(request) Pokey Head

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Emral
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Re: (request) Pokey Head

Postby Emral » Thu Jun 11, 2020 6:05 am

TheGreatMilkas wrote:
Thu Jun 11, 2020 4:54 am
Enjl wrote:
Wed Jun 10, 2020 5:39 pm
Their moves? Not sure what you mean. Could you elaborate on that?
Spinjump behaviour was introduced as an npc code "spinjumpsafe" in SMBX2. SMBX 1.3 doesn't have it. Furthermore, even in SMBX2, only new npcs (IDs 293 onwards) can have their spinjump kill prevented.
By their moves i mean how do they move and what do they do
The bit enemy moves according to these variables:
https://wohlsoft.ru/pgewiki/SMBX_NPC_AI ... .2C_128.29

The AI of those NPCs begins in line 3398 of this file and goes until 3460:
https://github.com/smbx/smbx-legacy-sou ... modNPC.bas

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Thu Jun 11, 2020 6:13 am

Enjl wrote:
Thu Jun 11, 2020 6:05 am
TheGreatMilkas wrote:
Thu Jun 11, 2020 4:54 am
Enjl wrote:
Wed Jun 10, 2020 5:39 pm
Their moves? Not sure what you mean. Could you elaborate on that?
Spinjump behaviour was introduced as an npc code "spinjumpsafe" in SMBX2. SMBX 1.3 doesn't have it. Furthermore, even in SMBX2, only new npcs (IDs 293 onwards) can have their spinjump kill prevented.
By their moves i mean how do they move and what do they do
The bit enemy moves according to these variables:
https://wohlsoft.ru/pgewiki/SMBX_NPC_AI ... .2C_128.29

The AI of those NPCs begins in line 3398 of this file and goes until 3460:
https://github.com/smbx/smbx-legacy-sou ... modNPC.bas
Oh ok thanks!As you probably figured out i didn`t know anything about scripts,i just knew what do they do,but i`m slowly figuring out!

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Fri Jun 12, 2020 9:59 am

Enjl wrote:
Thu Jun 11, 2020 6:05 am
TheGreatMilkas wrote:
Thu Jun 11, 2020 4:54 am
Enjl wrote:
Wed Jun 10, 2020 5:39 pm
Their moves? Not sure what you mean. Could you elaborate on that?
Spinjump behaviour was introduced as an npc code "spinjumpsafe" in SMBX2. SMBX 1.3 doesn't have it. Furthermore, even in SMBX2, only new npcs (IDs 293 onwards) can have their spinjump kill prevented.
By their moves i mean how do they move and what do they do
The bit enemy moves according to these variables:
https://wohlsoft.ru/pgewiki/SMBX_NPC_AI ... .2C_128.29

The AI of those NPCs begins in line 3398 of this file and goes until 3460:
https://github.com/smbx/smbx-legacy-sou ... modNPC.bas
Just one thing i need to ask:could you explain better?`Cause i am new to scripts.

Emral
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Re: (request) Pokey Head

Postby Emral » Fri Jun 12, 2020 10:12 am

Well, as you can see by looking at the enemy, they move and sometimes they jump at random. I'm not quite sure what you're looking for in an explanation. The code is just construed in such a way that that behaviour happens.

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Fri Jun 12, 2020 10:35 am

Enjl wrote:
Fri Jun 12, 2020 10:12 am
Well, as you can see by looking at the enemy, they move and sometimes they jump at random. I'm not quite sure what you're looking for in an explanation. The code is just construed in such a way that that behaviour happens.
Thanks for the help,i hope it helps much,i just asked for help bcs i`m a 10yr old,not a programmer,so i didn`t quite get it firstly,but i`m quite understanding it. ;) :) :D
Edit:And yeah i have 2 projects that i`m also working on,so i won`t spend all my SMBX time on that.
Edit 2:Also how do i change their moves?I`ve found on the 1st link about ai1,ai2 explanations,(exactly where you sent me,)but the 2nd link is what i do NOT understand,`cause it seems to me like shuffled words that i don`t know what do they mean.

Emral
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Re: (request) Pokey Head

Postby Emral » Fri Jun 12, 2020 10:58 am

You cannot simply "change an enemy's moves". The bots were programmed to do that just like Koopas were programmed to do something else. The code (2nd link) is what the computer reads to make the enemies act like that. In order to make an enemy act differently, it needs to run different code. The easiest way for that to make happen in this scenario is by not making the pokey head a replacement of the bot npc, but instead another type of npc that more closely acts like what you're looking for.

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Fri Jun 12, 2020 11:03 am

Enjl wrote:
Fri Jun 12, 2020 10:58 am
You cannot simply "change an enemy's moves". The bots were programmed to do that just like Koopas were programmed to do something else. The code (2nd link) is what the computer reads to make the enemies act like that. In order to make an enemy act differently, it needs to run different code. The easiest way for that to make happen in this scenario is by not making the pokey head a replacement of the bot npc, but instead another type of npc that more closely acts like what you're looking for.
So,replace it with something like a Spiny?(Piranha Plant in SMB1 since there aren`t Spinies)

Added in 5 minutes 14 seconds:
TheGreatMilkas wrote:
Fri Jun 12, 2020 11:03 am
Enjl wrote:
Fri Jun 12, 2020 10:58 am
You cannot simply "change an enemy's moves". The bots were programmed to do that just like Koopas were programmed to do something else. The code (2nd link) is what the computer reads to make the enemies act like that. In order to make an enemy act differently, it needs to run different code. The easiest way for that to make happen in this scenario is by not making the pokey head a replacement of the bot npc, but instead another type of npc that more closely acts like what you're looking for.
So,replace it with something like a Spiny?(Piranha Plant in SMB1 since there aren`t Spinies)
Did it,now gtg.Bye!

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Sat Jun 13, 2020 5:37 am

TheGreatMilkas wrote:
Fri Jun 12, 2020 11:08 am
Enjl wrote:
Fri Jun 12, 2020 10:58 am
You cannot simply "change an enemy's moves". The bots were programmed to do that just like Koopas were programmed to do something else. The code (2nd link) is what the computer reads to make the enemies act like that. In order to make an enemy act differently, it needs to run different code. The easiest way for that to make happen in this scenario is by not making the pokey head a replacement of the bot npc, but instead another type of npc that more closely acts like what you're looking for.
So,replace it with something like a Spiny?(Piranha Plant in SMB1 since there aren`t Spinies)

Added in 5 minutes 14 seconds:
TheGreatMilkas wrote:
Fri Jun 12, 2020 11:03 am
Enjl wrote:
Fri Jun 12, 2020 10:58 am
You cannot simply "change an enemy's moves". The bots were programmed to do that just like Koopas were programmed to do something else. The code (2nd link) is what the computer reads to make the enemies act like that. In order to make an enemy act differently, it needs to run different code. The easiest way for that to make happen in this scenario is by not making the pokey head a replacement of the bot npc, but instead another type of npc that more closely acts like what you're looking for.
So,replace it with something like a Spiny?(Piranha Plant in SMB1 since there aren`t Spinies)
Did it,now gtg.Bye!
Back again,so i`ve done it,but how do i send it?(I`ve heard that you need a site to put it on and copy the link,but which is the best?)

TheGameyFireBro105
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Re: (request) Pokey Head

Postby TheGameyFireBro105 » Mon Aug 10, 2020 6:21 pm

When I originally posted this, I was asking for pokey head sprites with flowers on top. I really wanted to see what others interpreted these as.

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Sun Aug 16, 2020 11:34 am

Oh?I can make some custom sprites wof these with flowers.In fact ,i will make a gfew variants of Pokeys like green,with flower,green with flower,etc. if you want it!I am gonna do it right now,since i haven't been on SMBX for a pretty long time and i have nothing to do,since i'm too lazy to find my lost phone and i also don't know where else to search it.

Added in 16 minutes 29 seconds:
Also i'm thinking about making their flowers flap up and down when moving.Is that a good idea?

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Sun Aug 16, 2020 12:06 pm

Also i made the flowerheads move from speed 7 to 11 bcs. of the flowers flapping,because otherwise it would not have been seen.

TheGameyFireBro105
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Re: (request) Pokey Head

Postby TheGameyFireBro105 » Sun Aug 16, 2020 1:45 pm

great, thank you. you can put a link to it in this forum.

throwawayold
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Re: (request) Pokey Head

Postby throwawayold » Sun Aug 16, 2020 2:07 pm

Just gotta finish the SMAS flowerheads,but i'll try to find a way to put a link this way 'till i finish.

Edit:
But how do i post my folder?I haven't done that at all.


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