That's great in all... But the Big question is does it have to be a monochrome Mario sprite?
Re: Super Flower API
Posted: Sat Jun 03, 2017 11:49 am
by Snessy the duck
MarioRPGExpert93 wrote:That's great in all... But the Big question is does it have to be a monochrome Mario sprite?
Pretty sure you can change it. Also, why exactly are you complaining since you love monocrome sprites so much?
Re: Super Flower API
Posted: Sat Jun 03, 2017 12:02 pm
by FireyPaperMario
Snessy the duck wrote:
MarioRPGExpert93 wrote:That's great in all... But the Big question is does it have to be a monochrome Mario sprite?
Pretty sure you can change it. Also, why exactly are you complaining since you love monocrome sprites so much?
I'm not really complaining tbh. And you misspelled Monochrome btw
Re: Super Flower API
Posted: Sat Jun 03, 2017 1:06 pm
by timocomsmbx2345
So tdk is theDinoKing?
Also, does the balls collect coins just like they do in SML?
Re: Super Flower API
Posted: Sat Jun 03, 2017 1:11 pm
by ElectriKong
Get this guy on the 2.0 dev team, NOW.
Re: Super Flower API
Posted: Sat Jun 03, 2017 2:54 pm
by PersonNamedUser
Wait, does this mean that, you can like, use this AND the fire flower in the same level?
Re: Super Flower API
Posted: Sat Jun 03, 2017 3:29 pm
by TDK
timocomsmbx2345 wrote:So tdk is theDinoKing?
Also, does the balls collect coins just like they do in SML?
Yes.
MosaicMario wrote:Wait, does this mean that, you can like, use this AND the fire flower in the same level?
Yes.
MarioRPGExpert93 wrote:That's great in all... But the Big question is does it have to be a monochrome Mario sprite?
No, you can replace the graphics. For example if you want a different Mario sprite, you have to replace the "custom_mario-3.png" graphic.
Re: Super Flower API
Posted: Sun Jun 04, 2017 4:42 am
by Benial
Is this planned to effect all the 2.0 characters eventually?
Re: Super Flower API
Posted: Sun Jun 04, 2017 4:46 am
by ElectriKong
Benial wrote:Is this planned to effect all the 2.0 characters eventually?
If he is in or going to be invited to the 2.0 dev team then probably.
Re: Super Flower API
Posted: Mon Jun 05, 2017 10:29 am
by yoshiegg
Nice Work, Dude. You showed us a new possibility to create custom powerups without overwring existing ones.
Re: Super Flower API
Posted: Mon Jun 05, 2017 10:49 am
by Hoeloe
yoshiegg wrote:Nice Work, Dude. You showed us a new possibility to create custom powerups without overwring existing ones.
This has always been possible but not without some hackery involved. Before we introduce new basegame powerups, we plan to ensure the methods for doing so are neat and polished, such that the visible difference between vanilla powerups and lua ones is minimised.
yoshiegg wrote:Nice Work, Dude. You showed us a new possibility to create custom powerups without overwring existing ones.
This has always been possible but not without some hackery involved. Before we introduce new basegame powerups, we plan to ensure the methods for doing so are neat and polished, such that the visible difference between vanilla powerups and lua ones is minimised.
^
It's just an illusion of a new powerup.
Re: Super Flower API
Posted: Mon Jun 05, 2017 7:39 pm
by timocomsmbx2345
That is wonderful, can you do the boomerang flower next?
Re: Super Flower API
Posted: Mon Jun 05, 2017 11:40 pm
by 4matsy
Enjl wrote:Didn't the balls bounce off coins in Super Mario Land?
Sometimes they did, sometimes they didn't. It wasn't easy at all to tell which direction the ball would go after hitting a coin, especially in that one underground bonus room that was literally all coins (see the 4:30 mark here):
Re: Super Flower API
Posted: Tue Jun 06, 2017 7:26 am
by yoshiegg
timocomsmbx2345 wrote:That is wonderful, can you do the boomerang flower next?
I think that isn't necessary as someone already made a boomerang flower that just works fine and that I use atm so here's the code:
local BoomerangLock = 0
function onTick()
if player.powerup == PLAYER_HAMMER then
if BoomerangLock == 0 then
if(player.runKeyPressing) then
for k,v in pairs(NPC.get(171,-1)) do
v.id = 292
v.width = 32
v.height = 32
v:mem(0x110,FIELD_DFLOAT,1)
if BoomerangLock == 0 then
if player:mem(0x106,FIELD_WORD) ~= -1 then
BoomerangLock = 0
v.x = v.x + 2
v.speedX = 25
v.speedY = -10
else
v.x = v.x - 2
v.speedX = -25
v.speedY = -10
BoomerangLock = 0
end
else
local BoomerangCheck = NPC.get(292,-1)
if table.getn(BoomerangCheck) == 0 then
BoomerangLock = 0
else
player:mem(0x160,FIELD_WORD,2)
end
end
end
end
end
end
end
end
The only problem with this is that it doesn't work for Peach.