Views: 785,388,794
16 users online: anonimzwx, arthur4272, DanOfMostTrades, GatoSlashFish,  Giftshaven, gmo7897, Hat Kid, IcyFruit,  idol, JbrownFroggie, Nowieso,  S.N.N., SiameseTwins, Sixcorby, Unknown User, Wariuzzo - Guests: 38 - Bots: 191 Users: 41,064 (1,543 active)
Latest: Skyness
Tip: If you set the upper tile of the door to act like the lower tile, two-tile-high doors can be entered even while riding Yoshi.Not logged in.
Shadow Ninji by NaroGugul
Forum Index - Valley of Bowser - Moderation Questions - Sprites - Shadow Ninji by NaroGugul
Pages: « 1 »
File Name: Shadow Ninji
Submitted: by NaroGugul
Authors: NaroGugul
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Yet another update, im sorry.

Fixed some bugs and created more options to make the sprite a bit more versatile.

Will mimic players movement with a given number of frames offset.

* Will hurt Mario if touched.
* Can be used as boss. To be set in the defines.
* Will spawn 2 tiles to the left of Mario, not really on the spot you place in lunar magic.
* Uses extended sprites for "added" follower ninjis.
* Will probably look kinda weird on levels with Layer 2 auto scrolls. idk..
* By default, uses SP3 gfx. Remap it to fit your needs.
* If extra bit is set it will act as a "shadow ninji" killer. Will kill the ninjis when they
reach roughly the same x position in horizontal levels or y position on vertical levels
of where you placed the sprite with the extra bit set.
* Recommended using the sprite memory setting set to 0E, even if you are using the "No more sprite tile limits" patch.