Redstone NPC Pack v1.2 ~ Bounce & Lounge Update

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Redstone NPC Pack v1.2 ~ Bounce & Lounge Update

Postby Yoshi021 » Sun Mar 29, 2020 7:29 pm

Hello everyone, today I present an NPC pack that attempts to replicate a Minecraft "Redstone" system!
This NPC pack includes a lot of NPCs; some from Minecraft and some made up NPCs!

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So what is this exactly about?
Besides the whole, "look guys Minecraft in SMBX", this NPC pack is meant to enhance puzzle levels (or possibly any kind of level). The focus of this NPC pack is to allow level creators to have some sort of basic logic system in-game. By logic system, I mean something like "I press a switch and it causes a door to open". I thought about it for a while and I got the idea of using a simplified Redstone system. You got sources, such as levers and buttons, and you transfer power vie wires into devices that do an action when powered.

I have put a lot of effort to make this system as intuitive as possible. You have a lot of options to do what you need to do. There are some NPCs that you must check out such as the control chip and command block that allow some extremely high possibilities setups. OR you can use something more basic and use a button and red-door to make a really simple door. It is all up to you!

What is included?
A LOT. At first, it might seem a bit overwhelming, but once you give it a chance, you will see it all begins to make sense :)

  • Redstone Dust
  • Repeaters
  • Alternators (Inverters)
  • Capacitors
  • Solid Block
  • Redstone Block (Cracked, Timed, Camera, P-block)
  • Redstone Torch
  • Control Chip
  • Button (Normal, Deteriorated)
  • Lever
  • Transmitters
  • Receivers
  • Dropper (Dispenser)
  • Hopper
  • Chest (Barrel, Ender)
  • Observers
  • Spy Block (NPC, Player, Block)
  • Reaper Block
  • Operator Block
  • Piston (Piston, Sticky, Honey)
  • Broadcaster
  • Sick Block (Sick, Masked, Asymptomatic, Angelic)
  • Note Block (STILL STILL DOES NOT PLAY NOTE DUE TO LUNALUA CONSTRAINTS)
  • Sound Block
  • TNT (TNT in a Minecart)
  • Flamethrower
  • Lectern
  • Amped Jewel
  • Beam Source (Death Ray)
  • Reflectors
  • Absorbers
  • Red Door
  • Command Block (Pulse, Repeating)
I heard something about a redstone_config.lua file. What is that?
COMING SOON


Are there any screenies I can take a look at?
Yes, here are a few gifs!
or check out this video! (This is a beta v1.1 version of the level)

Anyway, here is the download:
>> Download v1.2 <<

Confused? Included in the download is a test level that explains what every component does! If you want a faster recap, you can check the tooltips, they give you plenty of information.

Credits: show
Creator and Programmer:
- SetaYoshi

Certain NPCs are possible thanks to:
- Mr.DoubleA
- The0x139

NPC Graphics:
- Greendan
- koob_noob
- SetaYoshi
- Voider

Test Level:
- 8luestorm
- SetaYoshi

Test Level Graphics:
- Grass Extended tiles is by 8luestorm
- In-ground redstone is ripped from Minecraft and adapted to the image
- Ghost House tileset is by DanxInc
- Diagonal Ghost House Beams are Valtteri's, adapted by 8luestorm
- Waterfall is Valtteri's
- Casino Tileset is by 8luestorm
- Casino's Background is h2643's, fixed by 8luestorm
- Casino Flags are Red Yoshi's
- Factory tileset is by Linkstorm Z, recolored by 8luestorm
- Factory Background is by 8luestorm
- Pipes in the factory are by Valtteri, recolored by 8luestorm

Test Level Music:
- Yoshi Village - Mario & Luigi: Partners in Time [OST]
- SMW Custom Music - Track 374 (CUSTOM (Kc1336) - Mysterious Cave)
- Pokémon Super Mystery Dungeon OST - Lets Go to School
- Marshmallow Castle - Kirby Super Star
- Go with the Bros - Mario Luigi Dream Team Music
- Top Hat Tower (As Frog)- Super Mario Odyssey OST
- Dual Destinies OST 2-02 Yuri Cosmos Head of the Center of the Universe


V1.2 Changelog: show
These are the documented changes, I may or may have not forgotten some changes.


Added new components!
  • Beam Source
  • Reflectors
  • Absorbers
Existing NPC Changes
  • NPC pack mini-rewrite. I went ahead and did a mini rewrite to every single NPC. Each NPC should overall be more optimized, reliable, and have cleaner code. This may also mean new bugs introduced. If you see one, please report it.
  • Redstone dust now comes in 4 colors. Each color has the property that it doesnt affect dust from different colors.
  • Redstone dust can be set invisible using the map setting.
  • Fixed a bug where repeaters would sometimes not be unlocked.
  • Alternators now have an inverter mode. An inverted needs alternating power from two paths instead of converting a single direction into two alternating paths.
  • Alternators now have an RNG mode. Feeding an inventory ID via a hopper makes it enter RNG mode. Instead of alternating between two paths, there is X% chance it goes one side and (100 - X)% it goes the other. (Example, setting 75 makes it so there is 75% chance it goes one way and 25% the other way)
  • Blocks can now be invisible using the map setting.
  • Reworked (again) the the asymptomatic sick block. They can now carry the sickness between other asymtomatic sickblocks. (Careful, you might make an infinite sickness loop, unless that is what you want to make)
  • Wireless energy can now be repeated, reflected and absorbed.
  • You can now set filters in reaper blocks.
  • Redblocks now have a camera type. Becomes active when its on screen only.
  • Redblocks now animate.
  • Barrels now have a custom SFX for when they break
  • Fixed a mistake the hopper's GFX
  • Droppers now have a dispense mode. Certain NPCs spawn with certain behavior as declared in its redAI file.
  • Flames now have three different bounce behaviors that can be set via NPC flags,
  • TNT now have a minecart type. TNT in a minecart has gravity, explodes immedeatly when powered or touched by the player.
  • TNT now uses an effect for its explosion animation.
  • Added a new operation into the operator block. Use a player spyblock in the mouth side for a middle operator.
  • Reddoors now animate.
  • Reddoors now use an effect for its opening/closing animation
  • Lecterns now can have a per-instance texture box.
  • Fixed a bug in how amped jewels rendered the thickness of the lightning wall. Its now a customizable NPC Flag.
  • Unified the environment the control chip and command block uses. No more need on having to remember which environment has which features.
Introduction of redAI files. These files are the bridge between redstone and all other NPCs. this includes basegame NPCs and custom NPCs.

Reworked the redstone_AI.lua file, It is now redstone_config. This file is a config for a lot of the components that have more complex customization. The following is added.

Blocks can now be customized in how they behave when making contact with flames and flamethrowers.
All of the operation chains from the operator block are now defined in the config file. Really cool.....right?
Blocks, NPCs, and players have a transparent function for the beam source. Transparent objects do not block the beam.

Previous Versions: show
Last edited by Yoshi021 on Mon Jul 12, 2021 2:24 pm, edited 6 times in total.

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Re: RedStone NPC Pack

Postby MegaDood » Mon Mar 30, 2020 3:15 am

Amazing. I'm so glad I was able to help test this when was in its earlier developments, this pack is incredible with its interactions.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sat Oct 17, 2020 5:17 pm

Finally released v1.1!!!!!

There is a new test level that explains much better how each component works! Huge thanks to 8luestorm for helping me get this level done!

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Re: RedStone NPC Pack v1.1

Postby TheGameyFireBro105 » Sat Oct 17, 2020 6:00 pm

Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sat Oct 17, 2020 6:06 pm

TheGameyFireBro105 wrote:
Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.

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Re: RedStone NPC Pack v1.1

Postby MegaDood » Sun Oct 18, 2020 4:57 am

I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sun Oct 18, 2020 2:02 pm

MegaDood wrote:
Sun Oct 18, 2020 4:57 am
I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
It does not have to replace layers and events, a lot of these components are made with the intention of complementing these features!

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Re: RedStone NPC Pack v1.1

Postby TheGameyFireBro105 » Tue Oct 20, 2020 3:23 pm

Yoshi021 wrote:
Sat Oct 17, 2020 6:06 pm
TheGameyFireBro105 wrote:
Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.
Maybe you could make it so that whatever item that triggers the sound has a radius (enemy stomps; bigger the enemy, the bigger the radius. Blocks could have a 6 block radius.) it could detect for the sound triggers (the things that trigger the sounds).
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Re: RedStone NPC Pack v1.1

Postby Novarender » Mon Oct 26, 2020 8:29 pm

Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Tue Oct 27, 2020 6:04 pm

Novarender wrote:
Mon Oct 26, 2020 8:29 pm
Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
I like this idea

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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby TheGameyFireBro105 » Wed Oct 28, 2020 9:35 pm

Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby Yoshi021 » Thu Oct 29, 2020 12:49 pm

TheGameyFireBro105 wrote:
Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.

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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby TheGameyFireBro105 » Thu Oct 29, 2020 3:36 pm

Yoshi021 wrote:
Thu Oct 29, 2020 12:49 pm
TheGameyFireBro105 wrote:
Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.
They should be 1x3 blocks and rotatable to 3x1. That way, they'll be easier to code.
After all, it would be detecting hits from player projectiles (except hammers, as their only real use is as an offensive maneuver, while the boomerang and peach bomb have their own unique special features.)
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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby rael1up » Mon Jan 25, 2021 5:45 pm

Nice!! Looks nice!
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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby Yoshi021 » Mon Jan 25, 2021 6:33 pm

Thank you, I hope I can release the next update in the incoming months!

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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby ElTipsta » Wed Jan 27, 2021 4:24 pm

Wow this pack is genuinely amazing. I havent used SMBX in years, but this is the kind of thing that leads to inspiration. Theres a lot of potential here and not just for puzzle levels.
I might be working on something... maybe.

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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby TheGameyFireBro105 » Fri Jan 29, 2021 8:26 am

ElTipsta wrote:
Wed Jan 27, 2021 4:24 pm
Wow this pack is genuinely amazing. I havent used SMBX in years, but this is the kind of thing that leads to inspiration. Theres a lot of potential here and not just for puzzle levels.
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Re: RedStone NPC Pack v1.2 BETA ~ Bounce & Lounge Update

Postby Yoshi021 » Tue Jul 06, 2021 10:40 am

Worry not, the next update v1.2 Bounce & Lounge update is coming very soon. You can try out the beta in the link below. Do note, the level has not been updated to explain the new features and the editor tooltips will be overhauled

https://cdn.discordapp.com/attachments/ ... .2_BETA.7z

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Re: Redstone NPC Pack v1.2 ~ Bounce & Lounge Update

Postby Yoshi021 » Mon Jul 12, 2021 1:48 pm

v1.2 Bounce & Lounge Update is OUT! Please download it and tell me all the bugs you find. Download included a test level that explains the things in the NPC pack.


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