Name: | Gun |
Author: | NerDose |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | a gun sprite that acts as a (sort of) carriable sprite, which means you cannot carry any other sprite or use Yoshi if you want to use it. It has customizable cooldown time, recoil forces, bullet speeds, and disarm button (default is select), you will also lose this weapon when you beat a level, take damage or die. The bullets themselves act as kicked shells, they will kill sprites and activate blocks from below and from the sides but they will also hurt the player if not hit from above. IMPORTANT: remember to write the bullet sprite's PIXI number in gun.asm's !bulletSprite variable. if unintended behavior occurs, try updating PIXI to the latest version V 1.1 added the possibility to use coins as ammo with the option to set how many coins you lose after firing a bullet |
Tags: | boost lorom pacifist physics sa1 |
Comments: | 26 (jump to comments) |
Rating: |
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Comments (26)
The X knockback has to do with this code.
MARIO GUN
- Lunar Magic 3.33
- SA-1 Pack 1.40
- Snes9x 1.60, Bsnes-plus 05
- Pixi 1.32
Notes:
- First of all, apologies that this took so long to moderate. It's more or less functional, so accepting, but with a little hesitation. There's generally a lack of documentation on this for the end user. For example, there are quite a few defines and tables that can be edited by the user (and some which probably shouldn't be), but their functions aren't clear because there are no instructions/comments; this ideally should get added in. It might also be good for the sound effect to be settable by the user via a define as well.
- Added some missing
|!bank
s for fastrom support.- Converted the main sprite's .cfg file to a .json instead (the bullet remains a .cfg since it's not meant to be placed in a level directly)
- Removed a stray extra RTL in the bullet sprite
In my experience the gunBullet.cfg MUST be inserted as 01, if it's inserted as anything else the gun will not spawn the correct sprite, even if you have the variable properly set in the gun.cfg.
Mom: No dear that is a violent gun game.
Kid: What can I get then?
Mom: How about Super Mario World, its family friendly. No guns at all.
SMW:
I did try to change the !bulletSprite variable to 31 (which is the number of the sprite in list.txt for pixi) but it didn't work. Although, I did manage to make it shoot another sprite by changing the !BulletNum variable to another value, but even with that, not the bullet itself.
So, is there something I'm missing? Some help would be really appreciated!
should've said it earlier but this sprite works only with the latest version of PIXI
I did try to change the !bulletSprite variable to 31 (which is the number of the sprite in list.txt for pixi) but it didn't work. Although, I did manage to make it shoot another sprite by changing the !BulletNum variable to another value, but even with that, not the bullet itself.
So, is there something I'm missing? Some help would be really appreciated!