How do you despawn/kill TapTap? It keeps walking, even after falling into lava! That's kinda inaccurate to the original enemy/the boss that it is a literal palette swap of. The immunity to pits is accurate, but not the lava-walking.
I've decided to make it completely unkillable...
In other news, 1.4 is finished!! SMB2 Section is mostly done, so gonna focus on other ones more! 1.4 adds Hawkmouth (+ Boss variant), Ostro and Rocket! Also contains some bugfixes..
Download link is in the main topic!
Re: Extension Pack (1.3) - Misc. + SMW
Posted: Thu Aug 19, 2021 12:36 pm
by Mushroom King
There is some bug with the red shell. It will randomly bounce on enemies, something more likely to happens when throw on a line of foes. It also can't go through a flying carpet (still don't move but whatever) and will always be defeated by colliding either under or the sides, making it impossible to target from below any npc the carpet is carrying. Also, the player in both SMB2 and the advance remake was able to ride them while in the advance version they got changed to act more like in other games (can hurt the player, don't disappear but rebound).
Would also be more SMB2 style to make it impossible to grab from the side, only the top.
Edit: I forget, another bug, the red shell will never disappear when hitting enemies if the player just keep holding it.
Edit 2: Finally able to make works the carpet and acting the way it should,ignore anything related to it, including the collision problem.
How do you despawn/kill TapTap? It keeps walking, even after falling into lava! That's kinda inaccurate to the original enemy/the boss that it is a literal palette swap of. The immunity to pits is accurate, but not the lava-walking.
I've decided to make it completely unkillable...
In other news, 1.4 is finished!! SMB2 Section is mostly done, so gonna focus on other ones more! 1.4 adds Hawkmouth (+ Boss variant), Ostro and Rocket! Also contains some bugfixes..
Download link is in the main topic!
Really nice pack per usual, Core! Although there ARE a few issues.
For one thing, Hawkhead's collision is massive. Fighting him is a little bit of a pain because of how huge his hitbox is.
This one is a little bit more of a nitpick, but Hawkhead's boss form doesn't go behind walls when deactivated. Which makes it pretty obvious that it's the NPC version instead of the gateway.
And last of all Hawkhead exits in SMB2 didn't involve the player walking into Hawkhead like in here, as they usually were kept still in the mouth as it closed on them. Sort of like in this video.
This animation is fine when dealing with the normal Hawkhead exit, but in the actual Hawkhead boss- when defeated, the Player will enter him. And they will end up walking on Thin Air.
Hawkhead also doesn't flash the "Hurt Palette" when it is hit by a projectile. Also seen in the video.
Otherwise it's a great pack as usual! It's lovely to have all of this in SMBX finally.
Salut! Hitbox will be changed. I think that i'll play around with render priority as well and animation too... Thanks for noticing!!
Ofc! You may wanna slow down with making these to spot out a few more bugs before you release them : o
Thank you for listening!
Please don't slow down. Keep this amazing content coming! At the rate you're going, you're going to polish off all the npcs from the first couple Mario games and that's awesome.
Excellent work.
Re: Extension Pack (1.4) - SMB2 (Finished)
Posted: Thu Aug 19, 2021 4:40 pm
by Mushroom King
I think you can place correctly the Hawkhead with the alignment grid put to 16x16. Something annoying is how you need to activate crystal ball to awake it. I know, that how it must be, but the problem is touching the crystal ball destroy every npc, including the ones needed to be thrown on Hawkhead like the mushroom blocks. Now, it's not caused by your pack but by the crystal ball itself who is from SMBX2 base and shouldn't kill any npc when activated, but I judged this bug worth a report.
And if the player enter the head when it's turned to the right you can see the player sprite walking through.
Re: Extension Pack (1.5) - SMW + SMB3 + SMB1
Posted: Sat Aug 21, 2021 6:09 am
by KateBulka
Salut folks! 1.5 came out!
It fixes hawkmouth by a tiny bit, plus smb2 rocket and so on... And it adds some new smw, smb1 and smb3 npcs! Including...
Sometime, when jumping a lot on the SMB1 scale, the upper platform will be the one to break the lift. It only happens when the lower one is almost at its lowest point (making the upper one almost at it's highest). If I can also give a suggestion for accuracy, it's to give 1,000 points to the player when they break.
The SMB1 springs shouldn't be able to be activated from the sides. They normally block the player making it impossible to go "through" so the only option is to jump at the top where the activation will process.
The wind gusts in SMBLL were coming from the back (left side), giving a constant push who can be used for making longer jump. Your wind only affect the player when he is moving in the opposite direction, not pushing when he doesn't move or going to the left (because the wind is always blowing from the right side it also goes to the left). My suggestion is to give the option to make the wind coming from either left or right, to always push the player in accordance to the direction and even push him if he stops moving unless he's crouching like the way of SMM2 and NSMBWii.
And the npc-802 sprite (SMW diagonal bullet bill) is upside down.
Re: Extension Pack (1.5) - SMW + SMB3 + SMB1
Posted: Mon Aug 23, 2021 1:17 pm
by TheGameyFireBro105
I set the platforms up, yet they arent lenthened.
Re: Extension Pack (1.5) - SMW + SMB3 + SMB1
Posted: Tue Aug 24, 2021 4:16 am
by Mushroom King
Use the vertical and horizontal length setting in proprieties.
Salut folks! 1.6 came out! It contains some new stuff (such as SMW Wings & Parachute, WL4 Frog Switch and etc) and bugfixes (such as pidgit bugfix, balance platforms bugfix, wind "rework", spring bugfix and etc..)!!
Wings and NPCs don't seem to work well together. They lose altitude while flying, most never turns, mushrooms will always go to the left, when it is leaving the screen, the effect will spawn where it was originally placed...
All of this with the 4 flying algorithms, the jump and chase ones are fine beside the shiny effect problem, maybe it would be better to just remove it.
On another note, I corrected the upside down sprite for the bullet bill.
Wings and NPCs don't seem to work well together. They lose altitude while flying, most never turns, mushrooms will always go to the left, when it is leaving the screen, the effect will spawn where it was originally placed...
All of this with the 4 flying algorithms, the jump and chase ones are fine beside the shiny effect problem, maybe it would be better to just remove it.
On another note, I corrected the upside down sprite for the bullet bill.
Hey, thanks for correcting graphics!! Also i feel like bug related to effects was fixed in Patch 1...
No problem. I really just can "fix" the easy stuff like simple graphics, so I must be the one to thank you for the hard one you do. And yes, the effect problem was fixed with the latest patch.
No problem. I really just can "fix" the easy stuff like simple graphics, so I must be the one to thank you for the hard one you do. And yes, the effect problem was fixed with the latest patch.
Just posted patch 2 -w- Fixes ostro, wl4 chest and bullet bill graphics!!