The Spinjump Problem

Need help with any SMBX game-related issues? Ask your questions here.
FanofSMBX
Mouser
Mouser
Posts: 3878
Joined: Sun Dec 22, 2013 12:01 pm

The Spinjump Problem

Postby FanofSMBX » Wed Feb 12, 2014 12:26 am

So I was thinking of making an SMB2 episode. However, some SMB2 NPCs I've found or was going to make like
Panser over Hammer Bro
Phanto over Chasing Parakoopa
Spikey Pokey (playerblocktop=0) over Pokey
Cactus Snifit over Snifit
Triclyde over Larry Koopa
Unfortunately, these are all destroyed/harmed with spin jump, which is something I don't want. I was thinking of
1. Making the only available player Peach or a reskin of her, which is a bit of a bummer as this equals no Yoshi or player diversity
2. Putting an invisible 2 pixel tall nonmoving Spiny over each spiky enemy, which might be not staying on top for moving enemies, and would also be destroyable by hammers, and be notable if a fireball or iceball hit it (it wouldn't harm the enemy).
Does anyone else have better ideas?

RudeGuy
Fry Guy
Fry Guy
Posts: 4991
Joined: Fri Dec 27, 2013 7:36 am
Flair: local guy

Re: The Spinjump Problem

Postby RudeGuy » Wed Feb 12, 2014 11:02 am

When I play Mushroom Robbers: Revisited, I see a level which have a perfect phanto. It is built whithin a invisible parakoopa and a phanto background (Or a NPC, I don't remember). The level which you can see phanto is "4-2-Inside the tree". You can copy the graphics and make the parakoopa "friendly".
Also, Tryclide over Larry Koopa doesn't functions. Try to make Larry koopa "friendly", make a background of tryclide and use one NPC (which will be invisible) to make the hits of tryclide.


Return to “Help and Support”

Who is online

Users browsing this forum: Google [Bot] and 2 guests