[NPC Pack] Amazing Flyin' Hammer Bros.

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[NPC Pack] Amazing Flyin' Hammer Bros.

Postby 8lue Storm » Sat Jul 27, 2019 5:34 pm

because there was a request in graphic request

gif
Spoiler: show
Image
download (comes as a test level and its folder)
UPDATE July 30th: the platform speed was slow so I multiplied it by 1.5.
UPDATE August 1st: the platform no longer moves while the player is powering down or powering up. previous releases: Pretty straightforward: place the platform and the hammer bro. You can also copypaste the setup from the test level so that, in-game, the hammer bro doesn't wander off the center of the platform by a few pixels.
have fun!
Last edited by 8lue Storm on Thu Aug 01, 2019 8:50 pm, edited 3 times in total.
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i never performed a shelljump and it's sad I did a grand total of 3 shelljumps in my life!

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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby 8lue Storm » Tue Jul 30, 2019 12:24 pm

Due to SMW players thinking the platform was slow, I updated the download with a faster one. (x1.5 speed)
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i never performed a shelljump and it's sad I did a grand total of 3 shelljumps in my life!

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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby 8lue Storm » Thu Aug 01, 2019 8:46 pm

While I was playing SMBXFanBoi's level which included this NPC, I found a small, irritating misbehavior, which was that the platform kept moving while the player was powering down or powering up. As this post is being made, the download has been updated (and now includes the previous versions because why not).

comparison gifs:
before
Spoiler: show
Image
after
Spoiler: show
Image
EDIT: WOOPS! A second later I realized that there was an unnecessary function printing the powering-up/down timer. Fixed.
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i never performed a shelljump and it's sad I did a grand total of 3 shelljumps in my life!

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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby UlticraftMTT » Sat Aug 03, 2019 10:42 pm

It's great, but originally in Super Mario World, you could hit the bottom of the block to defeat the AFH Bro.

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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby 8lue Storm » Sun Aug 04, 2019 1:21 pm

UlticraftMTT wrote:
Sat Aug 03, 2019 10:42 pm
It's great, but originally in Super Mario World, you could hit the bottom of the block to defeat the AFH Bro.
I felt that missing too, however, I don't really have much of an idea on how to implement that. So, until I do, no bonking. :(
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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby MegaDood » Mon Aug 19, 2019 9:48 pm

8lue Storm wrote:
Sun Aug 04, 2019 1:21 pm
UlticraftMTT wrote:
Sat Aug 03, 2019 10:42 pm
It's great, but originally in Super Mario World, you could hit the bottom of the block to defeat the AFH Bro.
I felt that missing too, however, I don't really have much of an idea on how to implement that. So, until I do, no bonking. :(
You could probably ask on the Codehaus Discord server. I'm sure they would be able to help.
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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby PROX » Tue Aug 20, 2019 1:57 am

you can code a block I'm pretty sure. The npc itself could just be the hammer bro itself
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Re: [NPC Pack] Amazing Flyin' Hammer Bros.

Postby Enjl » Tue Aug 20, 2019 7:41 am

PROX wrote:
Tue Aug 20, 2019 1:57 am
you can code a block I'm pretty sure. The npc itself could just be the hammer bro itself
It's very tricky. Blocks in the engine were never designed to move, and the platform acts like 2 blocks despite being a single sprite. It's probably easier to keep it an NPC and re-code the bump event by drawing a custom bump and detecting it manually. NPCs on the platform must be harmed with HARM_TYPE_FROMBELOW once a bump that affects them is detected.
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