Share and discuss custom LunaLua code and content packs for SMBX2.
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MrDoubleA
- Monty Mole

- Posts: 145
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Postby MrDoubleA » Thu Dec 26, 2019 3:50 pm
Hey, I'm putting all the NPCs I've made here now. New in v1.2.1, there's seesaws, custom piranha plants, and one-way walls.
A full change log is also included in the download.
Progress spreadsheet
v1.2.1 Additions
Custom Piranha Plants: show
v1.2 Additions
NPC Towers/Stackable NPCs: show
Exclamation Mark Blocks: show
v1.1.1 Additions
Custom Volcano Lotuses: show
v1.1 Additions
v1.0 Additions
Last edited by MrDoubleA on Sun Jun 21, 2020 1:41 pm, edited 8 times in total.
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Murphmario
- Van De Graf

- Posts: 2215
- Joined: Fri Dec 20, 2013 7:07 pm
Postby Murphmario » Thu Dec 26, 2019 4:03 pm
The one gripe I have with the Chain Chomps right now is that you can't set a solid block as their spawn point like in the official 2D Mario games, as they will only patrol one side of it if that's the case. Maybe you could fix this by having them ignore the solidity of the block they spawn on? Also they seem to lose a chain when lunging.
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MarioLover64
- Snifit

- Posts: 227
- Joined: Fri Apr 26, 2019 6:09 pm
Postby MarioLover64 » Thu Dec 26, 2019 4:09 pm
You should have the option to make chain chomps break off after a number of lunges, like in smb3
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PROX
- Charged Spiny

- Posts: 1925
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu Dec 26, 2019 5:58 pm
I'm definitely using these!
I believe and I accept Jesus Christ as my Lord and Savior. If you do, put this in your signature.
If it makes sense then it must make dollars
Youtube Channel: ProxyHax O.O
Please do not use my stuff until I release it. Thank you.
Collab Project I'm working on:
My Graphics Pack:
World Map Pack: viewtopic.php?f=31&t=20173
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1AmPlayer
- Volcano Lotus

- Posts: 546
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Postby 1AmPlayer » Thu Dec 26, 2019 9:52 pm
Nice, it's finally out. I'm gonna have to mess around with all these now!
These banners don't lead you anywhere, but do whatever you want.

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MrDoubleA
- Monty Mole

- Posts: 145
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Postby MrDoubleA » Fri Dec 27, 2019 6:13 am
Making them ignore one block would require rewriting their collision system entirely, and do read this for how to have them all in the same level.
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Murphmario
- Van De Graf

- Posts: 2215
- Joined: Fri Dec 20, 2013 7:07 pm
Postby Murphmario » Fri Dec 27, 2019 2:52 pm
Well shoot at that response. Guess I'll have to just use NPC Pass-through blocks when I get around to making my episode.
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Yoshi021
- Gold Yoshi Egg

- Posts: 653
- Joined: Thu Jan 21, 2016 9:06 pm
- Flair: :)
- Pronouns: He/Him
Postby Yoshi021 » Sat Jan 11, 2020 10:51 pm
Those screenshots look awesome!
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PROX
- Charged Spiny

- Posts: 1925
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Fri Jan 17, 2020 10:20 pm
So apparently the spike balls don't kill other npcs. Even the big ones don't.
I believe and I accept Jesus Christ as my Lord and Savior. If you do, put this in your signature.
If it makes sense then it must make dollars
Youtube Channel: ProxyHax O.O
Please do not use my stuff until I release it. Thank you.
Collab Project I'm working on:
My Graphics Pack:
World Map Pack: viewtopic.php?f=31&t=20173
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MrDoubleA
- Monty Mole

- Posts: 145
- Joined: Mon Aug 20, 2018 7:02 am
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Contact:
Postby MrDoubleA » Sun Feb 02, 2020 4:59 pm
Coming soon, plus beta 4 compatibility:
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MrDoubleA
- Monty Mole

- Posts: 145
- Joined: Mon Aug 20, 2018 7:02 am
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Contact:
Postby MrDoubleA » Tue Feb 11, 2020 3:05 pm
v1.1 is now out!
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Mushroom King
- Monty Mole

- Posts: 144
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Wed Feb 12, 2020 8:18 am
Tested the spike, the giant balls don't like when we put a line of moving npcs in front of them. I said moving because when they're immobile it's fine, one ball keep rolling and killing them. But put like 11 goombas in a row walking between a Giant Spike and a block and it doesn't go that well. First ball kill some goombas before breaking on one of them, same for the second. At this point only one goomba stand. A third ball is send and... not only it doesn't kill that last goomba or even break, it just BOUNCE back to the Giant Spike, killing him.
Edit: A conversation about spike balls and snowballs behavior in SMM2 if it can help you for a possible update: https://www.reddit.com/r/MarioMaker/com ... long_post/
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Chilly14
- Tweeter

- Posts: 161
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- Flair: wash your hands and stay at home
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Postby Chilly14 » Mon Feb 17, 2020 5:58 pm
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!

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MrDoubleA
- Monty Mole

- Posts: 145
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Postby MrDoubleA » Mon Feb 17, 2020 6:24 pm
Chilly14 wrote: ↑Mon Feb 17, 2020 5:58 pm
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!
I'll fix this soon, but for the time being you can just change "isHorizontal = false," to "isHorizontal = true,".
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Chilly14
- Tweeter

- Posts: 161
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Postby Chilly14 » Mon Feb 17, 2020 6:28 pm
MrDoubleA wrote: ↑Mon Feb 17, 2020 6:24 pm
Chilly14 wrote: ↑Mon Feb 17, 2020 5:58 pm
The horizontal Lotuses behave oddly, shooting upwards/downwards instead of left/right, but other than that, the new Lotus NPCs are cool!
I'll fix this soon, but for the time being you can just change "isHorizontal = false," to "isHorizontal = true,".
Already did, but thanks.
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MrDoubleA
- Monty Mole

- Posts: 145
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Postby MrDoubleA » Tue Feb 18, 2020 1:32 pm
Download link has been updated to fix that little bug.
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MrDoubleA
- Monty Mole

- Posts: 145
- Joined: Mon Aug 20, 2018 7:02 am
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Contact:
Postby MrDoubleA » Sat May 16, 2020 11:51 am
v1.2 is out! Adding stackable NPCs, the P-Balloon, a revampled Goal Tape, Mechakoopas, and more!
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Yoshi021
- Gold Yoshi Egg

- Posts: 653
- Joined: Thu Jan 21, 2016 9:06 pm
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Postby Yoshi021 » Sat May 16, 2020 12:11 pm
Looking awesome! Especially the ! blocks
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