This is a highly customizable cluster sprite shooter. Please credit me if used, as I spent a lot of time making this as user friendly and easy to customize as possible.
Inspired by Cool or Cruel: Tubular, this was meant to be a publicly available resource for anyone to use so they can make their own bullet hell style level, all with a (hopefully) easy to use sprite.
You can customize things such as the rate of fire, how fast bullets move, whether or not they aim at the player, additional parameters to meet before firing, and more. And this is all possible within a single .asm and .json file, utilizing 9 of the 12 available extra bytes (with plans to utilize all 12 in the future)! I also included a second version of the shooter that only showcases 4 of the extra bytes. While not as customizable, there's less things you have to keep track of and set. This should make it easier to understand how the shooters work at first, then you can expand into the full version.
Check out the readme and .asm file for more information regarding this sprite, as there is a lot to digest. I would recommend reading most (if not all) of the documentation I left, since it should explain mostly everything in great depth.
Along with the gifs below, I designed a Kaizo level a while back showcasing some of their functionality. So if you want a reference video, there's the link. youtube.com/watch?v=uu8VRZxDDtg
Lastly, the only known bugs I'm aware of include SA-1 and carriable host sprites. If you try placing more than 16 shooters on the same screen (I don't know why you would want to in the first place, but I tried anyway), the shooters don't behave with intended behavior. I have no idea why it happens, but it shouldn't be too big of a deal, especially since you can only have 20 bullets on screen at once. As for carriable host sprites, if you feed a baby yoshi to have it grow up, the bullet shooter will latch to big yoshi. If you have it strap onto a regular koopa and jump on it, the shooter will probably latch onto the remaining shell. I may disable carriable attachment in the next update until it's fully fixed.
A heads up. Ran into some glitches after inserting Cluster Effects. All shooting routines seem to be glitched out. Could it be a conflict with the cluster spawner? Either way i'm sure there is a way around the conflict.
[Update 22/01/2021 : Just tried inserting it with PIXI V1.31 and it Shooter.json is having parsing issues. Shooter-simple.json seems fine however. Fixed by modifying the .json file in CFG editor. Above issue is still unknown to me.
Fixed a small error where the simple shooter's json was set to give the shooter 12 extra bytes when the extra bit is set, which caused issues during gameplay. Everything else works as intended, so, accepted.
Originally posted by MiniMawile303
Whoever has to moderate this, I'm sorry.
Apology accepted. A very nice sprite! The concept is simple, but with all the customization options included, this has countless creative uses. I especially like the sprite attaching feature, and while I didn't test all of them, I had fun with the ones I did. With some good level design, the shooters will make for a very enjoyable experience.
One small note: If you're using the shooter in a level with Magikoopa, I recommend using a different palette row. By default the cluster bullets use palette F, and the white colour of the bullets is overwritten by Magikoopa. If possible, I also recommend using one of the palette rows 9-B (assuming 8 is reserved for Mario), as these don't participate in colour math during Magikoopa's fade.