Ok, time to remove my rust accumulated. How neat it is that there are still efforts to make a library of resources to use for beta 3? Very nice, this will be very useful.
Is there any easier method of making custom NPCs? If I can edit their size, health, death sprites, and other properties, that'd be really helpful. Everytime I tried to modify the size of an NPC, it just gave the sprite another head & glitches out. Then the health doesn't work... For example, I made a light green Goomba called; Goombario. Goombarios are just light green Goombas that are faster (Speed: 1.15x), size (x2), smarter (they don't walk off cliffs), & healthier (Requires 3 Hits to kill instead of 1) The speed works fine, and so does the cliff feature, but the health still does 1 hit, and the size just completely glitches out. I really want to use SMBX2 to make my own game sometime down the line as it has so much more features compared to SMBX 1.4.5, but I also want to use Custom NPCs for enemies, bosses, etc. If there is any easier method, could you perhaps guide me in the right direction or make a video about it please? Any help would be appreciated at this point. It's really confusing trying to follow along here & it seems rather outdated. Thanks!
Not really since there isn't a basegame framework for custom powerups, so it'd just be a duplicate of this epsiode ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yWfv8RkAKSI.html
skewers don't yet use the npc-n system, so the file is megaspike.lua. This file is unlikely to exist in future versions, when the NPC code gets transitioned to the npc-n system.
Hey! i know i'm kind of late to ask questions, but i did everything with the sprite image and the .ini file, but when i go to the editor to add a tileset, it does not appear. Anyone knows how to fix this? (and sorry for the poor english, i'm from brazil :P)
I'm trying to make a custom NPC that is pretty much just a coin with gravity, however when "iscoin" is set to true it doesn't fall. I fixed this by applying "v.speedY = 6" but now it doesn't collide with anything, it simply goes through walls and floors, is there any way i can fix this?
coins have gravity if their .ai1 = 1 docs.codehaus.moe/#/reference/npc-ai#10-33-88-103-138-152-251-252-253-258-274-411-558-coin-or-any-other-npc-with-iscoin-set
I Will see the tutorial lather, because now i dont have time, but i Wanna to question somethings: It work in the beta 4? And the other question, can I Made the npc a boss? I say it survive to varius jumps, fireballs or Strong items I promise when i have time im goma see the 2 tutorials parts Sorry for my bad english
Hey can you help me? I'm having a hard time trying to add the Kirby's Mass Attack NPCs from your Collection File 5 on my level files. can you be very specific on how I add them in?
Build a hitpoint system from scratch, using onNPCHarm and the data table to store a HP variable. Scripts like lighthitpoint.lua do this to apply to all NPCs.
Hey uh Enji do you think it would be a good idea to make a new LunaLua library specifically for Touhou styled danmaku because there are a lot Touhou fans on the Talkhaus forum?
this is a good tutorial but i wanna make nsmbu mario but I dont know how to change the textures and add new frames so i can use all frames from the actual spritesheet. any advice??
Copy the spritesheets to your episode folder and edit them in an image editing software. If you need to change the hitboxes use the data/pge/pge_calibrator.exe t ool.
@@LayerMM12P i tried doing this myself for a sprite sheet for little Mario but it always ended up not working and when ever tried to pick up somthing it justs goes below the player (do you know how i could fix this?)
I'm testing the PGE editor for a new map under construction: Hello mate, how are you, Well it turns out that I am building a new configuration for my Super Mario Bros x, but I have a problem and it is the range of the items. To what extent would you advise me to use these ranges if it is the case of adding some new ones. I have been looking at your videos and they are very important when building a new configuration, only that in my case, when I start the game and the items added it gives me some errors about the limit range and that is that I have tried previous configurations and the limit of these ranges for the items is 100, what would you advise me to solve these problems.
The problem starts when I start the game, an error appears where it says that there is a range limit on the items in the game, in those cases what I am looking for is the solution, I don't know if you knew about this kind of error, sorry.
Is it possible to use NPCs from vanilla SMBX as a base for this? I'm looking to make a modified coin, but none of vanilla NPCs (including coins) have associated lua files in the game's files.
1.3 NPCs are coded in the SMBX source code, which uses Visual Basic 6 as its programming language. Coin code is basically everything with NPCIsACoin (equivalent to the iscoin npc config), as well as .Type = ID checks where ID is the exact ID you want to look for (like 10). github.com/smbx/smbx-legacy-source/blob/master/modNPC.bas
@@LayerMM12P Well, since 1.3 NPCs can't easily be copy/pasted, would it instead be possible for me to use lua to add properties to existing NPCs? Specifically, I'd like to make the SMW blue coin give out 10 coins instead of 5, as well as playing the Dragon Coin sound effect instead of the normal coin sound.
@@StarPursuit You can use these to change the value of a kind of coin, including Rupees. docs.codehaus.moe/#/reference/defines#coin-settings It is not possible to change the sound of i.e. the blue coin being collected, but you can have an onPostNPCKill function with an "if killedNPC.id == BLUE_COIN_ID and npcManager.collected(killedNPC, killReason) then" check, after which you do a SFX.play() to play the dragon coin sound. Must also remember to require npcManager at the top of the code.
@@LayerMM12P This works, but how can I set it up without overwriting a handler? If I use function onStart(), it overwrites the function onStart() which I already have in a different section of my luna.lua.
Is there a way to change the size of already existing NPCs in SMBX2? Specifically, making a small standard goomba that's already in the level editor super huge? Can this be done by simply increasing the gfx size and physical size to match? Or is it a bit more complicated than that?
You need to write a npc-n.txt file with some config options. Check the documentation for "npc config" or the data/_templates/npc-n.txt for reference. You could also look at the files of a level you like which does do something like what you described and try to dissect how it's done. NPC config has been the same since 2011.
@@LayerMM12P Could one limit this to specific levels, or would changing things in this way result in the NPC changing size across ALL levels it is used in?
@@johwarly8279 just like with everything else smbx, files placed in the level folder affect only that level, while files placed in the episode folder affect all levels in the episode.
@@LayerMM12P Thanks! On a different topic, have you by any chance made any custom Roto Disks as NPCs? I've asked a few others about this and they said they recall some packs of yours do contain one, but they're not sure. Specifically, that you made some Mario Forever or 38A style Roto Disks whose speed, direction and even movement pattern (circular, diamond, 3-leaf rose line & 4-leaf rose line) are customisable.
hey can you help me ? i want to add a custom npc pack to smbx2 (a npc pack from the forums) i dont know how to add it or install, sorry for my bad english im chilean :P
I have a dumb question how do i add this to my levels i i putted it in the folder but it did not appear And as extra i wanna add a pack that allows me to put secret walls like in nsmb for wii hope you help me enjil keep up the food work i love this game.
I can aswer your First Question. After putting everything (Image File, ini File, Lua Code) into the Folder, you also need to have a Tileset for it. Since it's not a Basegame NPCs Replacement, it doesn't appear in the Normal Categories.
Goombrat is literally goomba (iswalker) with cliffturn. docs.google.com/spreadsheets/d/1arkr_h1r1ZABZFpc22mcbi2N8QDw3hjNsb_zA0BCKJk/edit#gid=1557876631