[NPC Pack] Super Mario Maker Pack, I guess. - v.1.2.0.2 Update

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Sat Mar 21, 2020 6:52 am

Chilly14 wrote:
Tue Mar 17, 2020 1:59 pm
I get this error:
Spoiler: show
Image
Perhaps it has something to do with pausing the game through lua?
Hmm... I guess I just need to put line 314's data.sprite:draw{args} in a condition to check if data.sprite isn't nil. This should be quick.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby TheGameyFireBro105 » Sat Mar 21, 2020 3:07 pm

i know, but the stone ones behave pretty similar to the big icicles of the nsmb games.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Sat Mar 21, 2020 11:28 pm

TheGameyFireBro105 wrote:
Sat Mar 21, 2020 3:07 pm
i know, but the stone ones behave pretty similar to the big icicles of the nsmb games.
In what way?

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby TheGameyFireBro105 » Sun Mar 22, 2020 11:55 am

they have a damaging hitbox until landing, essentially becoming a block afterwards.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Mon Mar 23, 2020 8:30 am

TheGameyFireBro105 wrote:
Sun Mar 22, 2020 11:55 am
they have a damaging hitbox until landing, essentially becoming a block afterwards.
Isn't that what every block npcs in SMBX do?

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby TheGameyFireBro105 » Mon Mar 23, 2020 10:43 am

here's the Mario wiki page on icicles.
New Super Mario Bros. Wii
Icicles are found in World 3-3 and World 3-Castle of New Super Mario Bros. Wii, along with giant indestructible icicles known as Huge Icicles that Mario can walk on after they fall, some of which may tilt to one side. Icicles come long and short, and when the icicles fall similar to a Thwomp, they reform after a few seconds. Mario and company, as well as enemies, will take damage if they come in contact with one. There are also some that don't even fall at all but still hurt the player. Icicles can be defeated with a Star or by hitting a block under it as it is falling.

Here's a reference video:
https://www.youtube.com/watch?v=Ah-F8l6qIsU

The big ones should really just be big nonbreakable ones, that can destroy hard blocks (wood, smw stone, smb1 overworld+underground, and smb2 stone blocks) as well as the normal breakable blocks, including turn blocks. the small ones should just cause the turn blocks to flip.

This is merely a suggestion.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Mon Mar 23, 2020 7:49 pm

Wait why are you talking about icicles when you said about stone before?

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby TheGameyFireBro105 » Wed Mar 25, 2020 8:23 am

Look at the sprites.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Wed Mar 25, 2020 8:35 pm

Ah dammit I thought you meant the stone blocks. But no, the stones on the icicles is just a stylistic choice, using just colors doesn't work for people with colorblind based on the suggestions at Codehaus. I'm not gonna bother making a big one.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby georgespezi12 » Sun Nov 22, 2020 10:39 am

Icicle error at Frostice Temple

Image

Added in 4 minutes 19 seconds:
You should put the NPCs in different folders rather than all of the NPCs sharing the same folder, makes it easier if only one of the NPCs is going to be used...

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby Sonya Sanchez » Sun Nov 22, 2020 11:24 am

georgespezi12 wrote:
Sun Nov 22, 2020 10:43 am
Icicle error at Frostice Temple

Image

Added in 4 minutes 19 seconds:
You should put the NPCs in different folders rather than all of the NPCs sharing the same folder, makes it easier if only one of the NPCs is going to be used...
The NPCs all have a different number and if you only want to use one of them just copy and paste the ones you wanna use instead of all npcs in the same folder?

Also what is that level you are even playing was it even made in Beta 4 btw?

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby georgespezi12 » Tue Dec 15, 2020 3:00 pm

Icicles don't interact with switches

Image

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Thu Dec 17, 2020 1:47 pm

georgespezi12 wrote:
Tue Dec 15, 2020 3:00 pm
Icicles don't interact with switches

Image
I never made that a thing. I would update it, but I haven't updated anything for a while now.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby PROX » Fri Dec 18, 2020 4:08 pm

I would make the firebars customisable in the editor rather than in npc settings.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Sun Dec 20, 2020 12:36 pm

PROX wrote:
Fri Dec 18, 2020 4:08 pm
I would make the firebars customisable in the editor rather than in npc settings.
In what way, exactly? I don't know if you can make things customizable in the editor on the fly like Mario Maker does.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby MrDoubleA » Sun Dec 20, 2020 5:26 pm

1AmPlayer wrote:
Sun Dec 20, 2020 12:36 pm
PROX wrote:
Fri Dec 18, 2020 4:08 pm
I would make the firebars customisable in the editor rather than in npc settings.
In what way, exactly? I don't know if you can make things customizable in the editor on the fly like Mario Maker does.
I assume he means via extra settings, like what, say, dolphins, have.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby PROX » Sun Dec 20, 2020 7:05 pm

MrDoubleA wrote:
Sun Dec 20, 2020 5:26 pm
1AmPlayer wrote:
Sun Dec 20, 2020 12:36 pm
PROX wrote:
Fri Dec 18, 2020 4:08 pm
I would make the firebars customisable in the editor rather than in npc settings.
In what way, exactly? I don't know if you can make things customizable in the editor on the fly like Mario Maker does.
I assume he means via extra settings, like what, say, dolphins, have.
yep he hit the nail on the head

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2 Update

Postby IAmPlayer » Mon Dec 21, 2020 10:50 pm

MrDoubleA wrote:
Sun Dec 20, 2020 5:26 pm
1AmPlayer wrote:
Sun Dec 20, 2020 12:36 pm
PROX wrote:
Fri Dec 18, 2020 4:08 pm
I would make the firebars customisable in the editor rather than in npc settings.
In what way, exactly? I don't know if you can make things customizable in the editor on the fly like Mario Maker does.
I assume he means via extra settings, like what, say, dolphins, have.
Oh, that. I'm gonna mess around with it first and see what I can come up with.

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2.0.1 Update

Postby Animebryan » Sun Feb 28, 2021 1:45 pm

What is the luna.lua file for? Is it required for anything in particular?
Spoiler: show

Code: Select all

local bgoColliders

function onStart()
	for k,b in ipairs(BGO.get(72)) do
		bgoColliders[k] = Colliders.Box(b.x, b.y, b.width, b.height)
	end
end

function onTick()
	for k,b in ipairs(BGO.get(72)) do
		bgoColliders[k]:Debug(true)
		if Colliders.collide(player, bgoColliders[k]) and not b.isHidden then
			if player.forcedState == 0 and player.deathTimer == 0 then
				player:harm()
			end
		end
	end
end

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Re: [NPC Pack] Super Mario Maker Pack, I guess. - v.1.2.0.1 Update

Postby IAmPlayer » Wed Mar 03, 2021 3:48 am

Animebryan wrote:
Sun Feb 28, 2021 1:45 pm
What is the luna.lua file for? Is it required for anything in particular?
Spoiler: show

Code: Select all

local bgoColliders

function onStart()
	for k,b in ipairs(BGO.get(72)) do
		bgoColliders[k] = Colliders.Box(b.x, b.y, b.width, b.height)
	end
end

function onTick()
	for k,b in ipairs(BGO.get(72)) do
		bgoColliders[k]:Debug(true)
		if Colliders.collide(player, bgoColliders[k]) and not b.isHidden then
			if player.forcedState == 0 and player.deathTimer == 0 then
				player:harm()
			end
		end
	end
end
Oh, uh, no. That might've been a carryover from one of my testing levels.


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