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Super Mario Maker - Spike and Spike Ball

SMW Sprites → Super Mario Maker - Spike and Spike Ball

Submission Details

Name: Super Mario Maker - Spike and Spike Ball
Author: ShadowMistressYuko
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is a recreation of Spike (and spike ball) from Super Mario Maker 2.

This Spike stays in place, but then, it will throw a spiky iron ball which rolls on the ground. The spike ball rolls and destroys itself when it hits the wall or every vertical surface. Like kicked shells and throw blocks, spike balls can hit blocks (? Blocks and Turn Blocks) and destroys enemies, except this does not show score sprites. If the spike ball rolls up on a slope, it will roll back down. If Cape Mario cape spins in front of the rolling spike ball, it will bounce back to the other direction. When Yoshi tongues the spike ball, he can’t eat it, but he can spit it out. The Spike and spike ball are both customizable sprites. You can determine the number of seconds of how many spike balls or fast Spike throws, or how fast the spike ball rolls.

Requested by CalHal.
Tags: extended lorom sa-1 smm2 spike spike balls throw
Comments: 19 (jump to comments)
Rating:
5.0 (2 ratings)
No rating
Download 10.17 KiB | 1,465 downloads

Screenshots

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Comments (19)

rodark Link
I always wonder that when the balls collide with any block or wall they disappear instead of breaking into pieces, is there any solution regarding spikeball.asm I suppose it is the one that handles it apart from the animation
MegaSonic1999 Link
Is there a way to make the spikeballs just disappear in a puff of smoke instead of the extended breaking effect?
MegaSonic1999 Link
These tiles seem to be useless:
Code
!g3 = $C0      ; 8x8 tile green3
!g4 = $C1      ; 8x8 tile green4
!g5 = $E0      ; 8x8 tile green5
!b2 = $D0      ; 8x8 tile black2
!b3 = $D1      ; 8x8 tile black3
!b4 = $F0      ; 8x8 tile black4

Is it okay to remove them?
Black Goku Link
Originally posted by RayOrSomething
Hello, I'm having problems importing the spikeball break animation. Everytime i try to import it using PIXI it breaks my game (graphic glitches when I come near spikeballs) I'm using SNES9x and heres my import code:
Code
EXTENDED:
         79 spikeball_shatter.asm

I also tried
Code
EXTENDED:
         00 spikeball_shatter.asm


Edit: I'm pretty new at making hacks and didn't import animations before so please keep that in mind

Edit 2: I get different errors depending on the number of inserted sprite... 00 and 02 makes boss music play and turns the screen black, 01 turns everything white and the background black and 03 plays no music but turns everything black (I will test thru some numbers and come back! Help is still needed though)
Did you change the !extended_shatter number in spikeball.asm?
RayOrSomething Link
Hello, I'm having problems importing the spikeball break animation. Everytime i try to import it using PIXI it breaks my game (graphic glitches when I come near spikeballs) I'm using SNES9x and heres my import code:
Code
EXTENDED:
         79 spikeball_shatter.asm

I also tried
Code
EXTENDED:
         00 spikeball_shatter.asm


Edit: I'm pretty new at making hacks and didn't import animations before so please keep that in mind

Edit 2: I get different errors depending on the number of inserted sprite... 00 and 02 makes boss music play and turns the screen black, 01 turns everything white and the background black and 03 plays no music but turns everything black (I will test thru some numbers and come back! Help is still needed though)
TruffledToad Link
Originally posted by olgdeldnem
It doesnt have a cfg file

A .json file does the same thing, just without the need to insert the sprite manually in Lunar Magic.
olgdeldnem Link
It doesnt have a cfg file
P-Tux7 Link
I can see the line graphics to the right of the fuzzy. What are they used for?
JamesD28 Link
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

There was a missing RTS after returning from the spikeball's "delete sprite" routine, which caused the code to continue running and break. This resulted in crashes when starkilling the spikeball. I fixed this, and also added a missing "|!Base2" define to one address. Everything else appears to work as intended, so, accepted. During moderation I also added the LoROM and SA-1 tags.
 1UPdudes Link
Originally posted by kamekku14
Since you have a bad case of "Engrish", I'll fix that for you / 「Engrish」の悪いケースがあるので、それを修正します:

Title / タイトル: Super Mario Maker - Spike and Spike Ball
Description / 解説:
This is a recreation of Spike (and Spike Ball) from the Super Mario Maker series.

The stationary enemy, Spike, stays in place, but every 7 seconds, it will throw a spiky iron ball which rolls on the ground. The Spike Ball rolls on the ground as the same speed as a Bullet Bill, and destroys itself when it hits the wall or every vertical surface. Like kicked Shells and Throw Blocks, Spike Balls can hit blocks (? Blocks and Turn Blocks) and destroys enemies, except it does not show the score sprite. If Cape Mario's cape spins in front of the rolling Spike Ball, it will bounce back to the other direction.

Requested by CalHal.

Reply me if you get grammar errors. / 文法エラーが発生した場合は返信してください。


Like MarioFanGamer said people can make resources outside of requests and as such the "requested by calhal" really adds nothing to the submission nor gives details to how the sprite functions. Its an optional side note at best.

Anyways this stuff aside the sprite looks really good I can see it having a lot of uses when it comes to SMW Hacks. I like that is has the winged variant as well to open up some different gameplay options. #smrpg{y}
Klug Link
Since you have a bad case of "Engrish", I'll fix that for you / 「Engrish」の悪いケースがあるので、それを修正します:

Title / タイトル: Super Mario Maker - Spike and Spike Ball
Description / 解説:
This is a recreation of Spike (and Spike Ball) from the Super Mario Maker series.

The stationary enemy, Spike, stays in place, but every 7 seconds, it will throw a spiky iron ball which rolls on the ground. The Spike Ball rolls on the ground as the same speed as a Bullet Bill, and destroys itself when it hits the wall or every vertical surface. Like kicked Shells and Throw Blocks, Spike Balls can hit blocks (? Blocks and Turn Blocks) and destroys enemies, except it does not show the score sprite. If Cape Mario's cape spins in front of the rolling Spike Ball, it will bounce back to the other direction.

Requested by CalHal.

Reply me if you get grammar errors. / 文法エラーが発生した場合は返信してください。
Zavok Link
#smrpg{y}
DaHitmenGuy Link
Originally posted by EternityLarva
Originally posted by DaHitmenGuy
Sorry for for ignorance, but how I change the speed of spike throw (it means slow or fast)?

change spike‘s extra byte 1 in lunar magic.
01(fast) - speed - FF(slow)

Thanks dude!
ShadowMistressYuko Author Link
Originally posted by DaHitmenGuy
Sorry for for ignorance, but how I change the speed of spike throw (it means slow or fast)?

change spike‘s extra byte 1 in lunar magic.
01(fast) - speed - FF(slow)
DaHitmenGuy Link
Sorry for for ignorance, but how I change the speed of spike throw (it means slow or fast)?
HammerBrother Link
Good for puzzles, especially with that in combination of my sprite shattering blocks.
 MarioFanGamer Link
Originally posted by CalHal
Thank you so much! I just wanted a Super Mario Maker 2 Spike and Spike Ball, but then you completed my request.

Don’t forget to add “requested by CalHal” in the Description.

You do understand that people can create resources independent of requests, don't you?
CalHal Link
Thank you so much! I just wanted a Super Mario Maker 2 Spike and Spike Ball, but then you completed my request.

Don’t forget to add “requested by CalHal” in the Description.
Anas Link
This is very cool! Imagine if the spike ball were 32x32 instead! That could make things a little more challenging.