[NPC PACK] Mario Forever Bowser

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9thCore
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[NPC PACK] Mario Forever Bowser

Postby 9thCore » Thu Sep 03, 2020 8:19 am

29.07.2024: The Beta 5 release
The NPC has been reworked for Beta 5 (and so was this post)
See Changelog/2.0 for more info

If there's any bugs, please do report them!
Gif: show
Image
How to install:
1) Download the latest version
2) Extract it in your level
3) All files are now available

Download links: show
Changelog: show
2.0.1: show
Hotfix
Fixed dead players being able to jump on the NPC
2.0: show
2.0 is a full, more accurate to the source, rewrite... about 4 years later.
Many things changed, and transitioning from the old version requires a full reset of every variable. In turn, however, it's much more flexible and better in mostly every way. Most notably for the end user, however:
- Settings now use a default-config system: if set to their "undefined" value, or "Use Config" is enabled for some, then it uses the config value - otherwise, the setting takes effect. This is so that placing multiple NPCs with the same properties, more or less, doesn't require copy-pasting an NPC halfway across the level, or worse, setting all the values back.
--- The txt file takes precedence over the lua file, so setting default config values is as simple as finding the name (can be done by digging through the lua file or looking at descriptions and tooltips of the respective setting) and setting it
- Attacks have a weight system, where higher weight means a higher likelihood of being picked, relative to the other attacks
--- A weight of 0 is equivalent to the attack being disabled
- Versatile state system, which can be added to easily, in case the default state machine is not sufficient
- Mostly everything you can think of is customizable, while notable examples of arbitrary and unchangeable values (without directly modifying the lua file) are the invulnerability flash animation, armor point (armor appears at 51-100 HP) and HP render priority (4)
- In cases where a random number is picked in a range, it is possible to modify the range by setting its start point and length (if the range allows for it, these may be, in turn, randomised as well)
- Standard and Multifire attacks are now true to source, and move diagonally towards the target
- Frankly, I don't remember if I had included Flamethrower and Hammer attack in V5... but they're better for sure
- Ability to set how far the section extends in the default ending, as well as direction - do note that the player not falling off is not handled anymore, you have to add blocks outside the area yourself
- Ability to customize the area scrolled to via markers
- Placeable turnaround marker to keep the NPC to one area
- Ability to use an ID instead of sound or music, wherever applicable
- Big groupings of settings are collapseable
- (Very big) Lava now splashes when the NPC is defeated and it falls in
1.4: show
1.4 like a year after i first released it i think so thats cool
Some bugfixes, now you can set the fire ID for specific Bowsers and you can now ACTUALLY USE DEATH EVENTS (crazy, right?). I was never actually killing ol'Bowsy so that's it.
If you want your event to trigger, simply uncheck Trigger Level Ending and do the usual set-event-on-death.
1.3: show
Here's a 1.3!
Now you can specify how the HP bar disappears once Bowser is dead, if at all! You can even disable showing the HP bar if you want to.. for some reason..
1.2: show
Here's 1.2!
Slight thing but the end level theme is now customizable! Which means that if you want a custom end level theme you don't have to go into my code and try to decifer my coding or make the end level theme exactly 8 seconds long!
1.1: show
I knew I'd put out a 1.1!
This version includes MARIO FOREVER STYLED SCROLLING which means you don't need to make a event just for making the correct arena!
Oh and also now you can specify exactly what winstate to occur once you finish the level but meh
1.0: show
Released!
Last edited by 9thCore on Mon Jul 29, 2024 8:42 am, edited 7 times in total.

DrMekar
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Re: [NPC PACK] Mario Forever Bowser!

Postby DrMekar » Thu Sep 03, 2020 11:29 am

This is defenitly pretty cool, though also pretty hardcoded with the Music and Exit in particular.

I wouldn't complain usually though there're next to none Custom Boss NPC Packs and of course I'd
like to customize the few there are to my needs.

9thCore
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Re: [NPC PACK] Mario Forever Bowser!

Postby 9thCore » Thu Sep 03, 2020 11:48 am

DrMekar wrote:
Thu Sep 03, 2020 11:29 am
This is defenitly pretty cool, though also pretty hardcoded with the Music and Exit in particular.

I wouldn't complain usually though there're next to none Custom Boss NPC Packs and of course I'd
like to customize the few there are to my needs.
Well the music / exit theme can be customized and you can also disable them if you'd like.
If you think there should be more customization let me know, I'll do my best to implement it.

edit: oop, i just realised how long the end theme isnt customizable, i'll put it in and release another version

EDIT 2: I updated the MF Bowser so now you can customize the duration of the end level theme if you wanna use a custom one. Again, if there's anything you want me to add to the NPC, let me know as I'll try to add it!

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Re: [NPC PACK] Mario Forever Bowser!

Postby DrMekar » Thu Sep 03, 2020 1:27 pm

9thCore wrote:
Thu Sep 03, 2020 11:48 am
DrMekar wrote:
Thu Sep 03, 2020 11:29 am
This is defenitly pretty cool, though also pretty hardcoded with the Music and Exit in particular.

I wouldn't complain usually though there're next to none Custom Boss NPC Packs and of course I'd
like to customize the few there are to my needs.
Well the music / exit theme can be customized and you can also disable them if you'd like.
If you think there should be more customization let me know, I'll do my best to implement it.

edit: oop, i just realised how long the end theme isnt customizable, i'll put it in and release another version

EDIT 2: I updated the MF Bowser so now you can customize the duration of the end level theme if you wanna use a custom one. Again, if there's anything you want me to add to the NPC, let me know as I'll try to add it!
Cool, Thanks for the quick reply, It's everything, but usual here.

I don't have any real ideas regarding this NPC, though I do had a few other Boss NPC
Ideas like Bosses from some SMW Hacks, who are pretty basic and still bring something
to the table that cannot or only really hardly done in smooth way in SMBX2.

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Re: [NPC PACK] Mario Forever Bowser!

Postby 9thCore » Thu Sep 03, 2020 3:12 pm

DrMekar wrote:
Thu Sep 03, 2020 11:29 am
Cool, Thanks for the quick reply, It's everything, but usual here.

I don't have any real ideas regarding this NPC, though I do had a few other Boss NPC
Ideas like Bosses from some SMW Hacks, who are pretty basic and still bring something
to the table that cannot or only really hardly done in smooth way in SMBX2.
If you have any ideas regarding other stuff I should do, I'd be happy to hear it and try my hand at making it. I'm generally pretty free and, frankly, I'm bored, so I'd love to try to do more stuff.

also the quick reply is because i generally check the forums every hour or so to see what happened

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Re: [NPC PACK] Mario Forever Bowser!

Postby Chilly14 » Thu Sep 03, 2020 6:07 pm

This is interesting, although I want it so that the health bar disappears after the NPC is dead. Also, I wish I could disable it entirely.

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Re: [NPC PACK] Mario Forever Bowser!

Postby DisasterMaster » Thu Sep 03, 2020 10:19 pm

9thCore wrote:
Thu Sep 03, 2020 11:48 am
If you think there should be more customization let me know, I'll do my best to implement it.

Again, if there's anything you want me to add to the NPC, let me know as I'll try to add it!
You did a great job porting over this version of Bowser! I especially like how you even put in the fact that Bowser's fireballs block player fireballs. Excellent attention to detail there.

The only difference I see is the hammer volley. The original MF Bowser threw a more erratic volley with a higher arc with the first hammers travelling furthest and the last hammers landing closest to him. I feel a higher arc might better help players navigate that attack. Then again, I might be crazy and it could be completely unhelpful and a nightmare to program.
9thCore wrote:
DrMekar wrote:
Thu Sep 03, 2020 11:29 am
Cool, Thanks for the quick reply, It's everything, but usual here.

I don't have any real ideas regarding this NPC, though I do had a few other Boss NPC
Ideas like Bosses from some SMW Hacks, who are pretty basic and still bring something
to the table that cannot or only really hardly done in smooth way in SMBX2.
If you have any ideas regarding other stuff I should do, I'd be happy to hear it and try my hand at making it. I'm generally pretty free and, frankly, I'm bored, so I'd love to try to do more stuff.
While SMBX does surprisingly have 10 bosses (a lot of people mention it has a lack of them), it would be nice to round out all the originals from All-Stars and SMW. We still need the following:

SMB2
Red Birdo (randomly spits 3 eggs or fireballs in quick succession)
Triclyde (fires vollies of fireballs that can be blocked by walls)
Clawgrip (throws rocks in a large arc that can be picked and thrown back)

SMB3
Roy / Ludwig (low jump height and has a ground-pound stun effect)
Wendy (fires a ring diagonally that rebounds off walls when engaged and another after each hit)
Lemmy (fires a bouncing ball when engaged and another after each hit)

SMW
Iggy / Larry (throws low-bouncing fireballs and must be stomped on to push them into lava)
Morton / Roy (climbs walls then walks on the ceiling and tries to land on the player)
Wendy / Lemmy (pops out of pipes momentarily with 2 dummies, changing pipes each time, and must be stomped on)
Bowser in Clown Car (varying attacks with Mechakoopas, Bowling Balls, and plain old stomping)

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Re: [NPC PACK] Mario Forever Bowser!

Postby Teemster2 » Thu Sep 03, 2020 10:42 pm

Nice Job with this. I like it. We were lacking bosses so this is a nice addition.

I think it would be cool to have a underwater boss but I don't remember SMB or SMW having any. I know DKC had one which made me think of underwater bosses and we have none. That's just an idea since you asked.

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Re: [NPC PACK] Mario Forever Bowser!

Postby DrMekar » Fri Sep 04, 2020 12:59 am

9thCore wrote:
Thu Sep 03, 2020 3:12 pm
DrMekar wrote:
Thu Sep 03, 2020 11:29 am
Cool, Thanks for the quick reply, It's everything, but usual here.

I don't have any real ideas regarding this NPC, though I do had a few other Boss NPC
Ideas like Bosses from some SMW Hacks, who are pretty basic and still bring something
to the table that cannot or only really hardly done in smooth way in SMBX2.
If you have any ideas regarding other stuff I should do, I'd be happy to hear it and try my hand at making it. I'm generally pretty free and, frankly, I'm bored, so I'd love to try to do more stuff.

also the quick reply is because i generally check the forums every hour or so to see what happened
Good to hear. So one idea I had would be the Fighting Scheme of Xan Bie:
https://youtu.be/AW2-z1m8ha0
12:23

It could be any other sprite though. If you want Mario-ice it, it could work as Broom Kamek.

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Re: [NPC PACK] Mario Forever Bowser!

Postby 9thCore » Fri Sep 04, 2020 4:22 am

Chilly14 wrote:
Thu Sep 03, 2020 6:07 pm
This is interesting, although I want it so that the health bar disappears after the NPC is dead. Also, I wish I could disable it entirely.

As per your request, you can now disable showing the HP bar.
Also, there's 3 options for how the health bar should disappear once Bowser is dead!
1) Move up (up & out the screen)
2) Move right (same thing as Move Up but this time Right)
3) Decrease Opacity (it slowly fades out)

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Re: [NPC PACK] Mario Forever Bowser!

Postby DA MARIO GUY » Sun Sep 27, 2020 8:57 pm

"place mf bowser" lmao

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Re: [NPC PACK] Mario Forever Bowser!

Postby The Handwoven Box » Mon Apr 26, 2021 1:16 am

Can you customize how much health he has?

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Re: [NPC PACK] Mario Forever Bowser!

Postby 9thCore » Mon Apr 26, 2021 2:28 am

The Handwoven Box wrote:
Mon Apr 26, 2021 1:16 am
Can you customize how much health he has?
You could've just downloaded the npc yourself and checked but yeah you can customize Bowser's HP

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Re: [NPC PACK] Mario Forever Bowser!

Postby The Handwoven Box » Mon Apr 26, 2021 8:16 pm

I've attempted to edit the graphics, editing all the text files in the process to match new dimensions and ID's, yet I cannot seem to get this to work. I simply put all files and folders into my episode folder, I can place Bowser, but his editor animation loop seems off, and testing the level gives me many errors, could I get any help troubleshooting this?

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Re: [NPC PACK] Mario Forever Bowser!

Postby newgamer762 » Sat May 15, 2021 8:42 am

Event can not be actived after Bowser's death. (For example, I can't make a star appear after defeating the boss)

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Re: [NPC PACK] Mario Forever Bowser!

Postby 9thCore » Sun May 16, 2021 1:15 am

newgamer762 wrote:
Sat May 15, 2021 8:42 am
Event can not be actived after Bowser's death. (For example, I can't make a star appear after defeating the boss)
so uh yeah i updated bowser and now you can specify events upon bowser's death (just setting the event in the Death dropdown and unchecking Trigger Level Ending should work)

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Re: [NPC PACK] Mario Forever Bowser!

Postby YourLocalHungarian » Mon May 17, 2021 4:36 am

great port! what i would add is probably a final boss version as a toggle (where he spits long rows of fireballs)

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Re: [NPC PACK] Mario Forever Bowser!

Postby Alley » Fri Apr 29, 2022 5:04 pm

9thCore wrote:
Thu Sep 03, 2020 8:19 am
Have you ever wanted to use the Bowser from Mario Forever in SMBX2? Well now you can!

If there's any bugs, report them!
Gif Showing MF Bowser In Action!: show
Image

How to install:
1) Download the latest version
2) Extract it in your level
3) Place MF Bowser
4) You're done!

Changelog: show
V1: show
Released!
V2: show
I knew I'd put out a v2!
This version includes MARIO FOREVER STYLED SCROLLING which means you don't need to make a event just for making the correct arena!
Oh and also now you can specify exactly what winstate to occur once you finish the level but meh
V3: show
Here's a V3!
Slight thing but the end level theme is now customizable! Which means that if you want a custom end level theme you don't have to go into my code and try to decifer my coding or make the end level theme exactly 8 seconds long!
V4: show
Here's a V4!
Now you can specify how the HP bar disappears once Bowser is dead, if at all! You can even disable showing the HP bar if you want to.. for some reason..
V5: show
Version 5 like a year after i first released it i think so thats cool
Some bugfixes, now you can set the fire ID for specific Bowsers and you can now ACTUALLY USE DEATH EVENTS (crazy, right?). I was never actually killing ol'Bowsy so that's it.
If you want your event to trigger, simply uncheck Trigger Level Ending and do the usual set-event-on-death.
Thank you for creating this! I even didn't know if it for sure can be done in SMBX but now it has been revealed that someone even works for this to make some life easier also for Mario Forever fans in such way... :) I am a big Mario Forever fan so congratiolations also! My own modded boss was replaced with this one for 2.0.0 b4 version.

Your Bowser with all of your settings also will save a whole of time from modding SMBX boss variations and give a very good glue of how to create instead of just editing some properties and look. 8-) Wasn't very big deal to merge this with my project either. Unbelievably, well job to help newbies.

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Re: [NPC PACK] Mario Forever Bowser!

Postby Registered sand eater » Thu May 26, 2022 2:12 pm

Maybe you could add the flamethrower attack that he uses in 8-4? That would be awesome.

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Re: [NPC PACK] Mario Forever Bowser

Postby 9thCore » Mon Jul 29, 2024 8:05 am

Fully reworked and rewrote the NPC, now with substantially more flexibility and stability!
Full(so-so) changelog available in the main post, but gist is
- Lava splashes when the NPC falls in
- The new default-config system
- Many, many options and configuration available
- Attack weight system
- Four available attacks: Standard, Multifire, Flamethrower and Hammer, each with their own settings and such
- Expandable state system, if needed

Do let me know how you find using this system! It's been more of an experiment to see how well it would work, and I'd say it turned out rather nice to use... but I'm the creator, so I'd like some outside opinions as well


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