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Fleeing/Attacking Moon

SMW Sprites → Fleeing/Attacking Moon

Submission Details

Name: Fleeing/Attacking Moon
Author: Roy
Added:
Version History: View
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This moon will either flee for you, or attack you. The latter can't be killed in any way, and it can't be collected. The fleeing version can be collected, but it's tough to do so. Once it's collected, it won't reappear again for that level, along with all other 3UP moon (sprite)s. You can disable this, as well as affect many other things in the define list. Credit not needed.

To be assembled with PIXI.
Tags: enemy lorom pacifist sa-1
Comments: 5 (jump to comments)
Rating:
0.0 (0 ratings)
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Download 6.10 KiB | 433 downloads

Screenshots

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Comments (5)

 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.33
  • SA-1 v1.40
  • PIXI v1.32
  • BSNES v115
Fixed a missed SA-1 conversion where the bounce sound wouldn't play.

Yeah, that one is certainly an improvement to a sprite I have updated some years ago.
 RussianMan Link
Added SA-1 Support, Fixed Sprite's Clipping, slightly optimized the code, defined fleeing/attacking behaviour with extra bit and added optional fixes for ceiling and wall collision.

This update was requested by  NopeContest.
King Boo From older version: Fleeing/Attacking Moon Link
Originally posted by Mrmariobros222
someone

Do it in CFG editor it takes like .5 seconds lmao #smrpg{sick}
Mrmariobros222 From older version: Fleeing/Attacking Moon Link
Oh this would be a troll if someone changes the sprite to a mushroom.
It would be like: Oh thank god a mushroom! *Mushroom attacks and runs away* :'(
 MarioFanGamer From older version: Fleeing/Attacking Moon Link
This can be a big surprise since it looks like a normal moon except when you think it was too easy, BOOM, it flees or attacks you.

Anyway, the changes I have made besides conversation to PIXI are to use Asar defines for the sprite customisability (though the extra (property) bytes could have been used instead but w/e) but also made the palette editable on the CFG file and added suboffscreen so that the sprites still don't run when they're offscreen.
The sprite also didn't come with an ExGFX which I have included now.
I also tried to unsuccessfully add a wall and ceiling dedection so the sprite looks weird at wall or doesn't pass ceiling so be aware of that when you put ceilings there.