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The Spinjump Problem

Posted: Wed Feb 12, 2014 12:26 am
by FanofSMBX
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?

Re: The Spinjump Problem

Posted: Wed Feb 12, 2014 11:02 am
by RudeGuy
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.