[The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Share and discuss custom LunaLua code and content packs for SMBX2.
MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.1.2)

Postby MegaDood » Mon Sep 26, 2022 11:56 pm

KBM-Quine wrote:
Sat Sep 24, 2022 7:19 am

putting npcdropproximitytype=0 in an npc txt should do it. there's a few others you can do too if you look at the npc lua. could've probably benefited from some form of documentation but alas
I might make some documentation for the pack some time actually, originally I didn't want to delay the pack any further but now that I've got more time on my hands I should be good to do it.

Added in 7 hours 24 minutes 47 seconds:
Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Now with Docs! (v1.2)
We now have documentation! With this lists all of the extra settings and configs that NPCs can have applied to them, as well as a credits list of who made what. Check it out here:
https://docs.google.com/document/d/1s-i ... sp=sharing

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Now with Docs! (v1.2)

Postby Shodax » Sat Oct 15, 2022 3:36 pm

Very good. With your permission I will use it in my project

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Now with Docs! (v1.2)

Postby ShadowXeldron » Sun Oct 16, 2022 2:08 am

Shodax wrote:
Sat Oct 15, 2022 3:36 pm
Very good. With your permission I will use it in my project
You do not need to receive permission to use anything in this subforum.

DRACalgar Law
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Now with Docs! (v1.2)

Postby DRACalgar Law » Sun Oct 16, 2022 4:01 pm

The Wario in Bunny and Fire Form are not acknowledging hits from the player.

MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Now with Docs! (v1.2)

Postby MegaDood » Mon Oct 17, 2022 7:22 am

DRACalgar Law wrote:
Sun Oct 16, 2022 4:01 pm
The Wario in Bunny and Fire Form are not acknowledging hits from the player.
Are you putting everything in your level folder? Does the bug occur when you just jump on it or attack it with projectiles?
Perhaps a gif could help as I'm not sure what exactly you mean.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Many New GFX! (v1.3)

Postby MegaDood » Sat Oct 29, 2022 2:35 am

New version has been released! This time adding lots of different alternate sprites, massive thanks to SuperAlex for providing them as well as P-Tux7 for providing sprites for the SML superballs.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Many New GFX! (v1.3.1)

Postby MegaDood » Sat Nov 12, 2022 7:29 am

Released another update! More bugs were fixed by our team and a few new GFX were added. Also, there is now a gif showcasing some of these in the original post.

MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Many New GFX! (v1.3.2)

Postby MegaDood » Mon Dec 05, 2022 7:15 pm

Made an extremely minor update, updating Dragonzamasu to move with layers and a couple ini files. I know some people in the past were asking about Dragonzamasu in the past, so I'm bumping the thread for that.

MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Many New GFX! (v1.3.3)

Postby MegaDood » Tue Mar 07, 2023 4:09 am

Made a small update to the pack, fixing a bug with the Tokotokos.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Many New GFX! (v1.3.3)

Postby MegaDood » Fri Mar 10, 2023 6:20 am

Released another update, fixing some bugs with the sky and marine pop. Big thanks to Marioman2007 for helping with these!

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Even MORE GFX! (v1.3.5)

Postby MegaDood » Fri Apr 07, 2023 5:43 am

Added more alternate GFX, on the SML2 side. Mostly reskins for the Wario's Castle NPCs, but there's a few others for the Bopping Today and the Mario Zone cogs.
HUGE thanks to SuperAlex for providing these!
Enjoy using them!

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Even MORE GFX! (v1.3.7)

Postby MegaDood » Tue Apr 25, 2023 12:12 am

Added even more GFX to the pack, in the Super Mario Land 2 side of things.
Please redownload to get these additions.

Edit: Also added some more graphics to the SML1 side of things, by LumSht.

Added in 3 hours 53 minutes 1 second:
Updated the pack again, adding alternate gfx for bunbun and heavy zed.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Even MORE GFX! (v1.3.8)

Postby MegaDood » Tue Jun 13, 2023 7:08 am

Released another major-minor update, adds lots of new custom graphics, and reworks Tatanga's Robot Guard a bit.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] New NPC + Smaller Update (v1.4)

Postby MegaDood » Tue Oct 10, 2023 7:23 pm

Hi all! A new update has been released!
Adding some new alternate gfx, adding a few new features to Wario, and adding a brand new NPC! The crystal ball which appears in the wario fight can now be used, and it even kills npcs and activate blocks when it lands.

Added in 5 hours 32 minutes 44 seconds:
Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] Even MORE GFX! (v1.3.8.1)
New minor update, fixed a bug affecting the SML2 bosses where shoulder bashing them with Wario would cause them to die instantly.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby MegaDood » Sun Feb 11, 2024 2:24 am

A new update is out!
Added new alternate graphics, added some alternate AI to the bopping toady, battle beetle, bear and mad wasp, by Enjl. The Sky and Marine pops have also been updated. You can now set them to move with autoscroll, and force a player to stay inside and exit whenever you'd like, through the use of new Pop Blocks!

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby Fortis » Fri Feb 16, 2024 5:24 pm

Thanks for all the hard work you're putting into this.

Unfortunately, I encountered an error when I tested out the Biokinton enemy. The error message is as follows. I'm not sure what I'm doing wrong.
Image

EDIT: Nevermind. I figured out what I was doing wrong. The npcsettings json files needed to be in the extra-settings folder, not in the same folder as the rest of the files. In my defense, it's my first time messing around with LunaLua stuff.

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby Just_Thomas » Tue Mar 12, 2024 3:49 pm

NPC-853, The Boo Goomba:
I can only make it move in the RIGHT direction, even through LEFT is selected.

Also: "Flies in a straight line unless modified in the extra settings"
By default and unless I define it in the movement settings with one of the two examples it does not move at all. Did I miss something?
Image

Image

Edit: Testmap directly created within the original folder of the npc
Editor Settings - no special movement and npc should move on a straight line left?
Image
Not happening through
Image

MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby MegaDood » Fri Mar 15, 2024 4:21 am

Just_Thomas wrote:
Tue Mar 12, 2024 3:49 pm
NPC-853, The Boo Goomba:
I can only make it move in the RIGHT direction, even through LEFT is selected.

Also: "Flies in a straight line unless modified in the extra settings"
By default and unless I define it in the movement settings with one of the two examples it does not move at all. Did I miss something?
The custom boo goomba requires knowledge of parametric functions, the same as you would with a graf. Try messing with the variables and see what you can come up with.

for example, t means time and is used to make an npc move, I believe by default it's set to one so you can multiply or divide t to change the speed.

Anyway with the example, assuming you're using this equation cos(t * 4); x = t * 2;, you can just do cos(t * 4); x = t * -2;
to make it move left, because it's setting the x speed to 2, since it's multiplying by t, and doing -2 is the opposite direction so it'll make it move left.



Here's a list of parametric functions that I sometimes refer to if I forget, maybe it'll help you too.

Code: Select all

Grafs:
Straight line: x=t
Double Speed: x=t * 2
Sine wave: y=sin(x); x=t
Longer horizontally: y=2 * sin(x * 2); x=t
Backwards Sine Wave y=sin(x); x=-t
Double speed sine wave: y=sin(x); x=-t  * 2
Double speed curve sine wave: y=sin(x * 2); x=-t
Circle: x=sin(t * 2); y=cos(t * 2) * 2;
Slow Arc: y=3 * sin(x/2); x=-t  * 3
WIP Zinger: y=0.5 * sin(x); x=-t  * 5;

y=a[sin or cos[b * x + c]] + d

a = height
b = frequency
c = horizontal position
d = vertical position


y = sin(2x); x = t
y = sin(x); x = 2t

Same thing

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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby Just_Thomas » Thu Mar 21, 2024 3:55 pm

First of all: Thanks for your PM-reply (I did not want to "waste" writing just a reply with saything thanks so I do it here instead)

But what I want to ask:
Even though I wouldn't have any use for it, at least at the moment, I noticed that there are no SML Starman variants in the pack. Even though I doubt that there will be any content updates, I wanted to ask anyway.

SML1 Original: https://www.smwcentral.net/?p=section&a ... s&id=34352
SML 2 Remix: https://www.smwcentral.net/?p=section&a ... ment-53258

Also found this:
https://www.smwcentral.net/?p=viewthread&t=126909
Super Mario Land (All-Stars) Soundtrack Download
(Hint: Download does no longer work, somebody would be needed there to contact the uploader)

Yay or nay?

MegaDood
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Re: [The Ultimate Super Mario Land 1 + 2 NPC Pack!] (v1.5)

Postby MegaDood » Fri Mar 22, 2024 5:23 am

Just_Thomas wrote:
Thu Mar 21, 2024 3:55 pm
First of all: Thanks for your PM-reply (I did not want to "waste" writing just a reply with saything thanks so I do it here instead)

But what I want to ask:
Even though I wouldn't have any use for it, at least at the moment, I noticed that there are no SML Starman variants in the pack. Even though I doubt that there will be any content updates, I wanted to ask anyway.

SML1 Original: https://www.smwcentral.net/?p=section&a ... s&id=34352
SML 2 Remix: https://www.smwcentral.net/?p=section&a ... ment-53258

Also found this:
https://www.smwcentral.net/?p=viewthread&t=126909
Super Mario Land (All-Stars) Soundtrack Download
(Hint: Download does no longer work, somebody would be needed there to contact the uploader)

Yay or nay?
Well, they weren't added simply because they act nearly identical to how they do in the other 2d games, same with fire flowers and mushrooms. Though they might be a bit different in terms of them jumping out of blocks, they were pretty much the exact same.
Anyway, the sound effect thing can just be added by whoever wants to use that in a level.


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