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Dancing Spear Guy

SMW Sprites → Dancing Spear Guy

Submission Details

Name: Dancing Spear Guy
Author: Sonikku
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: The Dancing Spear Guy enemy from Yoshi's Island.
Includes a handful of settings, such as whether to make the sprite's hitbox a static unstompable 16x48 box, or making only the spear portion is unstompable (and thus making the ShyGuy itself stompable).

If you're using SFX from the Super Mario World 2: Yoshi's Island Soundtrack, you can configure the sprite to use the chanting SFX.

NOTE: As this sprite draws 7 OAM tiles, it is recommended you use No More Sprite Tile Limits if multiple of these are intended to be present at once.

Version History:
- v1.00 (2/15/2022) - Initial release
- v1.01 (12/16/2022) - Corrected some unintended hitbox behavior.
Tags: enemy lorom sa-1 yoshi's island
Comments: 4 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 7.67 KiB | 457 downloads

Screenshots

Comments (4)

 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.33
  • SA-1 Pack v1.40
  • PIXI v1.32
  • BSNES v115
Added enemy tag.

A fix which is only a few lines of code, though I will note for this sprite in general (i.e. independently of the update) that Yoshi runs away slower from this sprite than if he were to get hit by a normal enemy (think of the speed when he runs away from an extended sprite).
 Sonikku Author Link
Submitted an update so that hitboxes will properly match the spear when !CollideType is set to $01.
Essentially, the sprite uses !157C,x to determine the direction the sprite should jump, and !151C,x to determine the tilemap's direction, so that the sprite can freely move left or right without much impact to the hitbox.
I mistakenly used !157C,x in the spot where the spear hitbox was being rendered, so if the sprite bounces off a wall, it'd just "invert" the hitbox of the spear without mirroring the graphics, causing a scenario where the hitbox would feel incorrect.
I used both !151C,x *and* !157C,x entirely to prevent scenarios where the sprite would immediately flip around when hitting a wall and thus flip the tilemap, damaging the player if they happened to be in the spot the spear *would* be in. However, evidently I did not fix it entirely, and only fixed the visual aspect without impacting the hitbox part.
This update will fix that behavior so it properly doesn't mirror the hitbox when it hits a wall.
JamesD28 From older version: Dancing Spear Guy Link
Tested with:

• Lunar Magic 3.33
• SA-1 Pack v1.40
• PIXI v1.32
• Snes9x v1.60
• No More Sprite Tile Limits v1.2.1

Works as intended, so, accepted. A very nice sprite! There were a few small oddities I noticed during testing, but nothing major. The spear's hitbox could sometimes be a bit janky, either allowing the player to move down through the spear without taking damage, or the entire hitbox moving over in the sprite's relative direction during certain animation sequences. This seemed to be more pronounced when using the "separate spear and guy hitbox" setting. Also, due to the sprite's sensitivity in changing direction, the Spear Guy is unable to dance up slopes, even gradual ones.

Added lorom, sa-1 and yoshi's island tags.
 Hooded Edge From older version: Dancing Spear Guy Link
:intense_spear_guy_dancing: