Share and discuss custom LunaLua code and content packs for SMBX2.
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Emral
- Cute Yoshi Egg
- Posts: 9725
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Postby Emral » Mon Aug 02, 2021 10:29 am
TheGameyFireBro105 wrote: βMon Aug 02, 2021 10:03 am
MrDoubleA wrote: βSun Aug 01, 2021 4:46 pm
TheGameyFireBro105 wrote: βSat Jul 31, 2021 5:49 pm
Also, could you maybe also do Big Koopas, as well? They're just as inaccurate as their smaller brethren. I also think making Big variants for the other styles would be a great move. You might also want to check out the Bombshell Koopa, just in case.
If you really want big koopas, you can literally just slightly edit the lua file and add a few txt files. And in terms of the big koopas, pretty much the only thing they share with regular koopas is walking and turning into something else when hit. Why would they be a part of this?
Because Big Buzzy Beetles were innitially going to be in SMW, and Big Green SMB3 Koopas are in the basegame. The fact that I can flip a normal Koopa upside-down, but not a Big one is kinda wierd, ngl.
Having an additional set of large SMB3 and SMW foes (possibly SMB1 and SMB2, as well) would allow someone such as myself to have an enemy that behaves like a SMB3 Red Koopa, but also have vanilla-sprited SMB3 Red Koopas in the same level. Also, it would save space in a hypothetical SMW Beta enemies NPC Pack. The Big Buzzy Beetle would be here, instead of with the somewhat random assortment of foes that a Beta Enemies pack would entail.
https://tcrf.net/Development:Super_Mari ... zy_Beetle
Well, you're in luck, because like MDA said in the message you replied to, you can get large koopas by making slight alterations to the existing files.
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TheGameyFireBro105
- Eerie
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Postby TheGameyFireBro105 » Mon Aug 02, 2021 11:40 am
But... CONSISTANCY .
Also, Beta Enemies!
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MrDoubleA
- Flurry
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Postby MrDoubleA » Mon Aug 02, 2021 5:14 pm
I am not adding anymore, at least at your request. Please stop begging me for these. You can literally copy and paste these.
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TheGameyFireBro105
- Eerie
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Postby TheGameyFireBro105 » Mon Aug 02, 2021 7:34 pm
Be warned. I may not ask anymore, but that doesn't mean that I won't be the only one to.
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Sonya Sanchez
- Rinka
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Postby Sonya Sanchez » Tue Aug 03, 2021 5:13 am
"Be warned" Okay that is like a threat now, just accept that begging won't do anything good Geeze!
DoubleA and Enjl even told you a bit of how to do this by yourself and yet you refuse the advice at all.
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Luna
- Lakitu
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Contact:
Postby Luna » Tue Aug 03, 2021 12:28 pm
What do you expect? Most of your posts consist of you begging for graphics or scripts and if people don't want to follow your specific requests, you get angry (for example, 'so noone wants Bowser's Fury then' when people didn't immediately start making scripts based on Bowser's Fury). And if you start making threats, that won't help you either.
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TheGameyFireBro105
- Eerie
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Postby TheGameyFireBro105 » Thu Aug 05, 2021 10:25 am
Idunn wrote: βTue Aug 03, 2021 5:13 am
"Be warned" Okay that is like a threat now, just accept that begging won't do anything good Geeze!
DoubleA and Enjl even told you a bit of how to do this by yourself and yet you refuse the advice at all.
Wasn't meaning it to be a threat. I was just saying that you shouldn't get antsy if someone else also asks the same question.
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Chilly14
- Snifit
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Postby Chilly14 » Sat Sep 18, 2021 2:43 pm
Hey, I just wanna point out that the custom shells (as in the shell NPCs with .ini files) cannot be made to start spinning in the editor unlike basegame shells.
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Hammerless Penguin
- Snifit
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Postby Hammerless Penguin » Sat Dec 18, 2021 2:18 pm
Blue beach koopas come to a halt when a shell is tossed at them on slopes unlike the default beach koopa.
New at the top and original on the bottom.
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MrDoubleA
- Flurry
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Postby MrDoubleA » Sun Dec 19, 2021 4:17 pm
Hammerless Penguin wrote: βSat Dec 18, 2021 2:18 pm
Blue beach koopas come to a halt when a shell is tossed at them on slopes unlike the default beach koopa.
New at the top and original on the bottom.
They're not meant to be identical.
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Mushroom King
- Blooper
- Posts: 175
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Thu Dec 23, 2021 9:45 pm
By halt, he doesn't mean the koopa take a moment before kicking back the shell. It doesn't move anymore and don't throw the shell even if we can hear the kicking noise, but in reality nothing happens.
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MrDoubleA
- Flurry
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Postby MrDoubleA » Fri Dec 24, 2021 6:00 am
Mushroom King wrote: βThu Dec 23, 2021 9:45 pm
By halt, he doesn't mean the koopa take a moment before kicking back the shell. It doesn't move anymore and don't throw the shell even if we can hear the kicking noise, but in reality nothing happens.
Ah okay, somehow I missed that in the gif. Yeah I should fix that.
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Mushroom King
- Blooper
- Posts: 175
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Thu Dec 30, 2021 7:58 pm
Another thing still lacking, it's about yellow beach koopas.
Yellow Koopas without Shells will attempt to jump into any nearby shell; this also allows them to dodge shells thrown at them.
They're indeed able to jump over any shell as long as it is launched in front of the koopa and is sliding on the ground.
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Suckerman7 GM
- Rocky Wrench
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Postby Suckerman7 GM » Mon Feb 28, 2022 6:51 am
I have a bug report about this library. When I attack the koopas from below, SMBX crashes for some reason. Why does this happen?
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Mal8rk
- Snifit
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Contact:
Postby Mal8rk » Wed Oct 05, 2022 6:22 pm
Hey so I have 1 problem, specifically with spinies
If I stomp on them them from a certain angle (tightly close to their left or tightly close to their right), then they will act like a regular koopa and turn into a spiny shell, instead of just hurting me when stepped on
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mariobrigade2018
- Spike
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Postby mariobrigade2018 » Wed Sep 06, 2023 6:50 pm
Uh-oh, I'm posting to an old forum post. Please don't kill me medieval style.
Is there a way to make other enemies have the extended koopas function? Example being making upside down buzzy and bombshell koopas have these functions. If so, how would I do that?
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mariobrigade2018
- Spike
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Postby mariobrigade2018 » Sun Oct 29, 2023 3:01 am
I discovered that Yoshi wonβt spit out the shells in its spinning form:
Is this intentional? If not, how can I fix this?
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mariobrigade2018
- Spike
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Postby mariobrigade2018 » Sun Apr 14, 2024 6:59 pm
Bug/oversight?
The SMB1 Spiny (id 612) isn't registered as a default Koopa, causing this to happen:
Before registering.
After registering.
Edit: what the heck happened to the gifs?
Last edited by mariobrigade2018 on Tue Apr 16, 2024 6:16 pm, edited 1 time in total.
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MarioChallengerX2
- Dolphin
- Posts: 81
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Postby MarioChallengerX2 » Mon Apr 15, 2024 12:45 pm
mariobrigade2018 wrote: βSun Apr 14, 2024 6:59 pm
Bug/oversight?
The SMB1 Spiny (id 612) isn't registered as a default Koopa, causing this to happen:
Before registering.
After registering.
The gifs don't look too different.
Also, I'm certain that the reason why it's not registered as a default koopa is because the SMB1 Spiny was added in Beta 5 and it didn't exist back then to be registered by default.
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mariobrigade2018
- Spike
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Postby mariobrigade2018 » Mon Apr 15, 2024 1:02 pm
MarioChallengerX2 wrote: βMon Apr 15, 2024 12:45 pm
mariobrigade2018 wrote: βSun Apr 14, 2024 6:59 pm
Bug/oversight?
The SMB1 Spiny (id 612) isn't registered as a default Koopa, causing this to happen:
Before registering.
After registering.
The gifs don't look too different.
Also, I'm certain that the reason why it's not registered as a default koopa is because the SMB1 Spiny was added in Beta 5 and it didn't exist back then to be registered by default.
The SMB1 Spiny was in b4, the same time that this was made, so that isnβt a valid reason for that to not be registered. The main difference in the two gifs was that one has the SMW Koopa turn and the speed difference.
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