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MrDoubleA's NPC Pack v1.5 - Claws, Blockhoppers, Burt the Bashful and more!

Posted: Thu Dec 26, 2019 3:50 pm
by MrDoubleA
Been a while, huh? Well, there's plenty of new stuff in v1.5!

Screenshots: show
v1.5 Additions: show
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v1.4 Additions: show
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v1.3 Additions: show
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v1.2.1 Additions: show
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v1.2 Additions: show
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v1.1.1 Additions: show
I lost this GIF, just pretend the volcano lotuses are here lol
v1.1 Additions: show
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v1.0 Additions: show
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Download!

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Thu Dec 26, 2019 4:03 pm
by Murphmario
The one gripe I have with the Chain Chomps right now is that you can't set a solid block as their spawn point like in the official 2D Mario games, as they will only patrol one side of it if that's the case. Maybe you could fix this by having them ignore the solidity of the block they spawn on? Also they seem to lose a chain when lunging.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Thu Dec 26, 2019 4:09 pm
by MarioLover64
You should have the option to make chain chomps break off after a number of lunges, like in smb3

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Thu Dec 26, 2019 5:58 pm
by PROX
I'm definitely using these!

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Thu Dec 26, 2019 9:52 pm
by IAmPlayer
Nice, it's finally out. I'm gonna have to mess around with all these now!

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Fri Dec 27, 2019 5:10 am
by Mushroom King
The one gripe I have with the Chain Chomps right now is that you can't set a solid block as their spawn point like in the official 2D Mario games, as they will only patrol one side of it if that's the case.
Maybe just making the chomp ignore THIS post block with a script where it would be the only npc to be able to go through it?

Some npc id are shared between the chain chomps and spikes making it impossible to use all of them in a same level. I also think than Spike ball and Giant Spike ball should be able to enter clear pipes and act a bit more like Grrrol and Mega Grrrol but anyway you made a pretty good job and here some video if you're looking to make the spike more accurate in the future:

https://www.youtube.com/watch?v=W76yBx4Ync0
https://www.youtube.com/watch?v=bdTv9c3c4As
https://www.youtube.com/watch?v=w5WzDD8NrPU&t=113s
https://www.youtube.com/watch?v=Ps3-xSMhv_M&t=40s

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Fri Dec 27, 2019 6:13 am
by MrDoubleA
Mushroom King wrote:
Fri Dec 27, 2019 5:10 am
The one gripe I have with the Chain Chomps right now is that you can't set a solid block as their spawn point like in the official 2D Mario games, as they will only patrol one side of it if that's the case.
Maybe just making the chomp ignore THIS post block with a script where it would be the only npc to be able to go through it?

Some npc id are shared between the chain chomps and spikes making it impossible to use all of them in a same level. I also think than Spike ball and Giant Spike ball should be able to enter clear pipes and act a bit more like Grrrol and Mega Grrrol but anyway you made a pretty good job and here some video if you're looking to make the spike more accurate in the future:

https://www.youtube.com/watch?v=W76yBx4Ync0
https://www.youtube.com/watch?v=bdTv9c3c4As
https://www.youtube.com/watch?v=w5WzDD8NrPU&t=113s
https://www.youtube.com/watch?v=Ps3-xSMhv_M&t=40s
Making them ignore one block would require rewriting their collision system entirely, and do read this for how to have them all in the same level.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Fri Dec 27, 2019 7:56 am
by Mushroom King
Thanks for the link.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Fri Dec 27, 2019 2:52 pm
by Murphmario
Well shoot at that response. Guess I'll have to just use NPC Pass-through blocks when I get around to making my episode.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Sat Jan 11, 2020 10:51 pm
by Yoshi021
Those screenshots look awesome!

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Fri Jan 17, 2020 10:20 pm
by PROX
So apparently the spike balls don't kill other npcs. Even the big ones don't.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Posted: Sun Feb 02, 2020 4:59 pm
by MrDoubleA
Coming soon, plus beta 4 compatibility:
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Tue Feb 11, 2020 3:05 pm
by MrDoubleA
v1.1 is now out!

Re: [NPC Pack] MrDoubleA's NPC Pack v1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Wed Feb 12, 2020 8:18 am
by Mushroom King
Tested the spike, the giant balls don't like when we put a line of moving npcs in front of them. I said moving because when they're immobile it's fine, one ball keep rolling and killing them. But put like 11 goombas in a row walking between a Giant Spike and a block and it doesn't go that well. First ball kill some goombas before breaking on one of them, same for the second. At this point only one goomba stand. A third ball is send and... not only it doesn't kill that last goomba or even break, it just BOUNCE back to the Giant Spike, killing him.

Edit: A conversation about spike balls and snowballs behavior in SMM2 if it can help you for a possible update: https://www.reddit.com/r/MarioMaker/com ... long_post/

Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Mon Feb 17, 2020 5:58 pm
by Chilly14
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Mon Feb 17, 2020 6:24 pm
by MrDoubleA
Chilly14 wrote:
Mon Feb 17, 2020 5:58 pm
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!
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I'll fix this soon, but for the time being you can just change "isHorizontal = false," to "isHorizontal = true,".

Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Mon Feb 17, 2020 6:28 pm
by Chilly14
MrDoubleA wrote:
Mon Feb 17, 2020 6:24 pm
Chilly14 wrote:
Mon Feb 17, 2020 5:58 pm
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!
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I'll fix this soon, but for the time being you can just change "isHorizontal = false," to "isHorizontal = true,".
Already did, but thanks.

Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Posted: Tue Feb 18, 2020 1:32 pm
by MrDoubleA
Download link has been updated to fix that little bug.

Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Posted: Sat May 16, 2020 11:51 am
by MrDoubleA
v1.2 is out! Adding stackable NPCs, the P-Balloon, a revampled Goal Tape, Mechakoopas, and more!

Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Posted: Sat May 16, 2020 12:11 pm
by Yoshi021
Looking awesome! Especially the ! blocks