Share and discuss custom LunaLua code and content packs for SMBX2.
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Sat Aug 22, 2020 8:51 am
Hi everyone, this is my first NPC pack, which consists of some Donkey Kong Country NPCs.
Most of these were requested by FireSeraphim, and the graphics were also made by him as well, except for the Ghost Ropes, which were requested by Shinbison and were an edit of the original DKC2 sprites and the Tikis which were originally sprited by MiitopianOliveDA and their animations were expanded by SuperAlexMaker .
The zingers have many settings and ways to adjust their movement, the vertical and horizontal movements can be controlled by redirectors, and the circular settings can have their speed and sizes adjusted. They have also been updated to now work with graf movement, and some other quality of life changes.
The klaptraps have a new charge attack, to compensate for their lack of frontal danger since you can't roll like in the DKC games.
The klaptraps also come in four colours, blue turns at ledges unless looking at a player or charging, green does the complete opposite, the magenta ones act like a green one except they jump when the player does, and the brown ones kill a player instantly if they are caught by it front on.
Ghost Ropes appear and disappear, meaning you have to think fast when holding onto one.
Oil Drums act as they do in Donkey Kong Country, and the AI for these was based heavily on MrDoubleA's Piranha Plant NPCs. You can check them out here:
viewtopic.php?f=101&t=25011
Army rolls towards the player when they're within about 5 blocks from him, and gets stunned if jumped on while rolling.
The tikis were made for my episode and come from Donkey Kong Country Returns, but seeing as I made them I decided to release them here. They're not the most impressive, but there are 3 different NPCs included here and they should make for some nice theming.
The gnawty bosses act as they did in the original DKC. They run and jump and laugh when they hit you.
The Jellybob is something I made as a request, it acts basically the same as a cloud drop so I just threw it in here as an extra thing.
The DKC Tires come in two variants: A half tire and a floating tire that act like an immovable springboard, and a version that can be rolled around.
Anyway, I hope you all enjoy these.
Big thanks to Quine for helping, as well as MrDoubleA with the zingers.
Others helped with other smaller things, and credits for them are also listed in the npc's lua files.
Thanks to 8luestorm for helping with the klaptraps.
Screenshots and gifs:
Last edited by MegaDood on Fri Feb 03, 2023 8:39 am, edited 26 times in total.
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Enjl
- Cute Yoshi Egg

- Posts: 9491
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sat Aug 22, 2020 9:43 am
I'm surprised you didn't just resprite the Van de Graf. Van de Graf is basically a Zinger after all, with how it's immune to everything and has programmable parabolic movement.
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MarioLover64
- Spike

- Posts: 257
- Joined: Fri Apr 26, 2019 6:09 pm
Postby MarioLover64 » Sat Aug 22, 2020 4:19 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
with how it's immune to everything
Rambi, Winky, Squawks, Squitter, Rattly, and COCONUT GUN: are we jokes to you
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Enjl
- Cute Yoshi Egg

- Posts: 9491
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sat Aug 22, 2020 4:24 pm
MarioLover64 wrote: ↑Sat Aug 22, 2020 4:19 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
with how it's immune to everything
Rambi, Winky, Squawks, Squitter, Rattly, and COCONUT GUN: are we jokes to you
I think it goes without saying that I meant elements present within SMBX. For a less immune variant of the Van de Graf, the Graf's AI file can always be copied to a custom range slots with harm types adjusted.
Btw, neural networks can come up with less tired response formats.
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TheTrueMarioMaster
- Blooper

- Posts: 196
- Joined: Mon Mar 19, 2018 11:58 pm
Postby TheTrueMarioMaster » Sat Aug 22, 2020 5:37 pm
MarioLover64 wrote: ↑Sat Aug 22, 2020 4:19 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
with how it's immune to everything
Rambi, Winky, Squawks, Squitter, Rattly, and COCONUT GUN: are we jokes to you
You also forgot to mention barrels which someone else made a script for and besides there is only so much you can do with respriting that if you want to bring more authenticity to an npc than sometimes it's better to code it yourself and I'm like how there are all these Donkey Kong Country NPCs being brought into existence even if only five that I know of exist at the moment.
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Sat Aug 22, 2020 8:05 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
I'm surprised you didn't just resprite the Van de Graf. Van de Graf is basically a Zinger after all, with how it's immune to everything and has programmable parabolic movement.
Ah... That's true, I basically just wanted to add some new things though, such as the red ones being immune to everything except for explosions, having them work with redirectors and having turning animations. Just for more authenticity I guess I decided to make a new NPC.
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Enjl
- Cute Yoshi Egg

- Posts: 9491
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sun Aug 23, 2020 1:32 am
MegaDood wrote: ↑Sat Aug 22, 2020 8:05 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
I'm surprised you didn't just resprite the Van de Graf. Van de Graf is basically a Zinger after all, with how it's immune to everything and has programmable parabolic movement.
Ah... That's true, I basically just wanted to add some new things though, such as the red ones being immune to everything except for explosions, having them work with redirectors and having turning animations. Just for more authenticity I guess I decided to make a new NPC.
Totally fair. Those options are pretty rad. It might be cool to have a variant with programmable path using the graf code on top of that, too.
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Teemster2
- Rocky Wrench

- Posts: 621
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Mon Aug 24, 2020 10:23 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
I'm surprised you didn't just resprite the Van de Graf. Van de Graf is basically a Zinger after all, with how it's immune to everything and has programmable parabolic movement.
It's nice to have a fully functional version of Zinger even if it's similar to Van de Graf. I know it would have been easier to respite but this is still cool.
Now I have a honest question. I have yet to see anyone make bounty bass, bounty bird or breamin gleamin from DKC. Is it difficult to create enemies that give you items such as power ups or light up your path? I'm just wondering.
Added in 53 seconds:
MegaDood wrote: ↑Sat Aug 22, 2020 8:05 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
I'm surprised you didn't just resprite the Van de Graf. Van de Graf is basically a Zinger after all, with how it's immune to everything and has programmable parabolic movement.
Ah... That's true, I basically just wanted to add some new things though, such as the red ones being immune to everything except for explosions, having them work with redirectors and having turning animations. Just for more authenticity I guess I decided to make a new NPC.
I think these are amazing. I love enemies from DKC. Keep up the amazing work.
Added in 7 minutes 38 seconds:
TheTrueMarioMaster wrote: ↑Sat Aug 22, 2020 5:37 pm
MarioLover64 wrote: ↑Sat Aug 22, 2020 4:19 pm
Enjl wrote: ↑Sat Aug 22, 2020 9:43 am
with how it's immune to everything
Rambi, Winky, Squawks, Squitter, Rattly, and COCONUT GUN: are we jokes to you
You also forgot to mention barrels which someone else made a script for and besides there is only so much you can do with respriting that if you want to bring more authenticity to an npc than sometimes it's better to code it yourself and I'm like how there are all these Donkey Kong Country NPCs being brought into existence even if only five that I know of exist at the moment.
Eventually we may get all of them but some may be hard to recreate. I'm loving this though. Can't wait for more. Aqua npc's in Donkey Kong were amazing and then there is click clack and knick knack etc. If we patiently wait All SMB 1-3 games, SMW 1-2 and DKC 1-3 may get completed.
It would be nice to have a place where all polished npc's are located at for easy find, search and download since they won't all be in base game 2.0 and here they could get lost in all the threads being started.
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Mon Aug 24, 2020 10:55 pm
Teemster2 wrote: ↑Mon Aug 24, 2020 10:32 pm
Added in 53 seconds:
MegaDood wrote: ↑Sat Aug 22, 2020 8:05 pm
Ah... That's true, I basically just wanted to add some new things though, such as the red ones being immune to everything except for explosions, having them work with redirectors and having turning animations. Just for more authenticity I guess I decided to make a new NPC.
I think these are amazing. I love enemies from DKC. Keep up the amazing work.
Thank you! I plan on releasing an update featuring Enjl's suggestion of adding a programmable path some time in the future, it really would add a lot of extra customization. However I'm not sure when this'll be since I'm pretty busy with general life.
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The Thwomp King
- Rip Van Fish

- Posts: 1254
- Joined: Tue Feb 17, 2015 12:09 pm
Postby The Thwomp King » Wed Aug 26, 2020 9:59 am
Woah these look awesome! These would be perfect with my episode too. Are you planning to work on other DKC enemies in the future?
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Thu Aug 27, 2020 4:26 am
The Thwomp King wrote: ↑Wed Aug 26, 2020 9:59 am
Woah these look awesome! These would be perfect with my episode too. Are you planning to work on other DKC enemies in the future?
Thank you!
And I've considered making more, though I'm not sure if and when I'd get the time to. If I do decide to make any more I'd most likely release them on the forums too.
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Roger Mario
- Cheep-Cheep

- Posts: 14
- Joined: Sat Jun 20, 2020 10:29 pm
Postby Roger Mario » Sun Sep 06, 2020 3:31 pm
I can't get it to work even though im putting the zingers ai in the right place. Plus what do these strings of text even mean? and how do I fix it?

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Enjl
- Cute Yoshi Egg

- Posts: 9491
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sun Sep 06, 2020 4:55 pm
The error means that the code was looking for a file called zingers.lua in an "AI" folder and couldn't find it.
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FirestarPlays
- Spike

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Postby FirestarPlays » Thu Oct 08, 2020 2:07 pm
This may seem like a silly question, but how do I change the zinger algorithm?
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Thu Oct 08, 2020 10:38 pm
FirestarPlays wrote: ↑Thu Oct 08, 2020 2:07 pm
This may seem like a silly question, but how do I change the zinger algorithm?
If I interpreted the question correctly, when you select the zinger, on the right should be an extra settings menu with a drop down menu, you can change that to choose how you want the zinger to behave. It's similar to how you change the behavior of para-koopas and cheep cheeps.

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FirestarPlays
- Spike

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Postby FirestarPlays » Fri Oct 09, 2020 10:36 am
MegaDood wrote: ↑Thu Oct 08, 2020 10:38 pm
FirestarPlays wrote: ↑Thu Oct 08, 2020 2:07 pm
This may seem like a silly question, but how do I change the zinger algorithm?
If I interpreted the question correctly, when you select the zinger, on the right should be an extra settings menu with a drop down menu, you can change that to choose how you want the zinger to behave. It's similar to how you change the behavior of para-koopas and cheep cheeps.
Well problem is its greyed out and I can't change the behavior (Also my array id is 178 for some reason?)

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MarioLover64
- Spike

- Posts: 257
- Joined: Fri Apr 26, 2019 6:09 pm
Postby MarioLover64 » Fri Oct 09, 2020 11:32 am
FirestarPlays wrote: ↑Fri Oct 09, 2020 10:36 am
MegaDood wrote: ↑Thu Oct 08, 2020 10:38 pm
FirestarPlays wrote: ↑Thu Oct 08, 2020 2:07 pm
This may seem like a silly question, but how do I change the zinger algorithm?
If I interpreted the question correctly, when you select the zinger, on the right should be an extra settings menu with a drop down menu, you can change that to choose how you want the zinger to behave. It's similar to how you change the behavior of para-koopas and cheep cheeps.
Well problem is its greyed out and I can't change the behavior (Also my array id is 178 for some reason?)
Save as lvlx
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FirestarPlays
- Spike

- Posts: 281
- Joined: Tue Feb 28, 2017 1:26 pm
- Pronouns: he/him
Postby FirestarPlays » Fri Oct 09, 2020 8:05 pm
MarioLover64 wrote: ↑Fri Oct 09, 2020 11:32 am
FirestarPlays wrote: ↑Fri Oct 09, 2020 10:36 am
MegaDood wrote: ↑Thu Oct 08, 2020 10:38 pm
If I interpreted the question correctly, when you select the zinger, on the right should be an extra settings menu with a drop down menu, you can change that to choose how you want the zinger to behave. It's similar to how you change the behavior of para-koopas and cheep cheeps.
Well problem is its greyed out and I can't change the behavior (Also my array id is 178 for some reason?)
Save as lvlx
My level is lvlx
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MegaDood
- Torpedo Ted

- Posts: 1650
- Joined: Wed Nov 01, 2017 2:43 am
Postby MegaDood » Mon Nov 09, 2020 5:20 am
I'm glad you like them! Those sprites look great, they remind me a lot of the original DKC sprites.
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