Share and discuss custom LunaLua code and content packs for SMBX2.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Fri Dec 08, 2023 2:36 am
Yeah, simply calling it an NPC pack wouldn't make sense since it contains blocks as well.
Anyway, I've been making custom NPCs and blocks for a while now, and after working on them for approximately three years (as of the creation of this topic), they're finally ready to be released to the public, so here they are.
Kab-omb & volcanic debris (NSMB)
My first custom NPCs! I only had to rewrite them twice!
Kab-ombs can be ignited by volcanic debris and other fiery things, while the debris themselves break special blocks on impact. A debris spawner is also included.
Splunkin (NSMB)
Another one of my first custom NPCs and essentially a Rex with extra effects, created on October 31st 2020 (totally a coincidence what are you talking about) and left unfinished until now for some reason.
Lakitu & Fishin' Lakitu (SMW)
Currently the most complex enemies of the pack, meant to be a more customizable version of the 1.3 Lakitu. The Fishin' Lakitu can carry any kind of NPC, except other Fishin' Lakitus. That just doesn't make any sense.
POW Block (SMB3)
The POW Block from SMB3's battle mode. It's an actual block, and it can be hit three times before it disappears. Two custom variants are also included.
Lava Lotus (SMB3)
The (actual) Lava Lotus from SMB3, with bidirectional and horizontal variants. They can spawn a lot of bullets, so be careful when placing a lot of them in a level.
Spiked ? Block (NSMB)
A rotating ? Block with spikes on its top. It flings away anything that stands on top of it. It may be a little janky.
Bowser's Flame (SMW)
Yeah, just the flame. I literally just saw Big Steely in the editor tilesets and thought making the flame as a standalone NPC would have been fun (and funny).
It moves in a sine wave while falling and disappears after staying on the ground for some time.
][/url]
Lift Platform (SMB1)
An extremely simple platform that works similarly to npc-105 (the SMW checkered platform), but instead of accelerating it moves at full speed when the player stands on it.
Kaboomba (Yoshi's Island)
A walking cannon that shoots out heavy explosive projectiles. The cannonballs bounce along the ground three times before exploding and interact with slopes. They also explode when jumped on, contrary to what their sprite would suggest.
Compatible with YI Yoshi.
Pot (The Legend of Zelda)
A pot that can contain either an item or a variable amount of coins, but enemies work too. Very fragile.
Tulip (Yoshi's Island)
A flower that spits out NPCs when something is thrown at it from above.
Also compatible with YI Yoshi.
Goomba (Yoshi's Island)
Unlike the goombas in the mainline Mario games, this one jumps off ledges and only flattens temporarily when stomped, but it can still be defeated by a ground pound.
Also compatible with YI Yoshi.
Face Blocks (Super Mario Bros. Deluxe)
A set of blocks that switch their state between solid and non-solid, with spikes and without spikes, all controlled by custom switch blocks with funny faces.
There's also the Timer Face Block, which automatically flips the other blocks every three seconds as long as it's placed on a visible layer and within a section's boundaries.
Sprites by Crafink.
Trampoline Floor (Super Mario Bros. Deluxe)
A less powerful springboard variant that turns spinjumps into regular jumps. It's also a block.
Sprites by Crafink.
Sleeping Goomba (Super Mario Bros. Wonder)
A Goomba that simply sleeps peacefully on the ground. It wakes up when pushed by the player or when something is directly in front of it. It just looks so serene, doesn't it?
Download
Changelog
All the credits and configs are listed in a document included in the pack. Make sure to give proper credit if you use any of these assets. Enjoy!
Also please don't request new assets. I just don't have the time for requests. Suggestions about the already released assets are welcome, though.
Last edited by S_Koopa0 on Thu Jul 18, 2024 12:37 am, edited 11 times in total.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Fri Dec 08, 2023 8:17 am
The pack has been updated to add a small sprite offset to all NPCs that are affected by gravity. I'm not updating the gifs though, so if the NPCs' position looks wrong in there, it has been fixed.
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mariobrigade2018
- Lakitu
- Posts: 457
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Fri Dec 08, 2023 6:39 pm
Nice stuff you got there! There are a few points of recommendations I want to share:
I feel like the Giant Debris should only break when it touches the ground
The bowser flame should fall slower
I played Super Mario Construct and the Kab-omb there spins around when it flies up in the air. Would it be possible to recreate this?
And great job on the others! You should be proud of them!
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Sat Dec 09, 2023 2:46 am
mariobrigade2018 wrote: ↑Fri Dec 08, 2023 6:39 pm
Nice stuff you got there! There are a few points of recommendations I want to share:
I feel like the Giant Debris should only break when it touches the ground
The bowser flame should fall slower
I played Super Mario Construct and the Kab-omb there spins around when it flies up in the air. Would it be possible to recreate this?
And great job on the others! You should be proud of them!
I just checked the Bowser fight again and yeah, the flame should definitely be slower. I'm not sure about the giant debris only breaking when touching the ground, though. Maybe I can add a config for that.
The Kab-omb in SMC v7 works very differently than the NSMB version, even in terms of movement, and since mine is made after the NSMB version, adding rotation feels kind of unnecessary, considering the enemy doesn't even move sideways when jumping, but it can be recreated by just drawing the sprites manually.
Thanks!
Last edited by S_Koopa0 on Thu Dec 14, 2023 8:19 am, edited 1 time in total.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Sat Dec 09, 2023 3:12 am
The pack has been updated again, fixing some issues and oversights with volcanic debris and Kaboomba's cannonball and making Bowser's flame a bit more accurate. Read the changelog for details.
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Mushroom King
- Blooper
- Posts: 181
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Sat Dec 09, 2023 3:50 pm
Great pack overall, and I wanted to share some little feedback. Kaboomba normally only shoot when the player is close enough to them and obviously in its direction. NPCs shouldn't be able to stand on a Kaboomba, only the player, and their own cannonball shouldn't hurt them. Volcanic debris should indeed be able to break block like they do in NSMB, but including HARD ones too. What is a hard block? A block who is normally not smashable under normal situation and only destroyed by hard-hits.
https://www.mariowiki.com/Hard_Block
It would also make sense for the debris to be able to melt and destroy ice block, the same way you made them interact with the icy blocks. After all, why they would be less destructive in comparison to a simple fireball?
There is also a need to fix the offset for the graphics used in the editor.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Sun Dec 10, 2023 1:14 am
Mushroom King wrote: ↑Sat Dec 09, 2023 3:50 pm
Great pack overall, and I wanted to share some little feedback. Kaboomba normally only shoot when the player is close enough to them and obviously in its direction. NPCs shouldn't be able to stand on a Kaboomba, only the player, and their own cannonball shouldn't hurt them. Volcanic debris should indeed be able to break block like they do in NSMB, but including HARD ones too. What is a hard block? A block who is normally not smashable under normal situation and only destroyed by hard-hits.
https://www.mariowiki.com/Hard_Block
It would also make sense for the debris to be able to melt and destroy ice block, the same way you made them interact with the icy blocks. After all, why they would be less destructive in comparison to a simple fireball?
There is also a need to fix the offset for the graphics used in the editor.
I see. I didn't really notice that Kaboomba only shoots when close to the player, probably due to the smaller screen size, and the cannonball thing is a consequence of them using actual explosions. I'll see what else I can do.
Volcanic debris do destroy hard blocks now, but only the SMW ones, since they're the only ones that can actually be destroyed. The other hard blocks are basically just regular tiles. Setting the blocks' smashable config to 1 should be enough.
If by "ice block" you're referring to the frozen coin and muncher, I'm not sure if I should add an interaction with those, since they can only be melted by player fireballs. It sounds like something that should be handled by a library for all kinds of fireball, instead of just the debris.
Lastly, I have no idea what happened with Kab-omb's graphics, but that can be fixed pretty easily. Thanks again for the feedback!
Added in 49 minutes 30 seconds:
Edit: unfortunately the playerblocktop config affects both players and NPCs, so there's nothing I can do to prevent NPCs from standing on a Kaboomba.
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mariobrigade2018
- Lakitu
- Posts: 457
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Sun Dec 10, 2023 2:18 am
S_Koopa0 wrote: ↑Sun Dec 10, 2023 2:03 am
Mushroom King wrote: ↑Sat Dec 09, 2023 3:50 pm
Great pack overall, and I wanted to share some little feedback. Kaboomba normally only shoot when the player is close enough to them and obviously in its direction. NPCs shouldn't be able to stand on a Kaboomba, only the player, and their own cannonball shouldn't hurt them. Volcanic debris should indeed be able to break block like they do in NSMB, but including HARD ones too. What is a hard block? A block who is normally not smashable under normal situation and only destroyed by hard-hits.
https://www.mariowiki.com/Hard_Block
It would also make sense for the debris to be able to melt and destroy ice block, the same way you made them interact with the icy blocks. After all, why they would be less destructive in comparison to a simple fireball?
There is also a need to fix the offset for the graphics used in the editor.
I see. I didn't really notice that Kaboomba only shoots when close to the player, probably due to the smaller screen size, and the cannonball thing is a consequence of them using actual explosions. I'll see what else I can do.
Volcanic debris do destroy hard blocks now, but only the SMW ones, since they're the only ones that can actually be destroyed. The other hard blocks are basically just regular tiles. Setting the blocks' smashable config to 1 should be enough.
If by "ice block" you're referring to the frozen coin and muncher, I'm not sure if I should add an interaction with those, since they can only be melted by player fireballs. It sounds like something that should be handled by a library for all kinds of fireball, instead of just the debris.
Lastly, I have no idea what happened with Kab-omb's graphics, but that can be fixed pretty easily. Thanks again for the feedback!
Added in 49 minutes 30 seconds:
Edit: unfortunately the playerblocktop config affects both players and NPCs, so there's nothing I can do to prevent NPCs from standing on a Kaboomba.
Then set npcblocktop to true and playerblocktop to false. At least, according to the SMBX2 documentation.
https://docs.codehaus.moe/#/features/npc-config
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Sun Dec 10, 2023 4:16 am
That would only make NPCs stand on it, not the player.
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Mushroom King
- Blooper
- Posts: 181
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Sun Dec 10, 2023 6:09 pm
Indeed. It should be npcblocktop to false and playerblocktop to true.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Fri Dec 22, 2023 4:54 am
The pack has been updated again, adding some new configs to Kaboomba, its cannonball and the volcanic debris (which are also more accurate now), fixing a lot of minor issues and doing some other small changes.
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Shodax
- Swooper
- Posts: 53
- Joined: Sat Feb 05, 2022 2:24 pm
- Pronouns: he
Postby Shodax » Mon Jan 22, 2024 7:34 pm
Hello.
Great job. There's only one thing, I think you forgot to put the image of the npc-754 of the Lava Lotus
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Tue Jan 23, 2024 12:33 am
Shodax wrote: ↑Mon Jan 22, 2024 7:34 pm
Hello.
Great job. There's only one thing, I think you forgot to put the image of the npc-754 of the Lava Lotus
I must have deleted it by accident while updating the pack. Thanks for pointing that out.
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Tue Jan 23, 2024 1:58 am
Another update, doing some small changes such as fixing some NPCs' editor offsets and adding back the horizontal Lava Lotus' graphic.
Additionally, Kaboomba now uses the correct sound effect, which I had to take from Valtteri's YI sound pack because I couldn't find it anywhere else for some reason, so thanks to him.
In case anyone is wondering about the enemies I made for the Super Mario Bros. Wonder event, my plan is to include them in the pack as soon as some of the assets I left unfinished are done, and also I'm taking a break from coding SMBX assets until Beta 5 is released in order to focus on other things.
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Ibaka
- Monty Mole
- Posts: 146
- Joined: Wed Apr 20, 2022 8:27 am
- Flair: Nothing
- Pronouns: he/him
Postby Ibaka » Tue Jan 23, 2024 10:01 am
it says i need permission from google drive
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Wed Jan 24, 2024 2:24 am
Ibaka wrote: ↑Tue Jan 23, 2024 10:01 am
it says i need permission from google drive
You need permission to view the file? That shouldn't require any permission.
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Marioman2007
- Lakitu
- Posts: 487
- Joined: Tue Aug 25, 2020 3:19 am
- Flair: Dr. Bones
- Pronouns: He/Him
Postby Marioman2007 » Wed Jan 24, 2024 3:28 am
The link works fine for me, it should be something on your end.
Amazing NPCs btw, the kaboombas seem so much better than what I did a while ago.
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Ibaka
- Monty Mole
- Posts: 146
- Joined: Wed Apr 20, 2022 8:27 am
- Flair: Nothing
- Pronouns: he/him
Postby Ibaka » Mon Feb 05, 2024 10:08 am
S_Koopa0 wrote: ↑Wed Jan 24, 2024 2:24 am
Ibaka wrote: ↑Tue Jan 23, 2024 10:01 am
it says i need permission from google drive
You need permission to view the file? That shouldn't require any permission.
Now it doesn’t
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S_Koopa0
- Rex
- Posts: 33
- Joined: Mon Jul 04, 2016 10:57 am
- Flair: The S stands for Springboard
Postby S_Koopa0 » Tue May 28, 2024 2:29 am
Here's the first major update of the pack. It doesn't add much, but it fixes a lot of issues regarding the other assets while also making them compatible with Beta 5.
The Gamboos from Super Mario Bros. Wonder will be added in a later update because they turned out to be extremely janky and I just didn't want this update to be delayed too much, considering the amount of things it fixes.
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Pinetiger_
- Goomba
- Posts: 4
- Joined: Wed Jul 03, 2024 4:50 am
- Pronouns: he/him
Postby Pinetiger_ » Wed Jul 03, 2024 6:51 pm
When touching the top of the spiked question mark block when its spikes are facing upwards, the game shows this error message, and everything in the level stops working. Touching the bottom of the block when the spikes are facing downward work normally, though.
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