MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

Share and discuss custom LunaLua code and content packs for SMBX2.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby DisasterMaster » Mon May 25, 2020 1:30 pm

TheGameyFireBro105 wrote:
Sun May 24, 2020 11:50 am
I'd love to see boss bass, porcupuffers and cheep chomps. You could call it The BIG Fish Update
There is a "rough draft" of the Porcupuffer. It behaves more like a Bully or Flurry on water though. I found it on the forums here.

I'd rather see an implementation of them that is chained to the screen like the Angry Sun, although in SMW you actually could out run them off the screen with enough cape speed. Although this pack is amazing and you are already a hero for adding this content to the game, a Boss Bass or true Porcupuffer would be icing on the cake.


I did get this error when using Exclamation Blocks though.
Image

Any ideas?

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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby TheGameyFireBro105 » Mon May 25, 2020 5:15 pm

I just want to see Double's interpretation of the AI.

He could do 4 NPCS with 4 AI Sets

NPCs:
Spoiler: show
Boss Bass: standard boss bass

Deep Bass: a green Boss Bass that does not follow player, but simply moves forward jumping out when the player is in it's line of sight

Purple Boss Bass/ Cheep chomp: More accurate homing compared to Boss Bass

Porcupuffer: Linked to screen position. Cannot leave screen. You can spin-jump on it.
AI:
Spoiler: show
Boss Bass: Swims on the surface, jumping out in attempts to eat player. If it is a Deep Bass, it will not turn to home on player. This is to match Super Mario Maker's green cheep cheeps.
'
Big Bertha: NPC swims left and right, and turns. Occasionally spawns baby of itself, that will reenter its mouth, unless the NPC is facing away, where it will disappear over time.

Cheep Chomp: The NPC will wander, until it spots the player, where it will attempt to swim at, and eat it, causing a one-hit KO, just like the regular Boss Bass AI
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Mon May 25, 2020 8:16 pm

While I will say that “big fish update” would be neat, I currently would like to finish up the SMM2 seesaw platforms and new piranha plants I’m currently working on. Thanks for the ideas, though!
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby King Mario » Mon May 25, 2020 9:06 pm

I have some Requests for new stuff.

[NPC] Fire Piranha Plant (Normal Piranha Plant that shoots fireballs in random directions)
[NPC] Ball N Chain (Works like Roto-Disk but slower, does not require Layers or Events, spinjumpable)
[NPC] SMW Bowser Boss (For a Final Boss in a Project)
{Block] Water/Land Alternator (From an SMW Rom-Hack)

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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby Teemster2 » Mon May 25, 2020 10:50 pm

MrDoubleA wrote:
Mon May 25, 2020 8:16 pm
While I will say that “big fish update” would be neat, I currently would like to finish up the SMM2 seesaw platforms and new piranha plants I’m currently working on. Thanks for the ideas, though!
Everyone seems desperate for the npc's that were in the classic games that we don't have. I used to be like this until I saw how annoying I had become to the dev team. You just do you. Anything you do is appreciated.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby TheGameyFireBro105 » Tue May 26, 2020 8:46 am

MrDoubleA wrote:
Mon May 25, 2020 8:16 pm
While I will say that “big fish update” would be neat, I currently would like to finish up the SMM2 seesaw platforms and new piranha plants I’m currently working on. Thanks for the ideas, though!
Looks cool. But do the npcs have accurate weights? Are galoombas the same weight as goombas? Are both koopalings the same weight? Can SMB3 Bowser launch NPCs from the platforms when doing a bowser bomb? https://www.mariowiki.com/Bowser_Bomb_(move)
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Tue May 26, 2020 9:36 am

The weight takes size, speed and position into account, but there's a few extra things. For players, it takes into account being mega, being on a mount, holding an NPC, and having an NPC/player in yoshi's mouth. For NPCs, it takes into account the "isheavy" config property and having a player standing on them.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby TheGameyFireBro105 » Wed May 27, 2020 11:10 am

MrDoubleA wrote:
Tue May 26, 2020 9:36 am
The weight takes size, speed and position into account, but there's a few extra things. For players, it takes into account being mega, being on a mount, holding an NPC, and having an NPC/player in yoshi's mouth. For NPCs, it takes into account the "isheavy" config property and having a player standing on them.
But do slamming attacks,
Spoiler: show
Purple yoshi stomps, sledge bro slams, bowser bombs, broadsword slams, sumo stomps, etc
instantly push it down?
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Wed May 27, 2020 3:49 pm

I am currently working on getting the slams working. I currently have the thwomp slams, but other NPC related ones are a bit more complicated.

Basically, this uses semisolid slopes. The problem there is that they don't work properly, particularly with NPCs, which fall right through them if they don't touch the very top. So, I've had to write my own collision code for them, which means most NPCs don't think they're actually grounded when standing on them.

For most NPCs, this doesn't make a difference. But for things like SMB3 Bowser, they get stuck on them. There's unfortunately not much I can do to fix that at this point in time.
Hi. I'm not very active on the forums.
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rooms.lua - Quick respawn & Celeste-styled rooms
simpleLayerMovement.lua - For all your custom layer movement needs!
MrDoubleA's NPC Pack
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby TheGameyFireBro105 » Thu May 28, 2020 8:37 am

MrDoubleA wrote:
Wed May 27, 2020 3:49 pm
I am currently working on getting the slams working. I currently have the thwomp slams, but other NPC related ones are a bit more complicated.

Basically, this uses semisolid slopes. The problem there is that they don't work properly, particularly with NPCs, which fall right through them if they don't touch the very top. So, I've had to write my own collision code for them, which means most NPCs don't think they're actually grounded when standing on them.

For most NPCs, this doesn't make a difference. But for things like SMB3 Bowser, they get stuck on them. There's unfortunately not much I can do to fix that at this point in time.
But do Sumo bros do anything? They work very differently from npcs like Bowser. For one, they will never leave the surface they are standing on, unless said surface is destroyed.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Sat May 30, 2020 4:53 pm

DisasterMaster wrote:
Mon May 25, 2020 1:30 pm
TheGameyFireBro105 wrote:
Sun May 24, 2020 11:50 am
I'd love to see boss bass, porcupuffers and cheep chomps. You could call it The BIG Fish Update
There is a "rough draft" of the Porcupuffer. It behaves more like a Bully or Flurry on water though. I found it on the forums here.

I'd rather see an implementation of them that is chained to the screen like the Angry Sun, although in SMW you actually could out run them off the screen with enough cape speed. Although this pack is amazing and you are already a hero for adding this content to the game, a Boss Bass or true Porcupuffer would be icing on the cake.


I did get this error when using Exclamation Blocks though.
Image

Any ideas?
Sorry for the late reply, but could you provide some more details? Where did you put the files? Does this happen whenever you load the level? Whenever you hit a block? I haven't been able to recreate this.
Hi. I'm not very active on the forums.
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rooms.lua - Quick respawn & Celeste-styled rooms
simpleLayerMovement.lua - For all your custom layer movement needs!
MrDoubleA's NPC Pack
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby DisasterMaster » Sat May 30, 2020 7:12 pm

MrDoubleA wrote:
Sat May 30, 2020 4:53 pm
Sorry for the late reply, but could you provide some more details? Where did you put the files? Does this happen whenever you load the level? Whenever you hit a block? I haven't been able to recreate this.
Apologies for the vagueness. This error occurs when starting the level. Once you click OK, the level begins as normal but you cannot activate the block (hitting it does nothing), but it does act like a solid block object.

I placed the following within a level folder:

block-751.ini
block-751.lua
block-751.png
block-752.ini
block-752.lua
block-752.png
blocksettings_exclamationblock.json
exclamationBlock_ai.lua
exclamationBlock_blink.frag
exclamationBlock_blink.wav
exclamationBlock_disappear.wav
exclamationBlock_expand.wav
MDA's Exclamation Mark Block.tileset.ini

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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Sun May 31, 2020 8:05 am

That’s odd... have you changed "exclamationBlock_blink.frag" at all? This seems like an error in there.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby Enjl » Sun May 31, 2020 8:13 am

MrDoubleA wrote:
Sun May 31, 2020 8:05 am
That’s odd... have you changed "exclamationBlock_blink.frag" at all? This seems like an error in there.
The error is in line 5 of that file. What stands out to me is that you try to initialize the brightness with 0. If you pass brightness in from code as a uniform, why do you need to do this (especially since 0 is usually default for number types)? I suspect this might be something some graphics cards struggle with.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby MrDoubleA » Sun May 31, 2020 10:30 am

I didn't write the shader (I still don't understand there properly), I asked in #smbx2-code-help in Codehaus and Hoeloe gave me that.
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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby Hoeloe » Sun May 31, 2020 10:40 am

So, some GPUs may have trouble converting ints to floats. It may well be that this line:

Code: Select all

uniform float brightness = 0;
Is causing issues on some GPUs (this wasn't known to cause issues until relatively recently).

You could try replacing that with either:

Code: Select all

uniform float brightness = 0.0;
or:

Code: Select all

uniform float brightness;
Since 0 is the default for numerical values anyway. That might fix the issue.

This is a guess, but knowing whether or not this fixes things will give useful information.

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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby DisasterMaster » Sun May 31, 2020 11:29 am

MrDoubleA wrote:
Sun May 31, 2020 8:05 am
That’s odd... have you changed "exclamationBlock_blink.frag" at all? This seems like an error in there.
Nope, I don't mess with any of the files I download. I will be the first to admit I don't know much about coding, so I'm always afraid I'll mess things up if I start editing them.
Enjl wrote:
MrDoubleA wrote:
Sun May 31, 2020 8:05 am
That’s odd... have you changed "exclamationBlock_blink.frag" at all? This seems like an error in there.
The error is in line 5 of that file. What stands out to me is that you try to initialize the brightness with 0. If you pass brightness in from code as a uniform, why do you need to do this (especially since 0 is usually default for number types)? I suspect this might be something some graphics cards struggle with.
My computer is a potato, so that is likely it. I'm definitely looking to upgrade. If it is a GPU issue, this is likely an edge case that won't appear on most recent computers.
Hoeloe wrote: So, some GPUs may have trouble converting ints to floats. It may well be that this line:

Code: Select all

uniform float brightness = 0;
Is causing issues on some GPUs (this wasn't known to cause issues until relatively recently).

You could try replacing that with either:

Code: Select all

uniform float brightness = 0.0;
or:

Code: Select all

uniform float brightness;
Since 0 is the default for numerical values anyway. That might fix the issue.

This is a guess, but knowing whether or not this fixes things will give useful information.
I tried both methods (inserting 0.0 and erasing the numerical value). Both caused the block to appear as its "block-752" form and to not function, although it did play the associated blink and disappear sounds when hit from underneath. An error didn't occur on the level's start.

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Re: MrDoubleA's NPC Pack v1.2 - Stackable NPCs, Goal Tapes, Mechakoopas and more!

Postby Hoeloe » Sun May 31, 2020 11:50 am

That could mean you either replaced much more than just that one line, or your GPU is somehow not running the shader...

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Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

Postby MrDoubleA » Sun Jun 21, 2020 11:57 am

v1.2.1 is out! It adds seesaws, custom piranha plants, and one-way walls, along with a couple bug fixes and making it easier to change the IDs of NPCs.

Edit: I forgot to add the download link before. That's now fixed.
Hi. I'm not very active on the forums.
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Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

Postby Enjl » Sun Jun 21, 2020 3:52 pm

I think for the one way wall it ought to be more efficient to loop over visible NPCs and players, and then do a getIntersecting on their hitbox offset by their speed projected for the next frame, than checking onscreen for potentially thousands of blocks. Something you might want to benchmark, if you haven't already.
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