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by Lithobraker
Thu Jul 09, 2020 12:15 pm
Forum: LunaLua
Topic: [NPC Pack] Climbing Koopas
Replies: 0
Views: 880

[NPC Pack] Climbing Koopas

With the help of Enjl, I've also made a pack of Climbing Koopas! These NPCs work similarly to how they do in Super Mario World, with a few caveats. Green Koopas move slowly, while Red Koopas move almost as fast as the player does. The vertical variants do not collide with NPCs vertically and will ju...
by Lithobraker
Thu Jul 09, 2020 11:36 am
Forum: LunaLua
Topic: [NPC Pack] Ruff Puff, Ice Puff, Fire Puff (Edit of Flurret by Enjl)
Replies: 1
Views: 994

[NPC Pack] Ruff Puff, Ice Puff, Fire Puff (Edit of Flurret by Enjl)

I made these guys a while ago because I wanted my episode to have a little touch of Paper Mario flavor, and Puffs, I think, can have a unique role as an enemy in platformers. Originally, they were Snifit edits, but now they're a fully custom NPC! They're kind of like how they were in Super Paper Mar...
by Lithobraker
Mon Jul 06, 2020 4:27 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 3203

Re: [NPC Pack] Flurret

Well, I had to change your line a bit, because "% frame" is calling a global that doesn't exist. You meant "% NPC.config[v.id].frames", right? v.animationFrame = math.floor(data.timer / NPC.config[v.id].framespeed) % NPC.config[v.id].frames With the changes you suggested made, though, while the idl...
by Lithobraker
Mon Jul 06, 2020 4:20 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 3203

Re: [NPC Pack] Flurret

Ah, yeah. Might've taken an animation shortcut there. Modulo can get a bit wacky due to the nature of the spritesheet and how the right-facing frames are just higher numbers. Your intuition is correct. IDK what that line 71 is doing but you miiight be able to fix it by removing it and putting the f...
by Lithobraker
Mon Jul 06, 2020 4:12 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 3203

Re: [NPC Pack] Flurret

Ah, yeah. Might've taken an animation shortcut there. Modulo can get a bit wacky due to the nature of the spritesheet and how the right-facing frames are just higher numbers. Your intuition is correct. IDK what that line 71 is doing but you miiight be able to fix it by removing it and putting the f...
by Lithobraker
Mon Jul 06, 2020 3:27 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 3203

Re: [NPC Pack] Flurret

Hey, I'm currently repurposing the Flurret code into a Ruff Puff, and I've got a 4-frame moving animation for it. Everything seems to work fine when it's left-facing with this code, but when it's facing right, the animation plays extremely rapidly for some reason. I might be able to fix it if I knew...
by Lithobraker
Sun Jul 05, 2020 6:21 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

Ahh dang I had a typo. Should be smwfuzzy.onInitAPI() See if that works. If not, try putting Misc.dialog("Test") in various places to see what code runs. That does seem to work, but the shells aren't bouncing off the munchers like they do when munchers are immune to all NPC harmtypes. Any way to fi...
by Lithobraker
Sun Jul 05, 2020 6:15 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

Ahh dang I had a typo. Should be smwfuzzy.onInitAPI() See if that works. If not, try putting Misc.dialog("Test") in various places to see what code runs. That does seem to work, but the shells aren't bouncing off the munchers like they do when munchers are immune to all NPC harmtypes. Any way to fi...
by Lithobraker
Sun Jul 05, 2020 6:09 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

You never register your events onTickEndNPC and onNPCHarm anywhere. Add this to the file: function onInitAPI() npcManager.registerEvent(npcID, smwfuzzy, "onTickEndNPC") registerEvent(smwfuzzy, "onNPCHarm") end This doesn't seem to have any effect. I've included that code, but the Munchers still die...
by Lithobraker
Sun Jul 05, 2020 5:40 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

-snip- Okay, well, I'm trying to make sure this NPC can only die from POW blocks and hammers, but it seems canceling the kill event doesn't work here. If the culprit NPC's id does not equal 176, it should prevent the NPC from dying, but this isn't the case. It still dies normally from shells, throw...
by Lithobraker
Sun Jul 05, 2020 5:12 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

They can be found in the description of onNPCKill here: https://wohlsoft.ru/pgewiki/LunaLua_events There's also this page for the EXT ones but idk what numerical values they have, or if they even have unique ones in onNPCKill https://wohlsoft.ru/pgewiki/LunaLua_constants Hmm. It doesn't seem like t...
by Lithobraker
Sun Jul 05, 2020 4:37 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

POW block damage I believe is either HARM_TYPE_NPC, _FROMBELOW or _PROJECTILE_USED... I don't quite remember. The problem with enabling all or any of those harmtypes is that a lot of other things trigger it, too! Which is why I initially made that workaround. My interpretation of the muncher is one...
by Lithobraker
Sun Jul 05, 2020 4:12 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

If you enable noblockcollision, there can be no interaction with lava. I'm also not sure how HARM_TYPE_EXT_HAMMER even works, if it does at all? Those flags and that harm type seem unrelated to the identity of SMM2 muncher... Is the lua file you posted just outdated, or is that the issue? Back when...
by Lithobraker
Sun Jul 05, 2020 3:49 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 377

Trying to make a pseudo-block NPC(SMM style Muncher) killable

...But I seem to have unlocked the secret to immortality. No matter what harmtypes I set or options I tweak, this NPC is 100% impossible to kill. Hammers just fly through it, POW blocks have no effect, and they find lavabathing altogether far too relaxing. I'm comparing their code to my Koopatrol NP...
by Lithobraker
Wed Jul 01, 2020 2:06 am
Forum: Graphics
Topic: Mario Maker 2 SMW Water Brick Tileset
Replies: 6
Views: 2834

Re: Mario Maker 2 SMW Water Brick Tileset

I'm afraid your explanation of what to do is kind of lost on me; I have no idea what that means and the images don't help. Oops, sorry! I hope this explains it better. I found this to be the fastest way to make slopes that are easy to make look good: https://imgur.com/3lDuIRx (The gif's fairly long...
by Lithobraker
Tue Jun 30, 2020 7:36 pm
Forum: Graphics
Topic: Mario Maker 2 SMW Water Brick Tileset
Replies: 6
Views: 2834

Re: Mario Maker 2 SMW Water Brick Tileset

<r><QUOTE author="Enjl" post_id="374030" time="1593552856" user_id="284"><s>[quote=Enjl post_id=374030 time=1593552856 user_id=284]</s> <QUOTE author="Lithobraker" post_id="374029" time="1593552237" user_id="17699"><s>[quote=Lithobraker post_id=374029 time=1593552237 user_id=17699]</s> <QUOTE author...
by Lithobraker
Tue Jun 30, 2020 5:23 pm
Forum: Graphics
Topic: Mario Maker 2 SMW Water Brick Tileset
Replies: 6
Views: 2834

Re: Mario Maker 2 SMW Water Brick Tileset

Enjl wrote:
Tue Jun 30, 2020 4:59 pm
Neat! I think the slopes would look better if they were more slope-like and less stairs-like on the underside, though.
I kinda thought so too, but I ran into some issues. When I get home, I'll try a different approach.
by Lithobraker
Tue Jun 30, 2020 4:27 pm
Forum: Graphics
Topic: Mario Maker 2 SMW Water Brick Tileset
Replies: 6
Views: 2834

Mario Maker 2 SMW Water Brick Tileset

One day, while working on my first episode, I took a look at the Mario Maker 2 semisolid sizables and thought, "You know, those would make a great tileset." So using some of their graphics, I've created just that! This tileset does not come with any vanilla SMM2 blocks, sizables or BGOs- you'll have...
by Lithobraker
Tue Jun 30, 2020 1:02 am
Forum: Graphics
Topic: Overworld Tiles - Custom IDs?
Replies: 4
Views: 502

Re: Overworld Tiles - Custom IDs?

These tiles are reserved because they are *reserved* for the devs to add new stuff in the future I know that's the case for other reserved IDs, but I heard from the linked thread specifically that there were more tile IDs you could use. That doesn't seem to be true, though. In any case, I've alread...
by Lithobraker
Mon Jun 29, 2020 10:37 pm
Forum: Graphics
Topic: Overworld Tiles - Custom IDs?
Replies: 4
Views: 502

Re: Overworld Tiles - Custom IDs?

These tiles are reserved because they are *reserved* for the devs to add new stuff in the future I know that's the case for other reserved IDs, but I heard from the linked thread specifically that there were more tile IDs you could use. That doesn't seem to be true, though. In any case, I've alread...

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