[NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Share and discuss custom LunaLua code and content packs for SMBX2.
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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby Sonya Sanchez » Sun Feb 28, 2021 2:37 pm

TheGameyFireBro105 wrote:
Sun Feb 28, 2021 1:39 pm
It's the SMB1 ones that aren't working too well.
Are you sure you installed all of that correctly? Here's a Gif of all the containing ones with the Lua Script existing also! All are set to low Jump and they all work fine. You still didn't show us anything so that we can see what you did...

Image

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby smwturtlequest64 » Sun Feb 28, 2021 9:27 pm

can you make a boss fight for me your alsome for making those costome npcs he looks like this https://www.deviantart.com/stq64/art/si ... -852567316 see can you make a boss fight for me i don't know how to make a boss fight or a costome npc on smbx2 beofre

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby ElectriKong » Mon Mar 01, 2021 3:05 am

smwturtlequest64 wrote:
Sun Feb 28, 2021 9:27 pm
can you make a boss fight for me your alsome for making those costome npcs he looks like this https://www.deviantart.com/stq64/art/si ... -852567316 see can you make a boss fight for me i don't know how to make a boss fight or a costome npc on smbx2 beofre
Please don't make off-topic requests in other users' topics.

TheGameyFireBro105
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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby TheGameyFireBro105 » Mon Mar 01, 2021 6:47 pm

Idunn wrote:
Sun Feb 28, 2021 2:37 pm
TheGameyFireBro105 wrote:
Sun Feb 28, 2021 1:39 pm
It's the SMB1 ones that aren't working too well.
Are you sure you installed all of that correctly? Here's a Gif of all the containing ones with the Lua Script existing also! All are set to low Jump and they all work fine. You still didn't show us anything so that we can see what you did...

Image
this was b4 the 1.1 update.

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby Marioman2007 » Mon Mar 01, 2021 8:06 pm

Are you using extendedkoopas library?

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby TheGameyFireBro105 » Tue Mar 02, 2021 3:46 pm

marioman2007 wrote:
Mon Mar 01, 2021 8:06 pm
Are you using extendedkoopas library?
YES.

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby Woshee_real » Wed Mar 03, 2021 12:40 am

The library causes SMBX2 to crash when a koopa gets hit by a block.

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby MrDoubleA » Wed Mar 03, 2021 4:32 am

Woshee_real wrote:
Wed Mar 03, 2021 12:40 am
The library causes SMBX2 to crash when a koopa gets hit by a block.
Could you give more detail? Does the game simply close it is there a message box with a filename? What type of koopa is it, a normal one, a para-koopa, a shell or a beach koopa?

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby Sonya Sanchez » Wed Mar 03, 2021 2:06 pm

TheGameyFireBro105 wrote:
Mon Mar 01, 2021 6:47 pm

this was b4 the 1.1 update.
It worked before that also fine to me, and if it was before and it works okay for me still then idk what you are doing honestly.

Also you’ve been asked multiple times to elaborate better, you still didn’t and because of that no one can really help you.

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby TheTrueMarioMaster » Wed Mar 03, 2021 5:47 pm

Mushroom King wrote:
Sun Feb 28, 2021 5:01 am
I think everything is here beside the blue beach koopas sliding down hills behavior.
Yellow beach koopas jump over shells kicked at them and will follow the player and while this is not from the original SMW their exists a custom sprite for blue para-koopas which flies around in a circle that exists in plenty romhacks.

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Re: [NPC Pack / Library] Extended Koopas - More and more accurate koopas!

Postby TheGameyFireBro105 » Fri Mar 05, 2021 12:37 pm

The beach koopas seem to struggle a bit when entering SMB2 shells. the koopa just jumps on top of the shell, and if it cliff turns, it becomes trapped atop what would've been it's home/clothes/defense.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby MrDoubleA » Mon Mar 08, 2021 5:31 pm

Fixed a bug where certain parakoopa's AI would be reset to "chase" after being despawned.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby Chilly14 » Wed Mar 17, 2021 9:01 pm

Is it just me, or the Hopping Yellow Paratroopa won't jump over shells kicked at it?

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby Julia Pseudo » Tue Jun 29, 2021 5:48 am

I would first like to say that this pack is really really cool, and that I'm getting a ton of usage out of it.

I also wanted to mention that the SMB3 red paratroopa's npc-txt is set up incorrectly by default. Its nonWingedKoopaID is set to 5, an SMB3 green koopa shell, when it is presumably meant to be 6, an SMB3 red koopa. This is an easy fix, of course.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby TheGameyFireBro105 » Sun Jul 04, 2021 12:40 pm

You might not do this, but I think you should also do the Koopas and Spinies from SMAS's Battle Mode.
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Heck, maybe even the GBA Spinies
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Super Princess Peach?

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After all, SPP's Vibe gimmicks make them unique, and the Blue and Yellow Koopas could be calm and sad respectively.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby Julia Pseudo » Sun Jul 04, 2021 5:46 pm

The Mario 3 SNES ones and regular Super Princess Peach ones can easily be implemented with custom graphics on top of the existing ones.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby TheGameyFireBro105 » Mon Jul 05, 2021 5:49 pm

Julia Pseudo wrote:
Sun Jul 04, 2021 5:46 pm
The Mario 3 SNES ones and regular Super Princess Peach ones can easily be implemented with custom graphics on top of the existing ones.
The SPP vibe gimmicks are extremely unique, and could be useful.
Last edited by TheGameyFireBro105 on Sat Jul 31, 2021 5:49 pm, edited 1 time in total.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby TheGameyFireBro105 » Sat Jul 31, 2021 5:49 pm

Also, could you maybe also do Big Koopas, as well? They're just as inaccurate as their smaller brethren. I also think making Big variants for the other styles would be a great move. You might also want to check out the Bombshell Koopa, just in case.

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby MrDoubleA » Sun Aug 01, 2021 4:46 pm

TheGameyFireBro105 wrote:
Sat Jul 31, 2021 5:49 pm
Also, could you maybe also do Big Koopas, as well? They're just as inaccurate as their smaller brethren. I also think making Big variants for the other styles would be a great move. You might also want to check out the Bombshell Koopa, just in case.
If you really want big koopas, you can literally just slightly edit the lua file and add a few txt files. And in terms of the big koopas, pretty much the only thing they share with regular koopas is walking and turning into something else when hit. Why would they be a part of this?

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Re: [NPC Pack / Library] Extended Koopas (v1.1.1) - More and more accurate koopas!

Postby TheGameyFireBro105 » Mon Aug 02, 2021 10:03 am

MrDoubleA wrote:
Sun Aug 01, 2021 4:46 pm
TheGameyFireBro105 wrote:
Sat Jul 31, 2021 5:49 pm
Also, could you maybe also do Big Koopas, as well? They're just as inaccurate as their smaller brethren. I also think making Big variants for the other styles would be a great move. You might also want to check out the Bombshell Koopa, just in case.
If you really want big koopas, you can literally just slightly edit the lua file and add a few txt files. And in terms of the big koopas, pretty much the only thing they share with regular koopas is walking and turning into something else when hit. Why would they be a part of this?
Because Big Buzzy Beetles were innitially going to be in SMW, and Big Green SMB3 Koopas are in the basegame. The fact that I can flip a normal Koopa upside-down, but not a Big one is kinda wierd, ngl.

Having an additional set of large SMB3 and SMW foes (possibly SMB1 and SMB2, as well) would allow someone such as myself to have an enemy that behaves like a SMB3 Red Koopa, but also have vanilla-sprited SMB3 Red Koopas in the same level. Also, it would save space in a hypothetical SMW Beta enemies NPC Pack. The Big Buzzy Beetle would be here, instead of with the somewhat random assortment of foes that a Beta Enemies pack would entail.

https://tcrf.net/Development:Super_Mari ... zy_Beetle


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