The Enemy Respositorium

Mapping related threads and questions go in here!
Squidish
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Post » 22 Jan 2016, 03:40

I was wondering if there's any way to set enemies so they're killed by portal gun shots.

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TurretBot
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Post » 22 Jan 2016, 03:45

There isn't one.

EDIT: Mostly because they don't have hitboxes at all (they certainly aren't given a mask or category in portalprojectile.lua, at least).
Last edited by TurretBot on 22 Jan 2016, 23:08, edited 2 times in total.

Squidish
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Post » 22 Jan 2016, 03:49

Ah. Wish there was a mod for something like that though

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nikitaw99
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Joined: 25 Jan 2014, 14:30

Post » 27 Jan 2016, 12:41

Flutter Skye wrote:Here's a few enemies:
Goomba Goomba
Image
Fire Goomba
Image
Hammer Goomba
Image
Completely harmless Weighted storage cube
Image
Sunplaza from all night nippon SMB
Image

Poison Flower
Image


Credits:
Superjustinbros for the Helmet Goombas sprites.
Alesan for the fireball code.
Turtley for the sunplaza sprite (He wanted It In his avatar)

Download
I kinda want these enemies for my project, could you please fix the link?
It says
Dropbox wrote:404 Page not found.

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[Tim]
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Post » 05 Feb 2016, 19:21

I made an enemypack:
trapped block (just named block):

Image

It's a trapped block who is falling, "blockstatic" don't fall
this enemy have to be stomped to reveal the enemy

trapped block (just named bricks):

Image

It's a trapped bricks who is falling, "bricksstatic" don't fall
this enemy have to be stomped to reveal the enemy,
for killing it stomp it again

bomber:

Image

drop bombs

reversed coinblock:

Image

stomp it for earning coin, shroom & more...

reversed mushroom block: coinblockmush
reversed star block: coinblockstar

friendly lakito:


Image

Used a old sprite from this topic

Sonic Ring:

Image

doesn't really work

chomp:

Image

Named "schomp" because i had a "chomp" named enemy previously

upbot:

Image

(upfire with a robot sprite)
download: https://www.dropbox.com/s/71mote397xkfe ... k.zip?dl=0

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[Tim]
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Post » 25 Feb 2016, 17:44

i make that:

Image

is this good? (see the little ash)

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alex gaah
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Post » 22 Mar 2016, 04:17

hey, anyone knows how to use horizontal wiggle?, i cant make it work, can help me?

Code: Select all

{	
	"quadcount": 2,
	
	"speedx": -5,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,

	"Kills":true,
	"notkilledfromblocksbelow": true,
	"portalable": false,
	"resistfire": true,
	
	"movement": "horizontalwiggle",
	"horizontalwiggledistance": 5,
	"horizontalwigglespeed": 5,
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],

	"emancipatecheck": true,
	"autodelete": true,
	
	"gravity": 0,
	
	"spawnoffsetx": 5.5,
	
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 8
}

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alesan99
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Post » 22 Mar 2016, 04:29

alex gaah wrote:hey, anyone knows how to use horizontal wiggle?, i cant make it work, can help me?
It's not called horizontal wiggle, just "wiggle".

Try this:

Code: Select all

{   
   "quadcount": 2,
   
   "speedx": -5,

   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.2,

   "Kills":true,
   "notkilledfromblocksbelow": true,
   "portalable": false,
   "resistfire": true,
   
   "movement": "wiggle",
   "wiggledistance": 5,
   "wigglespeed": 5,
   
   "width": 0.75,
   "height": 0.75,
   "static": false,
   "active": true,
   "category": 5,
   
   "mask": [   true, 
            true, false, true, true, true,
            true, true, true, true, true,
            false, false, true, false, false,
            true, true, false, false, true,
            false, true, true, false, false,
            true, false, true, true, true],

   "emancipatecheck": true,
   "autodelete": true,
   
   "gravity": 0,
   
   "spawnoffsetx": 5.5,
   
   "offsetx": 6,
   "offsety": 0,
   "quadcenterX": 8,
   "quadcenterY": 8
}

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Superjustinbros
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Post » 01 Apr 2016, 21:20

[Tim] wrote:i make that:

Image

is this good? (see the little ash)
The sprite looks good, all I would say is is the shell could be cleaned up a bit, since it looks a bit odd with all the random dark red pixels.

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Qwerbey
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Post » 08 May 2016, 03:25

Grenade Bros.
A scrapped enemy from Qwertylevels.
Image
All of the enemies in the pack are required for it to function.

DONWLOAD

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Raymundo
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Post » 25 Jul 2016, 08:01

¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 25 Jul 2016, 16:09

Raymundo wrote:¡Hey everyone!
can someone make a star that kills you (srry for my bad english)
like, if you take the star you die.
And a jumping mario enemy please.
Star that kills:

Code: Select all

base=star
{
"kills": true,
"removeonmariocontact": false,
"makesmariostar": false
}

Squidish
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Joined: 05 Apr 2014, 04:04

Post » 13 Sep 2016, 02:44

I know it's technically a double post but come on that post was a while ago besides this doesn't relate to it furthermore

I can't get my enemy to fire a projectile in the direction it's facing. Does anyone know how to do this?
I also can't get my enemy to use the original graphic, for some reason it just stretches out the image.

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MagicPillow
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Post » 13 Sep 2016, 23:42

I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?

Squidish
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Joined: 05 Apr 2014, 04:04

Post » 14 Sep 2016, 01:57

MagicPillow wrote:I'm not quite sure how you would make it fire in the way it's facing, but I can try to help with the graphics. Can you show the code for them?
I fixed the graphics, but I'm still stuck on the firing in the way it's facing.

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MagicPillow
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Post » 15 Sep 2016, 04:23

The only way I know how to make something shoot is towards Mario. Sorry.

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Villager103
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Post » 12 Oct 2016, 09:11

Hey, could any of you create an enemy for me? Well actually, it's two enemies. I'd like two High Energy Pellet enemies. One that moves horizontally, the other moves vertically. I've had an idea in my head about using box droppers, a squarewave and region triggers to create working HEP's. Could anybody do that for me? Thanks.

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The Snivy
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Post » 14 Oct 2016, 03:28

Trick star that disappears on spawn. Put it in bricks or ? blocks.

Code: Select all

base=star
{
	"lifetime": 0.01
}

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alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 22 Jun 2017, 03:58

some help whit this?, he doesnt transforms :/

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.05,
	
	"nospritesets": true,
	
	"resistsfire": true,
	"kills": true,
	"movement": "none",
	
	
	"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, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],

	
	"emancipatecheck": true,
	"transforms": true,
	"transformsinto": "lilchomp",
	"transformtrigger": "playernear",
	"playerneardist": 4,
			
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}

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I LÖVE LUA
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Post » 22 Jun 2017, 14:03

You need Alesan's enemy "fix". You can get it here.

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alex gaah
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Post » 10 Jul 2017, 07:20

hey there, first thanks to all for helping me in all my questions :), i share the enemies i do in the past months, they arent perfect, but i hope you can fix the little mistakes :), i take some images from here, so thanks to you for share it :)

Image

download https://drive.google.com/file/d/0B-NTQv ... doZ0k/view

enjoy :)

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MagicPillow
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Post » 05 Aug 2017, 03:10

So I'm having some trouble getting "transformtrigger": "lifetime" to work
the enemy just despawns when the lifetime expires.

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I LÖVE LUA
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Post » 05 Aug 2017, 07:40

Can you show us your enemy JSON file please?

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MagicPillow
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Post » 05 Aug 2017, 22:27

nevermind, qwerty helped me figure it out.

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Qwerbey
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Post » 24 Aug 2017, 05:46

Diamonds
A sort of linearized roto-disc.
It's a nice enemy, but it doesn't quite fit in with my current mappack. As such, I'm posting it here for people to use. The enemies "orbit" the block 4 tiles below it, while only moving in straight diagonal lines.

Image

The pack contains a counterclockwise (default) and clockwise versions, as well as "reversed" versions that start at the bottom. I hope these will be enough to demonstrate how you can modify these to suit your own needs.

Download
Last edited by Qwerbey on 05 Sep 2017, 02:45, edited 1 time in total.

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TurretBot
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Post » 04 Sep 2017, 08:57

WillWare wrote:Calling it so no one else does - I'll try to port over some (hopefully all) of the enemies from Kirby's Adventure. I'll post progress periodically.

edit: lol that happened, it's probably not going to be done, sorry
what the fuck ive been waiting for 3 years and then you do this

Fawfuls TNT
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Post » 27 Sep 2017, 00:33

Mari0 SE Enemy request:

Sonic CD Scrapped Final Fever Zone Boss:

Sprites (Please credit the creator): https://retrobunyip.deviantart.com/art/ ... -609903190

Final Fever Boss Sprite Animation/Concept by Patafoin:
https://youtu.be/QyXenNOcQJQ

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alex gaah
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Joined: 08 Aug 2014, 03:45

Post » 29 Sep 2017, 23:52

can i make a "playerneardist" in "y" distance? , this code works, but i want he transforms in 2 on vertical distance, is that posibble ?

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	"nospritesets": true,
	
	
	"kills": true,
	"gravity": 0,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,

	"resistsfire": true,

	"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,
	"transforms": true,
	"transformsinto": "spawnerfish",
	"transformtrigger": "playernear",
	"playerneardist": 2,
	"autodelete": true,
	
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 19
}

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Sky
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Post » 01 Oct 2017, 05:50

playerneardist can take an array:

Code: Select all

"playerneardist": [x, y, width, height]
This makes a large box around the enemy, rather than depending on X coordinates only.
I'm not sure exactly how you want it set up, but if you want it to transform on Y only with no regard to X, I would make it really wide, like this:

Code: Select all

"playerneardist": [-500, -2, 1001, 5]
I might not have the coordinates set up right as I've never used the array form, but try using this and see if you can get it working.

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FuriousTH
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Post » 24 Oct 2017, 07:13

Welp I did a thing for a mappack that I'm doing,
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
Image

I will probably do a NSMBWii Red and Green Koopa too because I have ripped sprites of the model.

Code: Select all

base=goomba

{
"quadcount": 16,
"animationtype": "frames",
"animationstart": 1,
"animationframes": 15,
"animationspeed": 0.04,

"noSpriteSets": true,
"stompedFrame": 16
}

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Cerulean AL
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Post » 24 Oct 2017, 13:41

FuriousHedgehog wrote:Welp I did a thing for a mappack that I'm doing,
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
I've always wanted to try making NSMBWii Versions of enemies, which I probably will do eventually. I can't wait to test out later to see how it works.

CoolJulianXD
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Post » 05 Nov 2017, 22:50

I got a request: a evil mario that can follow you stsrts big then when you hit him them he becomes small and maybe add his death animation also make him jump every few seconds if that is possible  I hope that is not to much! 

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Qwerbey
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Post » 10 Nov 2017, 23:53

Hot tip: no one will ever make an enemy for you; you'll just have to learn how to do it yourself. I hope this will be a good resource for you, and I will say that a lot of those behaviors can be done with enemy transforms.

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Qwerbey
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Post » 05 Dec 2017, 16:01

Disappearing Powerups:
I made a relatively simple enemy that kills itself after a set time, much like the titanite lizards from Dark Souls. They can be used to add urgency to a powerup, but make sure not to count on the player receiving the item.

Image

The pack includes each of the default powerups, plus the Starfruit from Qwertylevels 'cause why not?

If you want to make a version using your own powerup, here is the all of the necessary code to add:

Code: Select all

	"customtimer": [[2,"setkill",true],[0,"playsound","shot"]]
Feel free to modify the duration or sound as you see fit.

DOWNLOAD

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Skel3t
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Post » 06 Dec 2017, 12:05

Code: Select all

base=hammerbros
{
"spawnsenemy":"wingedhammer",
"jumptime":7.256,
"jumpforce":25.250,
"jumpforcedown":2,
"transformtrigger":"stomp",
"transforms":true,
"transformsinto":"hammerbros",
"spawnenemyoffsetx":0.00015,
"facesplayer":true,
"spawnEnemyTowardsPlayer":true,
"spawnEnemySpeedX":6.4,
"spawnEnemySpeedy":6.4,
"spawnEnemySpeed":7.4,
"gravity":5.87
}
and

Code: Select all

base=hammer
{
"movement": "follow",
	"followspace": 1, 
"followSpeed":0.25,
"distancetime":0.55,
"gravity":1.458
}
My winged hammer bro and winged hammer.
Images:
Image
Image

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Superjustinbros
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Post » 20 Dec 2017, 17:33

Tested it, it may be because it's using custom enemies as a base (which are unaltered from the original Mari0 SE enemies), but it threw up this crash screen when the Winged Hammer Bro proceeded to attack.
Image

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Skel3t
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Post » 21 Dec 2017, 13:01

Superjustinbros wrote:Tested it, it may be because it's using custom enemies as a base (which are unaltered from the original Mari0 SE enemies), but it threw up this crash screen when the Winged Hammer Bro proceeded to attack.
Image
I don't really know the reason,but it may be because i made it in alesan's entities.
(who knows?)
Or you could not made the hammer in.
edit:hammers not a base.
use alesan's entities,it could work

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Villager103
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Post » 14 Feb 2018, 08:15

Some modern styled powerups. They're basically just animated reskins of the standard varieties. They also have proper pallete swaps.

MushroomImage
FireflowerImage
1-upImage
PoisonshroomImage

Downloadhttps://www.dropbox.com/s/ue3cdtitgxqky ... s.zip?dl=0

EDIT: Fixed download

Eden GT
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Post » 14 Feb 2018, 09:36

Villager103 wrote:Some modern styled powerups. They're basically just animated reskins of the standard varieties. They also have proper pallete swaps.

MushroomImage
FireflowerImage
1-upImage
PoisonshroomImage

Downloadhttps://www.dropbox.com/s/ue3cdtitgxqky ... s.zip?dl=0

EDIT: Fixed download
Those EYES.

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Qwerbey
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Post » 14 Feb 2018, 23:05

But modern powerups don't have palette swaps.

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Villager103
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Post » 15 Feb 2018, 00:05

QwertymanO07 wrote:But modern powerups don't have palette swaps.
They're still using the classic colors, though, which would look weird if they didn't have pallete swaps.

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Qwerbey
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Post » 15 Feb 2018, 01:26

Really my main issue is that the different palettes make the functions harder to read, so I guess just make them use modern colors then.

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Villager103
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Post » 27 Feb 2018, 21:41

Portal Enemy Pack: Additional testing elements for all your testing needs!

This pack includes 6 new elements for your test chambers.
Note: These were designed for Beta 9 with hotfixes, some stuff might break if you use them on other versions.
All enemies were designed from scratch by Villager103(except a tiny part of the boulder code, which was taken from Alesan99's giant goomba enemy)

CREDIT ME IF YOU USE THESE. OTHERWISE, DO WHAT THE FUCK YOU WANT

DIRECT ANY BUGS/COMPLAINTS/SUGGESTIONS BY PM-ING ME ON STABYOURSELF FORUMS

CREDIT TO ALESAN99 FOR THE QUAD OFFSET PART OF THE GIANT GOOMBA ENEMY
Boulder
Image
Boulders from Narbacular Drop. These will kill you if you touch them on the sides or bottom, but not on top. They can be funneled through portals and weigh down buttons, as seen in the GIF.
Concrete Cube
Image
As seen in the recent The Forgotten Tests update. Cannot be picked up, kills you if it lands on you.
Ice Cube
Image
Not to be confused with Blue Portals ice cubes. These cubes can slide around like Sonic the Hedgehog on Propulsion Gel. Or, y'know, like ice.
Impact Bomb
Image
Happy Explosion Day!
Rolling Ball
Image
Balls that roll around. Basically Goombas that can't hurt you and can't be killed.
Ultraheated Cube
Image
Concrete Cubes, but 5000000% more death-causing.
Download

LittleGreenGiant
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Post » 17 Mar 2018, 21:36


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Qwerbey
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Post » 18 Mar 2018, 05:58

Yes but what is it?

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Britdan
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Post » 20 Apr 2018, 19:19

Well... this forum is empty so I made my own pack
note - (I'm not a coder, but I tried my best)

welcome to the AidanTP's ultra pack v1
this includes 5 different enemys

- the first 3 are linked
aperture gomba - like a gomba but cant be stomped but can be emancipated
aperture koopa - like gomba varient but 2 high instead
aperture koopa red - like koopa varient but cant walk of cliff

- invisible block
no longer will you have to add it to your tile pack its been here the whole time!

- saw blade
a saw blade that has an animation and kills if touched - can shoot portal's through it.

download-https://www.dropbox.com/s/57lmw4cxniumm ... 1.rar?dl=0

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Qwerbey
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Post » 21 Apr 2018, 05:50

Shit the invisible block is pretty much the same as playerclip from Accursed.

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sdslayer100
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Post » 31 May 2018, 06:10

Wondering if it's possible to make a spiny that can't be killed by fireballs.
Already got the sprite made and in the game but it can still be killed.

Another thing I'm attempting to do is fairly simple. Just a red bullet bill that moves about twice as fast as they normally do. And a green bullet bill that moves about 0.3x as fast as they normally do.

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Qwerbey
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Post » 31 May 2018, 22:14

Yeah that's easy. Someone's already done the spiny, and the bullets could be done with:

Code: Select all

base=bulletbill
{
	"speedx": 16
}

Code: Select all

base=bulletbill
{
	"speedx": 2.4
}

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sdslayer100
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Post » 02 Jun 2018, 01:24

Got it with the bullets but is there any sort of way to make it so they continuously fire from the launchers? They only fire out once then nothing else.

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