I really need them, as their light source behaviors would otherwise require numerous events to make them work, and their AI is also very unique (bulbers: some swim straight, while others go along a path, while also turning at fast speeds
jellybeams: stay in one spot, with a wide beam of light beneath, moving similarly to Urchins. however, unlike urchins, they are defeatable by fire, and they give off light, wide when dropping down, thin when rising.)
Here you can see them in action:
I would love sprites in SMB1, SMB3 and SMW styles. The bulber sprites should pull from Boss Bass in smb3, and porcupuffers in SMW. Obviously the jelectro-like jellybeams should pull from their smaller brethren (however the colors should remain the same as the original enemy). The SMB1 sprites should be similar to the SMB3 ones, but not exactly the same.
Last edited by TheGameyFireBro105 on Fri Oct 16, 2020 11:54 am, edited 3 times in total.
bulbers look like a cheep cheep resprite with npc config settings to give them a light source.
the thing is, bulber lights are always linked to the bulb, something pretty difficult to do in SMBX.
how so? there are lightoffsetx and lightoffsety npc config flags. The former of which is relative to the NPC's facing direction, as can be seen with the Frightlight NPC which uses those for its own light source. technically speaking, resizing an npc's hitbox is just as, if not more difficult.
f5 and the spritesheet are visual references. f5 for refreshing test mode and seeing your changes to the npc txt, and the spritesheet for you to know the correct offset values without having to guess.
how so? there are lightoffsetx and lightoffsety npc config flags. The former of which is relative to the NPC's facing direction, as can be seen with the Frightlight NPC which uses those for its own light source. technically speaking, resizing an npc's hitbox is just as, if not more difficult.
When using the lightoffsetx and lightoffsety, where is the origin of the light offset?
Is it literally just at the center of the npc's hitbox?
how so? there are lightoffsetx and lightoffsety npc config flags. The former of which is relative to the NPC's facing direction, as can be seen with the Frightlight NPC which uses those for its own light source. technically speaking, resizing an npc's hitbox is just as, if not more difficult.
When using the lightoffsetx and lightoffsety, where is the origin of the light offset?
Is it literally just at the center of the npc's hitbox?
Whenever I put a positive values for lightoffsetx and lightoffsety, it appears as if I put negative values instead.
For example, if I wanted for the offset to be in the top right corner of an npc, I would put 10 and 10, but it instead appears at the bottom left corner of the npc, as if I put -10 and -10.
Whenever I put a positive values for lightoffsetx and lightoffsety, it appears as if I put negative values instead.
For example, if I wanted for the offset to be in the top right corner of an npc, I would put 10 and 10, but it instead appears at the bottom left corner of the npc, as if I put -10 and -10.
Is this supposed to happen?
In SMBX, negative y-values are up. The coordinate system works a lot like windows' own one in that sense, where the origin (0,0) is the top left corner of the scene. So if 0,0 is the center of the NPC, 10, -10 would be the top right corner.
The horizontal offset, additionally, flips based on the NPC's facing direction, so a left-facing NPC will invert the value of the horizontal light offset, leading to -10, -10 when facing left, and 10, -10 when facing right.
I have no basically no knowledge with lunalua, but I did manage to do a makeshift bulber using what Enjl said about a cheep cheep resprite, it replaces the smb1 cheep cheep. It replicates pretty well how the bulber behaves with swim and turn horizontal AI. https://cdn.discordapp.com/attachments/ ... /Bulber.7z
I wouldn't know how to do a jellybeam, since the light source is a different one than the bulber.
Also, I can't help you with alternative sprites, for other Mario versions, you'd have to ask someone whose good at that, I just recolored some sprites done by SquishyRex.
Added in 35 minutes 35 seconds:
I made him slower than an average cheep cheep, you can change it in the text file if you don't like it though. Just change the value after speed=
cant you just do it yourself instead of making a request every 2 seconds
Ok. You try doing comprehensible Lua coding.
by the sounds of it, all the time you spend complaining about lua being incomprehensible is time you could be spending trying to actually learn the language.