Name: | Flurry |
Authors: | Bensalot, Romi |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | The Flurry from Super Mario Bros. 2 as made by Romi. It's rideable and can be carried. - I updated this to play a little better with other sprites and player interactions a bit better. It sets the slippery flag when on top so the player actually slides off like in SMB2, it can be killed by sliding, and it fixes the sprite interaction issues when used in an SA1 ROM the previous one had. Some other interactions such as if the player has a yoshi have also been added among various other staples in todays sprites. I am submitting this without the consent of the original author because it says they haven't been on the site since 2011 so I was hoping I could get a pass on the rule for this one. Update: Fixed the mentioned issues from last submission. Yoshi can now use his tongue when riding the sprite and the cfg file has been edited so that yoshi's tongue will go over the sprite when holding the up button |
Tags: | carryable enemy ice lorom rideable sa-1 smb2 |
Comments: | 8 (jump to comments) |
Rating: |
Download
5.16 KiB | 1,341 downloads
Comments (8)
-Lunar Magic 3.33
-PIXI 1.32
-bsnes v115
-SA-1 1.40
Fixed an issue where it could clip through slopes since it didn't handle grounded gravity. However, there are two issues that remain unfixed. They were missed during past moderations and aren't exclusive to this update, so I'll let it slide, but I heavily suggest you iron them out:
-It's missing a check for if the player is already holding something, making double grab easy.
-This is a pretty major one - it's handling of slippery top. The level cant't be slippery, because the slippery flag gets reset as soon as it spawns, meaning the level turns from slippery to non-slippery when it shows up. Also, the slippery flag doesn't reset when the player is on ANY solid sprite platform. You can set the level as slippery and appear at the top of e.g. a Message Block, Flurry won't reset it as long as the player doesn't leave the top of the Message Block. I also think it would be preferable if the slippery top was a define toggle, instead of being forced upon the user.
The Byte Properties don't seem to work either
They work fine on my end with that. This is a non slip slope that it is on and I haven't had that issue. What slope tiles are you using? Like the steeper ones?
Could’ve sworn I said something here, but apparently I did not. Anyways, I use the 45-degree ones. Also, if you spin-jump while carrying something, you can’t kill the flurry for some reason; you’ll just go through the top of it and get hurt. Otherwise, nice change to the sprite to make it actually slippery in non-slippery levels and the fixes are also nice.
They work fine on my end with that. This is a non slip slope that it is on and I haven't had that issue. What slope tiles are you using? Like the steeper ones?
* PIXI 1.32
* Lunar Magic 3.31
* Mesen-S 0.4.0
* SA-1 Pack 1.40
No issues in this update as far as i know, so accepted. I've added a .json in the download in case anyone prefers it over a .cfg.
Slight issues (not exclusive to this update)
- Standing on top of the sprite and using yoshi's tongue hurts yoshi.
- When yoshi's tongue is being used while up is held (yoshi uses his tongue without crouching) the sprite still gets caught.