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[NPC Pack] Celeste Red Orb

Posted: Sat Jan 18, 2020 1:52 pm
by KateBulka
Yes, i'm alive.
Image
Download link - https://drive.google.com/file/d/1-ecEkI ... sp=sharing
Download link v2 - https://drive.google.com/file/d/1kgLjdc ... OFkxV/view
Don't forget to credit me, overall you are allowed to use it and modify it. Also be sure to report bugs if there are ones!

Re: [NPC Pack] Celeste Red Orb

Posted: Tue Jan 21, 2020 12:37 am
by Blake Izayoi
Oh wow, this is extremely cool! I'm sure this could be used to create some very clever levels. Can't wait to see what people do with this NPC pack!

Re: [NPC Pack] Celeste Red Orb

Posted: Wed Jan 22, 2020 5:58 am
by KateBulka
Hatsune Blake wrote:
Tue Jan 21, 2020 12:37 am
Oh wow, this is extremely cool! I'm sure this could be used to create some very clever levels. Can't wait to see what people do with this NPC pack!
Ey, thanks! Though i believe that not that much people use my lua stuff, but i'm glad to hear your opinion.

Re: [NPC Pack] Celeste Red Orb

Posted: Thu Jan 23, 2020 1:37 pm
by MrDoubleA
This is really neat! There's a lot of uses for this, and could probably entertain a lot of levels. Well done!

Re: [NPC Pack] Celeste Red Orb

Posted: Wed Mar 25, 2020 5:01 pm
by Lurrae
This NPC pack is super cool! I really enjoy Celeste (although it is very frustrating at times), so having a feature based off of it in one of my other favorite games is awesome! Who knows, maybe someday someone will make an entire Celeste-based level in SMBX2?
I do, however, have a pretty minor- although very annoying- bug to report. There seems to be some incompatibility between this NPC pack, and rooms.lua by MrDoubleA. Specifically, when a player enters a red bubble, and uses it to exit a room, the orb is destroyed, and the player regains control as they normally would when one dies, but the sounds don't stop looping! If the player then does the same thing again, the sounds will loop on top of one another, which is not exactly pleasant to the ears. Additionally, if a room is exited and subsequently entered in rapid succession, the initial orb will be cloned because rooms.lua and the orb's code both try to respawn it at around the same time. From my experimentation, this seems to cause both orbs to react to each other, and both explode as soon as the player tries to use either one.
Video: show
Even despite this incompatibility, I really enjoy the red orbs! They're super fun to just mess around with, even if they don't work with the Celeste-styled rooms. I hope a fix is made sometime soon, but it's understandable if something like that just isn't possible!
(Also, my apologies for not discovering this sooner! :oops: )

EDIT: I just discovered a solution, which is to add the NPC ID of the red orbs(751 by default) to rooms.lua's npcRespawnExceptions list, which fixes both issues I was having!

Re: [NPC Pack] Celeste Red Orb

Posted: Fri Aug 14, 2020 4:19 am
by georgespezi12
Image

Added in 12 minutes 4 seconds:
Have I added it wrong?

Re: [NPC Pack] Celeste Red Orb

Posted: Fri Aug 14, 2020 4:34 am
by Emral
This looks like you forgot to place the sound effects in the folder. Notice the red warnings in the corner.

Re: [NPC Pack] Celeste Red Orb

Posted: Fri Aug 14, 2020 1:49 pm
by MrDoubleA
I've seen those before, with the sound files in the folder, but it just seems that it just... can't load the sound files? Opening and reexporting them in audacity seemed to fix the issue.