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Redstone NPC Pack v1.3 ~ Life & Death Update
Posted: Sun Mar 29, 2020 7:29 pm
by Yoshi021
Hello everyone, I present an NPC pack that attempts to replicate a Minecraft "Redstone" system today!
This NPC pack includes a lot of NPCs, some from Minecraft and some made-up NPCs!
So what is this exactly about?
Besides the whole "look guys Minecraft in SMBX," this NPC pack is meant to enhance puzzle levels (or really any kind of level). This NPC pack focuses on allowing creators to have a base logic system in-game.
By logic system, I mean something like "I press a switch, and it causes a door to open." I thought about it for a while and got the idea of making a simplified Redstone system.
You have interactable such as buttons and levers. You wire things together using dust to power devices like pistons and doors.
I have put much effort into making this system as intuitive as possible. You have a lot of options to do what you need to do. You must check out some NPCs, such as the control chip and command block, that allow extremely high possibilities setups.
OR you can use something simple as a button and red-door to make a straightforward door contraption. It is all up to you!
What is included?
A LOT. At first, it might seem a bit overwhelming, but once you give it a chance, you will see it all begins to make sense
- Redstone Dust
- Repeaters
- Alternators (Inverters)
- Capacitors
- Fuse
- Solid Block
- Redstone Block (Cracked, Timed, Camera, P-block)
- Redstone Torch
- Control Chip
- Button (Deteriorated)
- Lever
- Transmitters
- Receivers
- Dropper (Dispenser)
- Hopper
- Chest (Barrel, Ender)
- Observers
- Spy Block (NPC, Player, Block, BGO)
- Reaper Block
- Operator Block
- Lamp
- Piston (Piston, Sticky, Honey)
- Broadcaster
- Sick Block (Sick, Masked, Vaccinated, Angelic)
- Note Block (STILL STILL STILL DOES NOT PLAY NOTE DUE TO LUNALUA CONSTRAINTS)
- Sound Block
- TNT (TNT in a Minecart)
- Flamethrower
- Lectern
- Amped Jewel
- Beam Source (Death Ray)
- Reflectors
- Absorbers
- Red Door
- Respawn Anchor (Death Host)
- Command Block (Pulse, Repeating)
Are there any screenies I can take a look at?
Yes, here are a few gifs!
Anyway, here is the download:
>> Download v1.3 <<
Confused? The download includes a test level explaining what every component does! If you want a faster recap, you can check the tooltips. They give you plenty of information.
Creator and Programmer:
- SetaYoshi
Certain NPCs are possible thanks to the following:
- Mr.DoubleA
- The0x139
NPC Graphics:
- Greendan
- ILoveV6
- koob_noob
- SetaYoshi
- Voider
Test Level:
- 8luestorm
- SetaYoshi
Test Level Graphics:
- SMB2 Extended Tower is by Sednaiur
- Mountain Background Ripped Metal Slug. Ripped by c2000mc imported by gbradley231
- Grass Extended tiles is by 8luestorm
- In-ground redstone is ripped from Minecraft and adapted to the image
- Ghost House tileset is by DanxInc
- Diagonal Ghost House Beams are Valtteri's, adapted by 8luestorm
- Waterfall is Valtteri's
- Casino Tileset is by 8luestorm
- Casino's Background is h2643's, fixed by 8luestorm
- Casino Flags are Red Yoshi's
- Factory tileset is by Linkstorm Z, recolored by 8luestorm
- Factory Background is by 8luestorm
- Pipes in the factory are by Valtteri, recolored by 8luestorm
Test Level Music:
- Winterbound - Titan Souls
- SMW Custom Music - Track 374 (CUSTOM (Kc1336) - Mysterious Cave)
- Pokémon Super Mystery Dungeon OST - Lets Go to School
- Marshmallow Castle - Kirby Super Star
- Go with the Bros - Mario Luigi Dream Team Music
- Top Hat Tower (As Frog)- Super Mario Odyssey OST
- Dual Destinies OST 2-02 Yuri Cosmos Head of the Center of the Universe
These are the documented changes, I may or may have not forgotten some changes.
Added new components!
Existing NPC Changes
- EVERY NPC IS NOW MODULAR! I can't stress how nice of a change is. Previously, the entire NPC pack was required to work. Now, you can delete and remove any unnecessary NPCs and the pack will continue to work.
- Another NPC pack mini-rewrite. I went ahead and did a mini rewrite to every single NPC. Each NPC should overall be more optimized, reliable, and have cleaner code. This may also mean new bugs introduced. If you see one, please report it.
- No more redstone_config.lua file. All previous settings were moved to their respective NPC files.
- Non redstone NPCs required the broadcaster to be powered. Now they can be activated as any other redstone NPC
- Torches now only power components adjacent to the flame.
- Added new operations interactions to the operator block. Fuse (modulus) and BGO spyblock (count).
- Fixed a bug with the capacitor interacting with the operator block.
- Broadcasters have been reworked entirely. Now they power all NPCs of an ID that are on-screen.
- Spyblocks now have a BGO variant.
- Reaper, spyblocks, and broadcasters have a new advanced filter option.
- Absorbers have a new look!
- Unified the environment (again
) of the control chip and command block uses. No more need on having to remember which environment has which features.
Re: RedStone NPC Pack
Posted: Mon Mar 30, 2020 3:15 am
by MegaDood
Amazing. I'm so glad I was able to help test this when was in its earlier developments, this pack is incredible with its interactions.
Re: RedStone NPC Pack v1.1
Posted: Sat Oct 17, 2020 5:17 pm
by Yoshi021
Finally released v1.1!!!!!
There is a new test level that explains much better how each component works! Huge thanks to 8luestorm for helping me get this level done!
Re: RedStone NPC Pack v1.1
Posted: Sat Oct 17, 2020 6:00 pm
by TheGameyFireBro105
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Re: RedStone NPC Pack v1.1
Posted: Sat Oct 17, 2020 6:06 pm
by Yoshi021
TheGameyFireBro105 wrote: ↑Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.
Re: RedStone NPC Pack v1.1
Posted: Sun Oct 18, 2020 4:57 am
by MegaDood
I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
Re: RedStone NPC Pack v1.1
Posted: Sun Oct 18, 2020 2:02 pm
by Yoshi021
MegaDood wrote: ↑Sun Oct 18, 2020 4:57 am
I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
It does not have to replace layers and events, a lot of these components are made with the intention of complementing these features!
Re: RedStone NPC Pack v1.1
Posted: Tue Oct 20, 2020 3:23 pm
by TheGameyFireBro105
Yoshi021 wrote: ↑Sat Oct 17, 2020 6:06 pm
TheGameyFireBro105 wrote: ↑Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.
Maybe you could make it so that whatever item that triggers the sound has a radius (enemy stomps; bigger the enemy, the bigger the radius. Blocks could have a 6 block radius.) it could detect for the sound triggers (the things that trigger the sounds).
Re: RedStone NPC Pack v1.1
Posted: Sat Oct 24, 2020 12:10 pm
by Archived
Archived
Re: RedStone NPC Pack v1.1
Posted: Mon Oct 26, 2020 8:29 pm
by Novarender
Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
Re: RedStone NPC Pack v1.1
Posted: Tue Oct 27, 2020 6:04 pm
by Yoshi021
Novarender wrote: ↑Mon Oct 26, 2020 8:29 pm
Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
I like this idea
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Wed Oct 28, 2020 9:35 pm
by TheGameyFireBro105
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Thu Oct 29, 2020 12:49 pm
by Yoshi021
TheGameyFireBro105 wrote: ↑Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Thu Oct 29, 2020 3:36 pm
by TheGameyFireBro105
Yoshi021 wrote: ↑Thu Oct 29, 2020 12:49 pm
TheGameyFireBro105 wrote: ↑Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.
They should be 1x3 blocks and rotatable to 3x1. That way, they'll be easier to code.
After all, it would be detecting hits from player projectiles (except hammers, as their only real use is as an offensive maneuver, while the boomerang and peach bomb have their own unique special features.)
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Mon Jan 25, 2021 5:45 pm
by rael1up
Nice!! Looks nice!
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Mon Jan 25, 2021 6:33 pm
by Yoshi021
Thank you, I hope I can release the next update in the incoming months!
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Wed Jan 27, 2021 4:24 pm
by ElTipsta
Wow this pack is genuinely amazing. I havent used SMBX in years, but this is the kind of thing that leads to inspiration. Theres a lot of potential here and not just for puzzle levels.
Re: RedStone NPC Pack v1.1 ~Angels & Demons Update
Posted: Fri Jan 29, 2021 8:26 am
by TheGameyFireBro105
ElTipsta wrote: ↑Wed Jan 27, 2021 4:24 pm
Wow this pack is genuinely amazing. I havent used SMBX in years, but this is the kind of thing that leads to inspiration. Theres a lot of potential here and not just for puzzle levels.
Adorable icon!
Re: RedStone NPC Pack v1.2 BETA ~ Bounce & Lounge Update
Posted: Tue Jul 06, 2021 10:40 am
by Yoshi021
Worry not, the next update v1.2 Bounce & Lounge update is coming very soon. You can try out the beta in the link below. Do note, the level has not been updated to explain the new features and the editor tooltips will be overhauled
https://cdn.discordapp.com/attachments/ ... .2_BETA.7z
Re: Redstone NPC Pack v1.2 ~ Bounce & Lounge Update
Posted: Mon Jul 12, 2021 1:48 pm
by Yoshi021
v1.2 Bounce & Lounge Update is OUT! Please download it and tell me all the bugs you find. Download included a test level that explains the things in the NPC pack.