The Enemy Respositorium

Mapping related threads and questions go in here!
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Superjustinbros
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Post » 21 Jan 2014, 17:54

Basically, post your finished enemies for Mario SE here, or suggest/sprite some for others.

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Sky
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Post » 21 Jan 2014, 17:56

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
Last edited by Sky on 04 Sep 2017, 05:42, edited 1 time in total.

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HansAgain
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Post » 21 Jan 2014, 17:58

Two-frame'd goomba:
.png file (you can use any image, but it have to have three frames like this):
Image

.json file:

Code: Select all

base=goomba

{
"quadcount": 3,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,

"nospritesets": false,
"stompedFrame": 3
}
EDIT: If you want a "gommbahalf", just write "base=goombahalf" instead of "base=goomba".

EDIT 2: is there an option to make an enemy turn around when it reachs a pit? I searched and i didn't find it. I found it.
Last edited by HansAgain on 09 May 2014, 22:23, edited 3 times in total.

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Hatninja
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Post » 21 Jan 2014, 18:19

Custom koopa npc
Basically what i used for my pilot koopa

Image

Code: Select all

base=koopa
{
	"quadcount": 2,

	"nospritesets": true,

	"active": false,
	"autodelete": false,
	"facesplayer": true
}

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HansAgain
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Post » 21 Jan 2014, 19:01

I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits), i did an egg for it, but when it reachs the floor, it turns in a red spikey, how do i fix it?

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Sky
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Post » 21 Jan 2014, 19:09

Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits), i did an egg for it, but when it reachs the floor, it turns in a red spikey, how do i fix it?
On line 12:

Code: Select all

"transformsinto": "spikey",
Change that value to the name of your red spikey.

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Superjustinbros
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Post » 21 Jan 2014, 19:29

Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits)
Funny, that was actually one of my enemy ideas from a while back.

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HansAgain
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Post » 21 Jan 2014, 19:30

Superjustinbros wrote:
Hans1998 wrote:I'm trying to do a red lakitu that spawn green spikeys (that don't fall in pits)
Funny, that was actually one of my enemy ideas from a while back.
Too late, i finished it.
Let me edit this post to put the code. (it allows spritesets).

EDIT:
Green spikey:

Code: Select all

base=spikey

{
"quadcount": 2,
"animationframes": 2,
"animationstart": 1,
"turnaroundoncliff": true,
"NoSpriteSets": false
}
Green spikey egg:

Code: Select all

base=spikeyegg

{
"quadcount": 2,
"animationstart": 1,
"animationframes": 2,
"NoSpriteSets": false,
"transformsinto": "spikeygreen"
}
Red lakitu:

Code: Select all

base=lakito

{
"SpawnsEnemy": "spikeygreenegg"
}
I used these images, but you can use others:
Image
Image
Image

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Superjustinbros
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Post » 21 Jan 2014, 19:54

Here's the Red Lakitu and Green Spiny in SMB1 style.
Image
Image
EDIT: Shoot, I forgot to recolor Lakitu's skin. :B
Last edited by Superjustinbros on 21 Jan 2014, 22:16, edited 1 time in total.

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TurretBot
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Post » 21 Jan 2014, 21:18

Superjustinbros wrote:Here's the Red Lakitu and Green Spiny in SMB1 style.
Image
Image
I know you're trying to help here, but seriously, he gave everyone the intended sprites to use for it... I'm confused why you feel the need to post some alternatives.

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idiot9.0
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Post » 21 Jan 2014, 21:23

Because some people may not like Hans' sprites, believe it or not? Or maybe someone's making a map that they want to use only the original sprites, just recolored and with new functions, to make it feel like a romhack?

Seriously, Justin did nothing wrong. Posting alternatives are actually a good idea Turret. Also Hans clearly stated at the end that they could use others.

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TurretBot
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Post » 21 Jan 2014, 21:29

Ack. My bad. Sorry about that SJB. I think I was still fired up over what you said in the SE thread.
Either way, use whatever sprites you want if you use the enemy. (Also, you forgot spiny egg sprites SJB.)

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Superjustinbros
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Post » 21 Jan 2014, 22:22

I noticed inside the LOVE that items count as enemies. Could it be possible to program in new items/powerups? C:

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TurretBot
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Post » 21 Jan 2014, 22:25

Not different power-ups entirely, but you could make, say, a mushroom that gives you star power. (Maybe.)

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Sky
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Post » 21 Jan 2014, 22:29

TurretBot wrote:Not different power-ups entirely, but you could make, say, a mushroom that gives you star power. (Maybe.)
This does work, yes.

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maidenTREE
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Post » 21 Jan 2014, 22:31

Hmm, where do I put the custom enemies in Mari0 SE?

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Superjustinbros
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Post » 21 Jan 2014, 22:31

I wonder if Mushrooms could be made to…
* Be static
* Award a set amount of points (instead of always 1000 by default)
* Award Swimming power

If we could do that we'd already have three custom items: The Hachisuke and Wing items from Special, and the "Weird Mushroom" from Kamikaze Mario DX.
Last edited by Superjustinbros on 21 Jan 2014, 22:34, edited 1 time in total.

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Sky
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Post » 21 Jan 2014, 22:34

Turtley3 wrote:Hmm, where do I put the custom enemies in Mari0 SE?
There should be a folder called "enemies" inside your new mappack. Put them in there. There should be a .png for the graphics and a .json for the "code," both with the same name.

Superjustinbros wrote:I wonder if Mushrooms could be made to…
* Be static Yes.
* Award a set amount of points Yes.
* Award Swimming power No.

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Superjustinbros
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Post » 21 Jan 2014, 22:40

WillWare wrote:
Superjustinbros wrote:I wonder if Mushrooms could be made to…
* Be static Yes.
* Award a set amount of points Yes.
* Award Swimming power No.
Welp, guess we can't have wings nor Wing Mushrooms, unless Maurice adds it in that "give Swimming powers for XX seconds" property in the future.

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maidenTREE
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Post » 21 Jan 2014, 23:33

I am thinking of Blue Koopas and Yellow Koopas.

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Sunset_Moth
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Post » 22 Jan 2014, 01:48

Also alesan's mod custom things too please.

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Mari0Maker
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Post » 22 Jan 2014, 03:37

Made the 0' Brothers goomba if anyone wants it.

.png
Image

.json

Code: Select all

base=goomba

{
"quadcount": 2,
"animationtype": "mirror",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,
"nospritesets": false,
"stompedframe": 2
}

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alesan99
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Post » 22 Jan 2014, 03:47

I could make something.
suggest

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HansAgain
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Post » 22 Jan 2014, 03:54

alesan99 wrote:I could make something.
suggest
If it's posible, something that follows you, i mean, like a yellow koopa (from SMW), but stopmable.

v Nevermind about this, i finally got it.
Also, a big goomba, this is all i got before giving up:

I used a big image (double of the size) of the goomba sprite i did.

Code: Select all

base=goomba

{
"quadcount": 3,
"animationtype": "frames",
"animationspeed": 0.2,
"animationstart": 1,
"animationframes": 2,
"nospritesets": false,
"stompedFrame": 3,
"Width": 1.5,
"Height": 1.5,
"SpawnOffsetX": -0.5,
"SpawnOffsety": 0,
"OffsetY": 7,
"Offsetx": 20
}

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MM102
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Post » 22 Jan 2014, 05:04

alesan99 wrote:I could make something.
suggest
is there anyway to make SM64 style goombas?

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Superjustinbros
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Post » 22 Jan 2014, 05:07

If anyone is interested, I made a quick correction pack to every enemy featured in Mari0. It only includes the png files and adds in the palettes to enemies that are not present in the standard SE download. It also fixes the "Bobbing Buzzy Beetle" error.
https://www.dropbox.com/s/ibrbcfjm3a2d1 ... 0Fixes.zip
The colors are the same as vanilla Mari0 and are not based off a pre-existing palette; just whatever colors are used across all the images.

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TurretBot
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Post » 22 Jan 2014, 20:49

Here's a custom powerup: The Mushroomba!
Image

Code: Select all

base=goomba
{
	"quadcount": 1,
	"animationtype": "none",

	"DontMirror": true,

	"nospritesets": true,
	"transforms": true,
	"transformsinto": "mushroom",
	"transformtrigger": "stomp",
	"stompedAnimation": false
}

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alesan99
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Post » 22 Jan 2014, 21:32

Hans1998 wrote:If it's posible, something that follows you, i mean, like a yellow koopa (from SMW), but stopmable.
Also, a big goomba, this is all i got before giving up.
I'll try but I think the only way to make enemies follow you is if they move like lakitu FIX THIS MAURICE!!!!
I'll also make big goombas for you
MM102 wrote:
alesan99 wrote:I could make something.
suggest
is there anyway to make SM64 style goombas?
You mean goombas that follow you once they see you?

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MM102
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Post » 22 Jan 2014, 22:03

MM102 wrote:
alesan99 wrote:I could make something.
suggest
is there anyway to make SM64 style goombas?
You mean goombas that follow you once they see you?[/quote]
Yes

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eraykaan
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Post » 22 Jan 2014, 23:44

Might there be a way to make octoombas?

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TripleXero
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Post » 23 Jan 2014, 01:48

For the following thing, on the blog post Maurice posted long ago with the code for a fire spitting plant, could what he used work? I can't remember if it just spit or faced Mario

EDIT: Looked into it, only changes sprite direction

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alesan99
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Post » 23 Jan 2014, 03:00

Not many enemies are being posted so let me post my FIRST ALESAN'S ENEMIES PACK.
Yellow koopa
Image
Follows player. Couldn't get the other abilities to work because they're impossible.
pls don't kill me for not using the nes palette
Blue koopa
Image
Fast, doesn't fall off edges.
Big goomba
Image
Self explanatory.
Fire bro
Image
Once again, self explanatory.
Paragoomba
Image
Jumps.
Goombrat
Image
Doesn't fall off edges

Download: https://www.dropbox.com/s/06dwnvtq7bvre ... emies1.zip

Feel free to use them and edit them.

You can also tell me what you'd want in the next pack.

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maidenTREE
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Post » 23 Jan 2014, 03:16

alesan99 wrote:Not many enemies are being posted so let me post my FIRST ALESAN'S ENEMIES PACK.
Yellow koopa
Image
Follows player. Couldn't get the other abilities to work because they're impossible.
pls don't kill me for not using the nes palette
Blue koopa
Image
Fast, doesn't fall off edges.
Big goomba
Image
Self explanatory.
Fire bro
Image
Once again, self explanatory.
Paragoomba
Image
Jumps.
Goombrat
Image
Doesn't fall off edges

Download: https://www.dropbox.com/s/06dwnvtq7bvre ... emies1.zip

Feel free to use them and edit them.

You can also tell me what you'd want in the next pack.
I first made the yellow koopas and blue koopas, but as tests in my mappack. Also, alternate sprites: Image Blue Koopa
Yellow Koopa Image
Also, I made the first flying Yellow Koopas and first flying blue koopas: Image Flying yellow koopa code

Code: Select all

base=koopaflying

{"transformsinto": "koopayellow"	
	
}
And flying blue koopas!Image Flying Blue Koopa coding

Code: Select all

base=koopaflying

{"transformsinto": "koopablue"	
	
}

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alesan99
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Post » 23 Jan 2014, 03:18

Did your koopas have the abilities?
If so then sorry :P

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maidenTREE
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Post » 23 Jan 2014, 03:20

alesan99 wrote:Did your koopas have the abilities?
If so then sorry :P
The koopas got tired of chasing Mario, so they become couch potatoes, by being like a Red Koopa, by not falling off.

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Sky
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Post » 23 Jan 2014, 03:40

What are the valid values for "transformtrigger"? I couldn't find anything about it in the documentation.

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TurretBot
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Post » 23 Jan 2014, 06:36

I doubt that there's anything more than what's needed for the default SMB stuff, like most things.
But here's the two known ones to my knowledge: "floorcollide" and "stomp" (or "stomped" I'm not sure)

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Sky
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Post » 23 Jan 2014, 06:49

TurretBot wrote:I doubt that there's anything more than what's needed for the default SMB stuff, like most things.
But here's the two known ones to my knowledge: "floorcollide" and "stomp" (or "stomped" I'm not sure)
Just found them in the code (why didn't I do that before?) and that seems to be all of them. I wish I had one for getting hit from below (like with a block).

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Superjustinbros
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Post » 23 Jan 2014, 07:10

@Alesan Well the NES doesn't really have a good yellow in it's palette to use, so I'm fine with a Yellow Koopa breaking the trend a bit.

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HansAgain
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Post » 23 Jan 2014, 16:49

alesan99 wrote:let me post my FIRST ALESAN'S ENEMIES PACK.
It's awesome alesan, this will help me a lot.
Thanks.

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Superjustinbros
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Post » 23 Jan 2014, 19:03

SMBS enemies.
Image
Image
Image
Image
Image

P.S. Has anyone figured out what the "Pegasus" property does?

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Mari0Maker
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Post » 23 Jan 2014, 19:16

Superjustinbros wrote:P.S. Has anyone figured out what the "Pegasus" property does?
Maurice said during his stream to search for it in mario.lua. It has something to do with fireballs and Mario's jump.

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Firaga
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Post » 23 Jan 2014, 20:26

Pegasus gives infinite jumping to Rainbow Dash.

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maidenTREE
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Post » 23 Jan 2014, 22:28

Superjustinbros, your custom entities are cool, but we need the coding for the Super Mario Bros Special enemies.

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Superjustinbros
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Post » 23 Jan 2014, 22:52

Firaga wrote:Pegasus gives infinite jumping to Rainbow Dash.
So, it's a player variable and not an enemy variable?
Turtley3 wrote:Superjustinbros, your custom entities are cool, but we need the coding for the Super Mario Bros Special enemies.
I know. I just felt like making them into sheets so they're readily available for when they are made into proper usable enemies.
Barrels - Indestructible Spinies with colors based on the selected environment; cannot be killed without Star.
Fireballs - Same as a Barrel, but attempts to follow the player (compared to SMBS, where they are literal reskins of Barrels).
SideSteppers - Spinies with an extra hit point that speed up and change sprites when damaged. Sprite does rapid horizontal flip ala Goombas while moving.
Icicle - Stationary, fall when approached, colors vary based on selected environment.
Fighter Flies - Goombas that leap upwards four blocks high, enough to leap 1 1/2 tiles. Unlike SMBS, they pause each time they land on the ground.

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Flutter Skye
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Post » 23 Jan 2014, 23:32

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
Last edited by Flutter Skye on 30 Jun 2014, 21:19, edited 1 time in total.

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Superjustinbros
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Post » 24 Jan 2014, 00:00

Hammer Goomba
Image
Thanks for using my sprite.

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MissingWorld
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Post » 24 Jan 2014, 03:21

Okay, I was trying to create a constant wave (basically a wave sprite throwing itself while following Mario), but it just wasn't working out and kept crashing. Might have had something to do with basing it off other people's code, but it either falls through the floor or crashes the game entirely.
These are the sprites I was trying to use, if anyone wants to help.
Image

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Bazvie999
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Post » 24 Jan 2014, 09:28

hey guys some of these entities are going into my first SE Mappack:
Mari0 Warp

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Bazvie999
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Post » 24 Jan 2014, 10:02

And Alesan99 can you make some dinosaurs please?

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