1.3.2 - Adds some new stuff.
* Rotation can now be set to face the player
* NPCs that act as a spring dont need to have a bounce animation, check the green spring example to see what I mean.
* NPCs can now change states when grabbed.
1.3.1 - Fixes a bug where NPCs can be killed twice if currently dying.
1.3 - Adds the ability to gradually slow and NPC down when changing states, documentation and fixes some bugs.
[1.2]
* NPCs can now be set to follow line guides
* Fixed a bug where state changes could trigger on level load regardless of section
* Fixed noblockcollision being set to false when the npc loaded
* Fixed a bug where the NPC would repeatedly jump on slopes
* Added the ability to attach NPCs to redirectors
* Added a "shake" option, useful for indicating attacks or changing states
* Added the ability to fire multiple spawned npcs at once, and you can set how they spawn
* You can randomise the speed of each spawned npc!
* NPCs now act as a container, and will drop their contents on death
* NPCs have a new rotation option - the option to rotate in the air based on speed.
* You can now set NPCs to harm the player on jump per phase
* You can now set NPCs to act like a spring
* Spawned NPCs can now be set to die when the parent does
* Death effects can be handled internally, meaning you don't need a death effect if you don't want to. NPCs using this can spawn a squashed image of themselves, fall offscreen among other things!
* Sound effects and effects can be randomised like with states, and are handled better internally
* NPCs can be set to move like a Zelda 2 Bot
* A general timer that affects horizontal and vertical movement has been added. It does something different for each behaviour.
* NPCs are now affected by twisters, but you can blacklist it by removing the line "twisterai.whitelist(id)" in the AI file.
* NPCs can act as vines
* NPCs can act as coins, with a value you can set
* The UI has been improved a bit
* Paralyse code has been improved, and you can also set it to be paralysed from anything.
* NPCs can change states when colliding with the player, or any NPC.
* You can specify a starting phase for NPCs
* You can attach other NPCs to "trail" your creation. It can be set to be positioned anywhere, as well as following like a flame chomp and circling like a shield.
* You can make the NPC's animation be controlled with the state timer, rather than the usual one
* You can flip NPCs over like a galoomba
* You can set NPCs to be picked up and thrown on a per state basis
* Spawned effects can have X and Y speed
* You can now change states when entering / exiting water
* NPCs can be set to jump upon changing states
* NPCs can now be set to be affected by water physics
* NPCs can have a specific direction set when changing phases
* NPCs can now perform melee attacks, by sending out a hitbox that can be controlled, you can make them harm NPCs, blocks and even players!
* NPCs can now follow Waypoints, a separate NPC that must be linked with the NPC Creator. You can do this by giving the Waypoint an id via the extra settings, and typing that same id into the NPC Creator to refer to it. It
* Effects can now be spawned anytime, and at random spots.
1.1 - Many smaller updates idk what they were
1.0 - Released!
What an outstanding creation!! This will surely help out less experienced folks make levels with whatever kind of NPC their hearts desire. Fantastic work!!
A few dreams just came true. Before we've got a ton of new powerups and now this... Wonderful work! Sure that I will try this put. This tool is just perfect for people who don't know custom scripts, just like me.
When I saw this, my jaw dropped. This is awesome, man! Good work!
EDIT: Video doesn't work for me. It is probably just me because I have filter settings that are a little over-aggresive on that I never turned off.
Small update: Optimizes some code to make things run better. Thanks MrDoubleA!
You'll notice a few things like block collision and hp may be messed up, just reset them on your npc and it'll work fine again.
Edit: Adds the ability to stun the player when the npc lands on the ground.
Be sure to check you have the latest version when copy pasting npcs from other people.
Another fantastic work! Especially long-awaited Instant-killer option for NPCs (used by Omniman in demo).
Bugs found:
If SMW Skewer (ID#423 and 424) hits Omniman, the script crashes:
Same thing happens when NPC is hit by it`s own explosion.
As for room for improvement, an option to move like Graf/Van De Graf would be great addition.
Another fantastic work! Especially long-awaited Instant-killer option for NPCs (used by Omniman in demo).
Bugs found:
If SMW Skewer (ID#423 and 424) hits Omniman, the script crashes:
Same thing happens when NPC is hit by it`s own explosion.
As for room for improvement, an option to move like Graf/Van De Graf would be great addition.
Got some ideas:
1. Use random number from given list, to define phase to shift to.
2. Option for NPC to work with line guides.
3. Option to define NPC as container, so it can release it`s contents, when killed, regardless of current phase.
4. Continuous SFX play with fixed interval (Mad Piano: "Chomp, Chomp, Chomp...").
5. Multiple spawning NPCs at time (spread shot projectile attack).
One idea I had if possible is could one make the phases in different tabs of sorts? Currently the current system is really annoying scrolling through such a long list but if they were separated on a phase to phase basis then it would make it a lot easier. Good Work nonetheless!
One idea I had if possible is could one make the phases in different tabs of sorts? Currently the current system is really annoying scrolling through such a long list but if they were separated on a phase to phase basis then it would make it a lot easier. Good Work nonetheless!
Thanks, that was my original plan but unfortunately SMBX2 extra settings dont allow multiple pages
Not sure if this is a bug or not, but if the setting 'Jump Over blocks' is turned on then the NPC will jump whenever it encounters slopes. This is also an issue if the setting 'Jump Over Gaps' is turned on, jumping whenever it encounters slopes.