After two and a half years, we finally present you this.
A massive love letter to the first Super Mario Land games, with NPCs, bosses, powerups and gimmicks, all featured in a ginormous NPC/Block pack.
There's not only NPCs and Blocks, but also recolours, categorising of basegame NPCs, modifications of some basegame NPCs and tons and tons of extra settings. There's even a few original NPCs, either made up or based on something, such as the "Roketon Gunner", based on the original concept art for that enemy, or "Tatanga's Robot Guard", based on a panel in a Gameboy comic about Super Mario Land.
This would not have been possible without the collective efforts of the team behind this, that being
Many other people contributed to the pack in the past, and the full list of credits is included within each category of the pack in a txt document called "Credits".
When it comes to crediting, please refer to another txt document called "Detailed list of who made what", as this contains in alphabetical order a list of what got coded and created by who.
We hope you enjoy using this pack, there's something for everyone included in here.
Here are the screenshots, and a video showcasing the pack.
1.0 - Released
1.0.1 - Added a feature to make the sky/marine pop compatible with Enjl's walljump script and fixed some bugs. Also added a config to change the player's X and Y offset while inside the vehicle.
1.1 - Added the ability to alter the health of all SML1 NPCs that have health by default, via a new NPC config called "health". Bosses behave more like basegame bosses. Fixed a few more bugs with the sky/marine pop.
1.1.1 - Fixed a bug with the sky/marine pop, when going offscreen for too long horizontally it now kills the player. Also added a note and a fix for it when using autoscroll.lua, as it can be buggy with the pop.
1.1.1.1 - Fixed a very minor bug with the Gunion relating to it spawning its projectiles.
1.1.1.2 - Fixed a small bug with the sky/marine pop where the player wouldn't take damage sometimes when in it.
1.1.1.3 - 9thCore fixed some bugs with the Bopping Toady NPC.
1.1.2 - Fixed a bug with the Witch where she would become friendly if placed in a section that the player doesn't start in. Also included four new recolours of the Yurarin NPCs, by DisasterMaster!
1.1.3 - Added two SMW styled alternate sprites for the bird fish and spiny cheep cheep on the SML2 side.
1.1.3.1 - Made a minor fix to the sky/marine pop NPCs where the player would previously be able to farm 1-ups if stomping foes while riding them.
1.2 - Made documentation for the NPC pack, and fixed some minor spelling and grammar mistakes within the pack.
1.3 - Added many new alternate graphics, provided by SuperAlex and P-Tux7.
1.3.1 - Fixed multiple bugs, and added a few new alternate graphics.
1.3.2 - Made a very minor change to Dragonzamasu to make him able to be moved with layers, as well as updating a couple .ini files
This is just what I was looking for for one of my side projects! I'll test out the bosses immediately. Funily enough, I actually played Super Mario Land last night on real hardware.
Fantastic to see this finally released! It was a honor to be a playtester for this and I hope everyone finds much use in these wonderful NPCs going forward.
This pack is awesome! SML1 & 2 had several enemies that I've always liked and I'm excited to bring them into some new levels.
While making an autoscroller with the Marine Pop, I did notice some issues, though:
1) While in the vehicle, you ignore camera boundaries. This means you can go as far as you want off-screen, except down which will continue to kill you.
2) Marine Pop and NPC Passthough Blocks don't mix.
This probably also affects the Sky Pop, but I haven't tested it. Other than that, amazing work!
This pack is awesome! SML1 & 2 had several enemies that I've always liked and I'm excited to bring them into some new levels.
While making an autoscroller with the Marine Pop, I did notice some issues, though:
1) While in the vehicle, you ignore camera boundaries. This means you can go as far as you want off-screen, except down which will continue to kill you.
2) Marine Pop and NPC Passthough Blocks don't mix.
This probably also affects the Sky Pop, but I haven't tested it. Other than that, amazing work!
Released a few small updates, mostly to fix some bugs related to the sky/marine pop.
There's a few new NPC configs for the pops, that being the ability to offset the player's position while riding it. Useful if you're using a costume that's too big for the cockpit.
All SML1 NPCs that have health now can be modified. So you can make a fly take 20 hits to be killed by a fireball now for some reason.
This doesn't apply to NPCs that already took 1 hit to kill regardless, as I only wanted to do it to the stronger ones.
Added in 6 hours 12 minutes :
Edit: Fixed a very minor bug with the Gunion relating to it spawning its projectiles.
This is pretty awesome to see, but I think the claw that moves npcs around should have an option to not drop the npcs when comming close to it. And I wish you could change the speed, as they are pretty slow
Lemme tell you, this pack has been a MASSIVE help with my project so far. I've always wanted to implement the Super Ball into my episode as a power up and now thanks to you I can. My good friend please pat yourself on the back because this pack is superb!
This is pretty awesome to see, but I think the claw that moves npcs around should have an option to not drop the npcs when comming close to it. And I wish you could change the speed, as they are pretty slow
putting npcdropproximitytype=0 in an npc txt should do it. there's a few others you can do too if you look at the npc lua. could've probably benefited from some form of documentation but alas
How can I made all the NPCs available in the editor? I put the file on the level folder, save the level file with the same name as the level folder have, and got nothing.
How can I made all the NPCs available in the editor? I put the file on the level folder, save the level file with the same name as the level folder have, and got nothing.
Can you send a picture of the level folder where you put the files?