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Details for Ultimate Noob Sprite v1.3.4
SMW Sprites - Ultimate Noob Sprite v1.3.4
File Name: Ultimate Noob Sprite v1.3.4
Version History: View
Authors: Iceguy
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is the infamous "Ultimate Noob Boss" made by Iceguy. It is now back with a new name that implies it can be used for more than boss fights. It has quite a few attacks and is very customizable. Read the comments in the .asm file for details.
Tags: boss, customizable, enemy, lorom, sa-1
Rating: 1.0 (Votes: 1)
Download: Download - 24.41 KiB
Idk if is just me, but this still hasn't fixed the sprite generating issue where as the first 2 enemies that are spawned on screen won't get hurt by Fire Mario's Fireball, without killing the first 2 sprites, the 3rd and higher sprite can die by the fire flower like normal. Hope that get's fixed someday.
Posted by: Mrmariobros222 - | Link
I think it'd be cool to add a random custom sprite gen for the heck of it
Posted by: autisticsceptile1993 - | Link
Good :D
Posted by: StudsX - | Link

Posted by: ExONightZ - | Link
Random sprite spawning doesn't seem to work properly, it spawns the same sprite over ten times in a row before I stopped
Posted by: Romano338 - | Link
Blind Devil
Not all moderators have consoles to test stuff, nor all resource coders, thus no way to test that. So, working on console isn't a requirement.
Posted by:  Blind Devil - | Link
So this is accepted despite some stuff not working at all on console?! What testing is required for something to be accepted?!
Posted by: Romano338 - | Link
Major Flare
Tested with: PIXI 1.2.9, LM 3.04, SA-1 1.32 and ZMZ 1.08.

Posted by:  Major Flare - | Link
On 1.3.3 I have a problem, the aiming doesn't work on console, it doesn't target Mario. I suppose it is still in that version since it's not in the change log.
Posted by: Romano338 - | Link
Yeah, it was strange physics bug with how gravational acceleration and terminal velocity works, when the sprite jumps, it goes up as normal, but when it starts falling, it accumulates its downward speed quickly as if it was forced into the ground by telekinesis.
Posted by: HammerBrother - | Link
Blind Devil
ahh s*** here we go again

Fixed gravity define behavior. Just a matter of changing one specific check for that in the code. Rise and Drop also work properly, too. Thanks to Roberto zampari for reporting it out.
Posted by:  Blind Devil - | Link

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