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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Aug 02, 2021 10:29 am
by Emral
TheGameyFireBro105 wrote: ↑
Mon Aug 02, 2021 10:03 am
MrDoubleA wrote: ↑
Sun Aug 01, 2021 4:46 pm
TheGameyFireBro105 wrote: ↑
Sat 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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Aug 02, 2021 11:40 am
by TheGameyFireBro105
But... CONSISTANCY πŸ˜”.


Also, Beta Enemies!

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Aug 02, 2021 5:14 pm
by MrDoubleA
TheGameyFireBro105 wrote: ↑
Mon Aug 02, 2021 11:40 am
But... CONSISTANCY πŸ˜”.


Also, Beta Enemies!
I am not adding anymore, at least at your request. Please stop begging me for these. You can literally copy and paste these.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Aug 02, 2021 7:34 pm
by TheGameyFireBro105
Be warned. I may not ask anymore, but that doesn't mean that I won't be the only one to.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Tue Aug 03, 2021 5:13 am
by Sonya Sanchez
"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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Tue Aug 03, 2021 12:28 pm
by Luna
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Thu Aug 05, 2021 10:25 am
by TheGameyFireBro105
Idunn wrote: ↑
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.
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Sat Sep 18, 2021 2:43 pm
by Chilly14
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Sat Dec 18, 2021 2:18 pm
by Hammerless Penguin
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.
Image
Image

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Sun Dec 19, 2021 4:17 pm
by MrDoubleA
Hammerless Penguin wrote: ↑
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.
Image
Image
They're not meant to be identical.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Thu Dec 23, 2021 9:45 pm
by Mushroom King
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Fri Dec 24, 2021 6:00 am
by MrDoubleA
Mushroom King wrote: ↑
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.
Ah okay, somehow I missed that in the gif. Yeah I should fix that.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Thu Dec 30, 2021 7:58 pm
by Mushroom King
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Feb 28, 2022 6:51 am
by Suckerman7 GM
I have a bug report about this library. When I attack the koopas from below, SMBX crashes for some reason. Why does this happen?

Image

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Wed Oct 05, 2022 6:22 pm
by Mal8rk
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

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Wed Sep 06, 2023 6:50 pm
by mariobrigade2018
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?

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Sun Oct 29, 2023 3:01 am
by mariobrigade2018
I discovered that Yoshi won’t spit out the shells in its spinning form:

Image

Is this intentional? If not, how can I fix this?

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Sun Apr 14, 2024 6:59 pm
by mariobrigade2018
Bug/oversight?

The SMB1 Spiny (id 612) isn't registered as a default Koopa, causing this to happen:

Image
Before registering.

Image
After registering.

Edit: what the heck happened to the gifs?

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Apr 15, 2024 12:45 pm
by MarioChallengerX2
mariobrigade2018 wrote: ↑
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:

Image
Before registering.

Image
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.

Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Posted: Mon Apr 15, 2024 1:02 pm
by mariobrigade2018
MarioChallengerX2 wrote: ↑
Mon Apr 15, 2024 12:45 pm
mariobrigade2018 wrote: ↑
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:

Image
Before registering.

Image
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 isn’t 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.