[NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

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[NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Postby MrDoubleA » Thu Dec 26, 2019 3:50 pm

Hey, I'm putting all the NPCs I've made here now. Have fun!
There's some files in it called "_info.txt", which all contain some extra information. Please give credit!
A change log is also included in the download.

Progress spreadsheet
Screenshots: show
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Downloads: show
v1.1.1 (latest version) ~172KB
v1.1 ~78KB
v1.0 ~43KB

Please give credit when using!
Last edited by MrDoubleA on Tue Feb 18, 2020 1:31 pm, edited 3 times in total.
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MrDoubleA's NPC Pack
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

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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http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

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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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby PROX » Thu Dec 26, 2019 5:58 pm

I'm definitely using these!
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

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!

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby Mushroom King » Fri Dec 27, 2019 5:10 am

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 just making the chomp ignore THIS post block with a script where it would be the only npc to be able to go through it?

Some npc id are shared between the chain chomps and spikes making it impossible to use all of them in a same level. I also think than Spike ball and Giant Spike ball should be able to enter clear pipes and act a bit more like Grrrol and Mega Grrrol but anyway you made a pretty good job and here some video if you're looking to make the spike more accurate in the future:

https://www.youtube.com/watch?v=W76yBx4Ync0
https://www.youtube.com/watch?v=bdTv9c3c4As
https://www.youtube.com/watch?v=w5WzDD8NrPU&t=113s
https://www.youtube.com/watch?v=Ps3-xSMhv_M&t=40s

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby MrDoubleA » Fri Dec 27, 2019 6:13 am

Mushroom King wrote:
Fri Dec 27, 2019 5:10 am
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 just making the chomp ignore THIS post block with a script where it would be the only npc to be able to go through it?

Some npc id are shared between the chain chomps and spikes making it impossible to use all of them in a same level. I also think than Spike ball and Giant Spike ball should be able to enter clear pipes and act a bit more like Grrrol and Mega Grrrol but anyway you made a pretty good job and here some video if you're looking to make the spike more accurate in the future:

https://www.youtube.com/watch?v=W76yBx4Ync0
https://www.youtube.com/watch?v=bdTv9c3c4As
https://www.youtube.com/watch?v=w5WzDD8NrPU&t=113s
https://www.youtube.com/watch?v=Ps3-xSMhv_M&t=40s
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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MrDoubleA's NPC Pack
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby Mushroom King » Fri Dec 27, 2019 7:56 am

Thanks for the link.

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

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.
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby Yoshi021 » Sat Jan 11, 2020 10:51 pm

Those screenshots look awesome!
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

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

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My Project (No logo yet): viewtopic.php?f=90&t=18321&start=20

My Graphics Pack:
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World Map Pack: viewtopic.php?f=31&t=20173

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Re: [NPC Pack] MrDoubleA's NPC Pack v1.0 (Spikes and Chain Chomps!)

Postby MrDoubleA » Sun Feb 02, 2020 4:59 pm

Coming soon, plus beta 4 compatibility:
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1 (Spikes, carryable pipes, chain chomps and more!)

Postby MrDoubleA » Tue Feb 11, 2020 3:05 pm

v1.1 is now out!
Hi. I'm not very active on the forums.
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1 (Spikes, carryable pipes, chain chomps and more!)

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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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

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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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

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!
Image
I'll fix this soon, but for the time being you can just change "isHorizontal = false," to "isHorizontal = true,".
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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

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!
Image
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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Re: [NPC Pack] MrDoubleA's NPC Pack v1.1.1 (Spikes, carryable pipes, chain chomps and more!)

Postby MrDoubleA » Tue Feb 18, 2020 1:32 pm

Download link has been updated to fix that little bug.
Hi. I'm not very active on the forums.
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MrDoubleA's NPC Pack
rooms.lua - Quick respawn & Celeste-styled rooms
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