can make my own enemies. I know you'll say that all these are examples and I know but I cant figure out how to make an enemy without a base for the sprites. If you don't know what they are, they are the lava monsters on Super Mario World. If you can't then ok. It's probably kinda hard. I'll understand.
2014 i guess, (01_21_7) it says my shortcut xDDanny wrote:alex gaah wrote:well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z
which version of se is it your mappack for?
or in start screen says 2012 mauricie , i dont really know
check the bottom right corner of options tab
- craftershaft
- Posts: 41
- Joined: 16 Jul 2014, 16:35
Nobody has done the stinkoman enemies yet.craftershaft wrote: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
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Don't nag them. If they don't want to, they don't have to.
Mario:Ouch!
Bowser Jr. : Hehehehe
when i finish boomboom,i will make bowser jr.,along with pompom from 3D Land(for use with boss-fast music)
to play with the enemies,you will need my mod to play with bowser jr.,boomboom and pompom
i will release boomboom when alesan fix the bug for me
Bowser Jr. : Hehehehe
when i finish boomboom,i will make bowser jr.,along with pompom from 3D Land(for use with boss-fast music)
to play with the enemies,you will need my mod to play with bowser jr.,boomboom and pompom
i will release boomboom when alesan fix the bug for me
instead of having a bowser jr. , i made a :
TSUNAMI
TSUNAMI BROS.
TSUNAMI
What it make at your game?
Spawn another tsunami bro and go until your game lags
Sprite
and the code:
TSUNAMI
TSUNAMI BROS.
TSUNAMI
What it make at your game?
Spawn another tsunami bro and go until your game lags
Sprite
and the code:
Code: Select all
{
"quadcount": 4,
"movement": "wiggle",
"wiggledistance": 1,
"wigglespeed": 1.5,
"speedx": -1.5,
"facesplayer": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"gravity": 40,
"static": false,
"active": true,
"category": 20,
"mask": [ true,
false, false, false, false, true,
false, false, false, true],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 8,
"quadcenterX": 8,
"quadcenterY": 21,
"jumps": true,
"jumptime": 3,
"jumpforce": 19,
"jumpforcedown": 6,
"spawnsenemy": "tsunamibros",
"spawnenemydelays": [0.5, 0.5],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true,
"throwquadoffset": 2,
"throwpreparetime": 0.5,
"ignorefaithplates": true
}
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
- Contact:
Yes. If you have file extensions enabled to be shown on your OS, you can just change the .txt extension to .json.
The other method is when your saving the .txt file, change the extension to .json and make Save as type: set to All Files, like so:
The other method is when your saving the .txt file, change the extension to .json and make Save as type: set to All Files, like so:
Sorry for the double post, but I just need to know how I can make a galoomba from SMW. After you jump on him once, he is immobilized, and if you touch him from the side you kick him a little ways and he will take out enemies, kind of like a koopa. If you jump on him a second time, he dies. What code do I put in for this?
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
I'd make two enemies and have the first one with this in:PrincessKiller wrote:Sorry for the double post, but I just need to know how I can make a galoomba from SMW. After you jump on him once, he is immobilized, and if you touch him from the side you kick him a little ways and he will take out enemies, kind of like a koopa. If you jump on him a second time, he dies. What code do I put in for this?
Code: Select all
"transforms": true,
"transformsinto": "galoomba2",
"transformtrigger": "stomp",
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Oh right well I guess the transforms would have to turn into a shell movement enemy.PrincessKiller wrote:Actually the base will be a koopa, I just need to know how to code so you can only kick the shell by only three blocks.
I guess you could do ResetTime which is seconds before wake up but I'm not sure you could do it by blocks. I'm not up to date with Alesan99's enemy luas though.
You can transfer parameters between transforms (RestTime in this case) with something, but I'm not sure what it's called anyway so yeah
Probably check the changelist
Probably check the changelist
But it's not about the time, it's about the space. (Not Dialga, but Palkia) But it still could be about the time if it measures the amount of time it travels before stopping, because that's what I'm looking for, and so far I haven't found anything yet.
I Made Waddle Dees!
I Used it at my upcoming mappack,but you can use it now!
waddledee.png (i need to fix the rest of spriteset,so i recommend to use overground spriteset)
waddledee.json
if you want a waddle dee half,you need the original waddle dee
I Used it at my upcoming mappack,but you can use it now!
waddledee.png (i need to fix the rest of spriteset,so i recommend to use overground spriteset)
waddledee.json
Code: Select all
{
"quadcount": 3,
"movement": "truffleshuffle",
"stompable": true,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 2,
"animationspeed": 0.2,
"stompanimation": true,
"stompanimationtime": 0.2,
"stompedframe": 3,
"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
}
Code: Select all
base=waddledee
{
"spawnoffsetx": 0.5
}
You didn't have to do all that for the waddle dee if you want it to be like a goomba. just use this:
Code: Select all
base=goomba
{
}
like this?PrincessKiller wrote:You didn't have to do all that for the waddle dee if you want it to be like a goomba. just use this:Code: Select all
base=goomba { }
Code: Select all
base=goomba
{
"animationtype": "frames",
"animationstart": 1,
"animationframes": 2,
"animationspeed": 0.2,
}
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
- Contact:
You can't use base=goomba and leave it blank as the code because the sprites for waddle dee have multiple frames, and goombas only use one frame that's mirrored + a death frame.
JohnHOne is doing it correctly, even if it could use a little optimization.
JohnHOne is doing it correctly, even if it could use a little optimization.
actually,the graphics i copied of a buzzy bettle,then i took this sheet of the sprite,took waddle dee sprites(the parasol one),removed the parasol,and i removed the blue partMari0Maker wrote: JohnHOne is doing it correctly, even if it could use a little optimization.
as i copied buzzy's texture,i need to fix the sprite sheets
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Mono means "one".
There are multiple shades of grey.
Therefore not mono.
There are multiple shades of grey.
Therefore not mono.
We can get technical if you'd like.jwright159 wrote:Mono means "one".
There are multiple shades of grey.
Therefore not mono.
Mono- means one, but -chroma means color. In the art world, monochromatic refers to one color on the color wheel, but multiple tints and variations. For example, my avatar is monochromatic, because it's all variations on the color blue. (With one red pop on the shoes, but still.)
Black and white is actually achromatic, a- meaning none or not. In other words, no color. Like those sprites. But some people refer to it as monochromatic, which is acceptable since it is all variations on one color, gray.
TL;DR you're being pedantic without knowing what you're talking about.