Views: 926,767,388
21 users online: Aeon, AmazingChest,  bebn legg, BootaNoBijuu, Brutapode89, Gr4yl3r, IanBoy, isaix, Isikoro, Jezaiya, Julintendo, Milk, Phyll, SJandCharlieTheCat, solgaleo35, StackDino,  Teows, Tronics, Wolfguy423, wulv257,  xHF01x - Guests: 53 - Bots: 100 Users: 51,800 (2,051 active)
Latest: Carancool
Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.
Not logged in.
Details for Shark v1.0
SMW Sprites - Shark v1.0 Link - Show random
File Name: Shark v1.0
Authors: Eminus, Von Fahrenheit
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A natural apex predator, the shark makes for a dangerous underwater enemy! It will instantly detect the player when they enter water and give chase. You can customize it's behavior quite a bit using defines and the extra bit, so please read the comments at the top of the .asm file!

Requested for the Strongest Sprite Workshop 2020 by Gary.
Tags: hybrid, lorom, sa-1, sprite
Rating: No rating
Download: Download - 6.45 KiB
Trying to insert this and having an issue where the shark only goes horizontally with extra bit = 3. When extra bit is 2 the shark just falls off screen. I've tried with sprite buoyancy checked for both 1 and 2. Haven't modified the .json either.
Posted by: frostterror13 - | Link
Using the default defines and json, the shark tends to get stuck in walls. It also processes off screen despite the cfg editor not having it checked. As such if it gets stuck in a wall off screen, you'll just hear constant noise of it bonking. I would also appreciate it if the Shark could have a set range of activity, so that it only chases you in a particular area, then it goes back to patrolling where it spawned. The define for ground interaction is pretty irrelevant since the CFG editor already removes ground interaction.
Posted by: FedoraFriday - | Link
Tested with:

• Lunar Magic 3.21
• SA-1 Pack v1.32
• PIXI v1.31
• Snes9x v1.60
• bsnes plus v05

Works as intended, so, accepted. During moderation I added graphic icons and descriptions to the .json, added an extra bit set version to the .json list, and fixed the name (the default name was "Bopping Toady").
One thing I noticed which I couldn't tell if it was a bug or intentional, is that the vertical swimming does not activate when !patrol = 0, even when the extra bit is set. Not too significant, just something to keep in mind.
Also, in case it wasn't obvious, sprite buoyancy needs to be enabled for this sprite to work properly.
Posted by:  JamesD28 - | Link
If there's ever a 1.1 could you add a baby shark... dudududududu? #tb{^V^}
Posted by: DJLocks - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks