Name: | Super Mario Bros. 3 - Burner (vertical and horizontal) |
Author: | lion |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | The airship flamethrowers from Super Mario Bros. 3. Based on code from VIP and Wall and Alaska Mix 5 (credit to the anon who originally coded it). Includes a horizontal sprite and a vertical sprite, in separate asm files. Please set extra bit to flip direction if you so desire. By default they face left and up, respectively. Includes custom hitboxes for more generous hit detection. Uses the berry colors from palette 9. UPDATE (15/03/2020): Added ability to customize firing time. A quick explanation on how to convert seconds to frames is available on the "Set these!!!" section of the asm files. (Rykon-V73)Small change: Tilemap is easy to edit now. |
Tags: | airship burner lorom sa-1 smb3 |
Comments: | 23 (jump to comments) |
Rating: |
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Comments (23)
and the line 148 and 151 in the fire routine to this values:
and last in the fire-> wait routine the lines 230 and 233 change to this values:
Lunar Magic 3.11
Pixi 1.2.14
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60
Works well. The inclusion of a nice tile number editor at the top as well as the .json packed in makes the update acceptable. Should be useful for those who may have originally had trouble editing the tile number.
Can't wait to use this instead!
Update accepted.
Sounds easy to implement. If you feel like doing it and it's not too much effort for you, go ahead.
I'd also keep the vanilla version for less ASM savvy people who don't want to mess around with levelASM for a simple sprite or are already using levelASM for something. The more options, the better.
I think this is done in Hollow Knight, but with chainsaws discs running in a path.
That is by carol actually. I guess I could try making them but I'm not the best at art and I don't want to swipe carol's pixel art without permission.
I'll try to release a customization update soon. I just fixed some stuff on the Leaf Shield so let me get my bearings first.
Also in VIP and Wall and Alaska Mix 5, we see Rocket Engine flames that are 5 tiles long (instead of 3 tiles long) like in Super Kitiku Mario's Bowser level. Maybe you can do that in the future.
I'm sorry (^w^;)
I'll try to study how .json files work better later.
I'm glad you think my code is good though, I think the code could be better optimized.
I almost rejected this sprite since you forgot to add several things, like tags and images, and your .json files were incomplete. But hey, the sprite works and the code was well written, given your eventual limitations (stated in the .asm file), so no. Converted it to SA-1 hybrid (not a hassle, trust me), added tags, image and fixed the .json files so you can differentiate each sprite by the extra bit.
I don't think lion would want convert or recode all of those sprites plus we have trashkas and Sa-1 if you want to convert them for your own purposes also i hope this doesn't count as back seat moderation
i will not but ok
It'd require an on-screen Burner, though. SubOffScreen only has the sprite running in a set radius.
Sounds easy to implement. If you feel like doing it and it's not too much effort for you, go ahead.
I'd also keep the vanilla version for less ASM savvy people who don't want to mess around with levelASM for a simple sprite or are already using levelASM for something. The more options, the better.
not yet. i was gonna make it but hhhhh
if the mods would make it so i'd be thankful, but i'd be okay with porting it over myself. it'd take a little bit of time due to motivation but (i'd much rather just be coding a sprite rather than convert it)