The Enemy Respositorium
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).
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.
I kinda want these enemies for my project, could you please fix the link?Flutter Skye wrote:Here's a few enemies:
Goomba Goomba
Fire Goomba
Hammer Goomba
Completely harmless Weighted storage cube
Sunplaza from all night nippon SMB
Poison Flower
Credits:
Superjustinbros for the Helmet Goombas sprites.
Alesan for the fireball code.
Turtley for the sunplaza sprite (He wanted It In his avatar)
Download
It says
Dropbox wrote:404 Page not found.
i make that:
is this good? (see the little ash)
is this good? (see the little ash)
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
}
It's not called horizontal wiggle, just "wiggle".alex gaah wrote:hey, anyone knows how to use horizontal wiggle?, i cant make it work, can help me?
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
}
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
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.[Tim] wrote:i make that:
is this good? (see the little ash)
Grenade Bros.
A scrapped enemy from Qwertylevels.
All of the enemies in the pack are required for it to function.
DONWLOAD
A scrapped enemy from Qwertylevels.
All of the enemies in the pack are required for it to function.
DONWLOAD
¡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.
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: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.
Code: Select all
base=star
{
"kills": true,
"removeonmariocontact": false,
"makesmariostar": false
}
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.
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.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
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?
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
The only way I know how to make something shoot is towards Mario. Sorry.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
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.
Trick star that disappears on spawn. Put it in bricks or ? blocks.
Code: Select all
base=star
{
"lifetime": 0.01
}
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
}
- I LÖVE LUA
- Posts: 222
- Joined: 12 Aug 2013, 13:19
You need Alesan's enemy "fix". You can get it here.
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 :)
download https://drive.google.com/file/d/0B-NTQv ... doZ0k/view
enjoy :)
download https://drive.google.com/file/d/0B-NTQv ... doZ0k/view
enjoy :)
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
So I'm having some trouble getting "transformtrigger": "lifetime" to work
the enemy just despawns when the lifetime expires.
the enemy just despawns when the lifetime expires.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
nevermind, qwerty helped me figure it out.
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.
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
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.
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.
-
- Posts: 41
- Joined: 07 Aug 2017, 07:18
- Contact:
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
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
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
}
playerneardist can take an array:
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:
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.
Code: Select all
"playerneardist": [x, y, width, height]
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]
Welp I did a thing for a mappack that I'm doing,
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
I will probably do a NSMBWii Red and Green Koopa too because I have ripped sprites of the model.
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
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
}
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
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.FuriousHedgehog wrote:Welp I did a thing for a mappack that I'm doing,
Bored of the NSMB Goomba?
Here's the NSMBWii Goomba:
-
- Posts: 38
- Joined: 30 Apr 2017, 23:31
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!
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.
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.
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:Feel free to modify the duration or sound as you see fit.
DOWNLOAD
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.
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"]]
DOWNLOAD
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
}
Code: Select all
base=hammer
{
"movement": "follow",
"followspace": 1,
"followSpeed":0.25,
"distancetime":0.55,
"gravity":1.458
}
Images:
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
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.
I don't really know the reason,but it may be because i made it in alesan's entities.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.
(who knows?)
Or you could not made the hammer in.
edit:hammers not a base.
use alesan's entities,it could work
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Some modern styled powerups. They're basically just animated reskins of the standard varieties. They also have proper pallete swaps.
Mushroom
Fireflower
1-up
Poisonshroom
Downloadhttps://www.dropbox.com/s/ue3cdtitgxqky ... s.zip?dl=0
EDIT: Fixed download
Mushroom
Fireflower
1-up
Poisonshroom
Downloadhttps://www.dropbox.com/s/ue3cdtitgxqky ... s.zip?dl=0
EDIT: Fixed download
Those EYES.Villager103 wrote:Some modern styled powerups. They're basically just animated reskins of the standard varieties. They also have proper pallete swaps.
Mushroom
Fireflower
1-up
Poisonshroom
Downloadhttps://www.dropbox.com/s/ue3cdtitgxqky ... s.zip?dl=0
EDIT: Fixed download
But modern powerups don't have palette swaps.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
They're still using the classic colors, though, which would look weird if they didn't have pallete swaps.QwertymanO07 wrote:But modern powerups don't have palette swaps.
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.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
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.
Boulder
Concrete Cube
Ice Cube
Impact Bomb
Rolling Ball
Ultraheated Cube
Download
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.
-
- Posts: 6
- Joined: 03 Mar 2018, 21:08
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
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
Shit the invisible block is pretty much the same as playerclip from Accursed.
- sdslayer100
- Posts: 31
- Joined: 18 Jun 2015, 20:28
- Contact:
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.
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.
Yeah that's easy. Someone's already done the spiny, and the bullets could be done with:
- sdslayer100
- Posts: 31
- Joined: 18 Jun 2015, 20:28
- Contact:
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.