[ANOTHER HUGE UPDATE] [NPC Pack] Donkey Kong NPCs!

Share and discuss custom LunaLua code and content packs for SMBX2.
MegaDood
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Re: [NPC Pack] Donkey Kong NPCs!

Postby MegaDood » Fri Nov 27, 2020 6:55 am

Updated with klaptraps, check them out if you like crocs.

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - New Klaptrap

Postby MegaDood » Thu Jan 14, 2021 5:14 am

Updated the thread by adding Ghost Ropes from Donkey Kong Country 2 and a made up Klaptrap variant.

Yoshi021
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Re: [NPC Pack] Donkey Kong NPCs! - Ghost Ropes

Postby Yoshi021 » Thu Jan 14, 2021 10:15 am

The ghost rope looks really cool.

DisasterMaster
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Re: [NPC Pack] Donkey Kong NPCs! - Ghost Ropes

Postby DisasterMaster » Fri Jan 15, 2021 1:22 am

As a fan of DKC2 and a fan of no longer having to create events to spawn then despawn ropes to make this effect, I love these Ghost Ropes. Just their eerie wailing brings back the nostalgic feels.

There is a bug to report, though. When there are 2 Ghost Ropes on the screen with different spawn timers, both of their climbabilities defaults to the left-most one. In other words, if the left one is active and the right one isn't, you can still climb an invisible right one. If the left is inactive, you can't climb the right. I haven't tried this with more than 2 Ropes either.
Hopefully this image below will illustrate:

Image

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Ghost Ropes

Postby MegaDood » Fri Jan 15, 2021 1:59 am

DisasterMaster wrote:
Fri Jan 15, 2021 1:22 am
As a fan of DKC2 and a fan of no longer having to create events to spawn then despawn ropes to make this effect, I love these Ghost Ropes. Just their eerie wailing brings back the nostalgic feels.

There is a bug to report, though. When there are 2 Ghost Ropes on the screen with different spawn timers, both of their climbabilities defaults to the left-most one. In other words, if the left one is active and the right one isn't, you can still climb an invisible right one. If the left is inactive, you can't climb the right. I haven't tried this with more than 2 Ropes either.
Hopefully this image below will illustrate:

Image
Ah, I am aware issue and will try to find a way to fix it. Thanks for the report.
Yoshi021 wrote:
Thu Jan 14, 2021 10:15 am
The ghost rope looks really cool.
Thank you! I'm glad you enjoy it, however once I update these with the bug fix I advise to redownload.

Added in 5 hours 3 minutes 34 seconds:
Ghost Ropes are updated with a kinda janky solution, hopefully it should fix the issue though.

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Re: [NPC Pack] Donkey Kong NPCs! - Oil Drums and Zingers Update

Postby MegaDood » Fri May 14, 2021 11:53 pm

The thread has been updated, adding Oil Drums and an update to the zingers. Zingers now:
Have proper working turning animations
Sound less annoying
Have a new parabolic movement variant
A couple of extra minor fixes.

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Re: [NPC Pack] Donkey Kong NPCs! - Oil Drums and Zingers Update

Postby MegaDood » Tue May 25, 2021 8:41 am

Updated the Zingers again, this time toning down the volume some more, and fixing a few sound related bugs.

Edit: Updated the oil drums also, now NPCs pass through them so you can bomb them easier.

Edit 2: Slightly improved the oil drums, download link has been updated.

Edit 3: Accidentally gave the wrong download link to the oil drums, had an older version on there. Been fixed now.

Edit 4: Updated the Oil Drums to have their ids not overlap with the other DKC enemies.

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby MegaDood » Tue Jul 27, 2021 9:18 pm

Army the Armadillo has been added to the thread.

Alexx0612
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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby Alexx0612 » Fri Jun 24, 2022 4:43 am

It would be awesome if you made Snapjaw from Donkey Kong Country 2, I need it for my episode!

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby MegaDood » Fri Jun 24, 2022 10:05 pm

Alexx0612 wrote:
Fri Jun 24, 2022 4:43 am
It would be awesome if you made Snapjaw from Donkey Kong Country 2, I need it for my episode!
You could try asking AndrewPixel, I believe he made one, but it never got formally released.

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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby Alexx0612 » Sat Jun 25, 2022 3:33 am

Okay, where can I find it?

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby MegaDood » Mon Jul 25, 2022 9:29 am

Update to the Ghost Ropes!

Massive thank you to KBM-Quine for adding support to Link along with various other things, included in a credits file with the ghost ropes, and also a massive thanks to ShadowStarX for adding a new extra-setting that allows them to desync from one another.

Download the ghost ropes for these new additions.

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Re: [NPC Pack] Donkey Kong NPCs! - Army Update

Postby MegaDood » Sun Sep 25, 2022 11:51 pm

Released an update, I added some of the Tiki Tak Tribe NPCs from DKCR.
These were made for my episode, but I figured I may as well release them here anyhow.

TheTrueMarioMaster
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Re: [NPC Pack] Donkey Kong NPCs! - Tiki Update

Postby TheTrueMarioMaster » Tue Sep 27, 2022 8:02 pm

Was not expecting modern Donkey Kong Country enemies to be made. You plan on making any more from the newer Donkey Kong Country games or is that a onetime thing?

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Tiki Update

Postby MegaDood » Wed Sep 28, 2022 2:26 am

TheTrueMarioMaster wrote:
Tue Sep 27, 2022 8:02 pm
Was not expecting modern Donkey Kong Country enemies to be made. You plan on making any more from the newer Donkey Kong Country games or is that a onetime thing?
Preferably, but like with most of the NPCs in this pack, it just depends on whether or not I can get access to SMW or SMB3 versions of their sprites and if they look good. In the case of the ghost rope it was a modification of the original sprite, and I figured that it would be best to do it that way because of how richly detailed it is originally anyway.

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Tiki Update 2

Postby MegaDood » Wed Oct 26, 2022 6:29 am

Released an update to the Tikis, adding two new variants: Tiki Bomber and Tiki Boing. Please redownload them if you haven't already.

TheGameyFireBro105
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Re: [NPC Pack] Donkey Kong NPCs! - Tiki Update 2

Postby TheGameyFireBro105 » Fri Oct 28, 2022 3:01 pm

Are Minecarts on the docket or no?

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Tiki Update 2

Postby MegaDood » Fri Oct 28, 2022 9:45 pm

TheGameyFireBro105 wrote:
Fri Oct 28, 2022 3:01 pm
Are Minecarts on the docket or no?
no

MegaDood
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Re: [NPC Pack] Donkey Kong NPCs! - Minor fix with the Tiki Buzz

Postby MegaDood » Tue Nov 15, 2022 2:44 am

Made a minor change to the tiki buzz NPCs, they can now have their initial x and y speed set so you dont need to place them on a redirector.

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Re: [NPC Pack] Donkey Kong NPCs! - Minor fix with the Tiki Buzz

Postby CrimsonStar » Sat Dec 10, 2022 2:54 pm

I'm really enjoying these Tikis. I always laugh when a Tiki Torch gets dunked in water.

Are there any plans to create NPCs that are affected by global variables, such as:
Rock Crocs who stop and go depending on whether a stop and go barrel is hit.
Fueled Platforms that fuel up when you hit a fuel barrel and fall when it runs out of fuel.
Kackle who chases you and will attack you after a timer is up unless you collect + or - time barrels.


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