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(Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Thu Jul 16, 2020 11:09 am
by TheGameyFireBro105
I'm gonna make an entire level themed around BAHs. Make sure you can set them to any of the NSMB music tracks. Goombas and Buzzies just jump (Not the hefty or big ones), spinies and bob-ombs will jump then face towards the player, wigglers butts hop, spikes hop, pokey segments temporarily act as berries, and fuzzies spin.

Enemies that don't do anything:
Spoiler: show
-Para-goombas
-Shells
-Piranha plants
-bosses
-Jumping Ninjis
-Bro. Enemies
-Thwomps
-Boos
-Shoe Goombas
-MB Arcade Enemies
-Green Spiny Eggs
-Big Koopas
-Lava Bubbles
-Bits and Bots
-Tweeters
-Rexes
-Moles
-Bullies
-Metroid Enemies
-Spike-Tops
-Bloopers
-fish-bones
-nippers
-Swoops
-Hoopsters
-Bony Beetles
-Thwimps
-Para-beetles
-Chucks
-Pansers
-Sumo Bros
-Mechakoopas
-Cobrats
-flurries
-Dino rhinos and torches
-any fish enemies
-foos
-Big Steelys
-King Bills
-Hefty and Giant goombas
-scuttlebugs
-Sonic enemies
-Grrols
-Bunbuns
-Buster Beetles
-Snailicorns
-Phantos
-Fliprus
-Angry Tantrunt
Enemies that were never in a NSMB Game, yet they get to dance
Spoiler: show
-Galoombas (same as goombas)
-Para Galoombas (flutter if midair)
-Shy guys (dance by slowing down and moving faster)
-snifits (release a shot a bit faster)
-Beach Koopas (little hops for green, dancing for red and yellow, sliding foreward for blue)
-Running ninjis (tiny hops)
-spark (lets off some electricity)
-tinsuit (slower jump)
-SMW Fire Snake (Bigger jump)
-Para-bones (Dances)
- YI Fuzzy (Lets out a poof of pollen, which acts as a smaller fuzzy)
-Electro-spiny (Combo of spark and spiny)
-Waddle doo (Looks up, then down)
-Bombshell Koopa (Hops)
-Hatters (Goomba Hops)
-Calm Tantrunt (Hop and turn towards player)
-Calm Flutter (Flutters slightly faster)
-Mr. Saturn (Turns around)
-Graphs (Your choice)

Re: Can someone make the New Super Mario Bros Enemy dancing in lua code form?

Posted: Tue Aug 11, 2020 9:17 pm
by TheGameyFireBro105
Does anyone else want this?

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Wed Aug 12, 2020 1:04 am
by Emral
I don't think the audio framework is capable of cleanly handling this. We have Audio.MusicClock() as the only way to get some form of measure of position since the music started, which doesn't account for loop points. If we could get the sample the song is currently on, one might be able to handle it. Manually, for each music track added, by hand. Of course, another problem on the user-side would be that players who experience lag would get entirely different bah-timings, since music doesn't lag. And maybe some designers would want to pause music during pause so that people can't abuse pausing as bah manipulation...
The actual NPC AI manipulations are another level of yikes that I'm not gonna get into because this entire system is far from feasible (see first sentence).

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Wed Aug 12, 2020 5:03 pm
by TheGameyFireBro105
Ok, but can we at least try?

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Fri Aug 14, 2020 2:01 pm
by MrDoubleA
Did you... actually read any of that?

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Sun Aug 16, 2020 1:44 pm
by TheGameyFireBro105
i did.

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Sun Aug 16, 2020 2:04 pm
by Turret 3471
The way I see it, it's pretty much impossible and kinda pointless. We could try as much as we want, but it's too tedious of a process to get into.

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Posted: Mon Sep 27, 2021 3:01 pm
by TheGameyFireBro105
It wouldn't be music triggered, just synced to the actual NSMB ost.