Name: | Robo-Eject |
Author: | leod |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | A little robot on wheels that, once Mario gets close enough, stops moving and starts a fuse. When the time is up, it explodes, but before doing so, it'll eject a small copy of itself out of its helmet, that grows to full size once it lands and repeats the cycle (until Mario cruelly stomps it). Fuse timers are adjustable, meaning it can get quite dangerous and much harder for the player to stomp if you set its fuse lower, while longer fuses make it a lot easier to navigate around. Graphics are included, they use up the unused tiles in the Spiny/Wiggler GFX file, but there are defines to easily move its graphics (and palettes) around. Now SA-1 hybrid. |
Tags: | enemy explosion lorom projectile robot sa-1 |
Comments: | 11 (jump to comments) |
Rating: |
Download
9.82 KiB | 604 downloads
Comments (11)
• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60
Works as intended, so, update accepted.
The reason why it's important is because once the original robot explodes, the original Robo-Eject is now marked as "killed" even when it shouldn't from the gameplay perspective. The trick (which he speculated, give credits to him for that idea) is used so the new Robo-Eject counts as if it has been placed in the level.
Also added a JSON for custom sprite display and added enemy tag.
-EDIT-
They work good. I like them.
Great job!
Leaving it as 00 sometime causes sprite memory error.
Other than that, I'm looking forward to putting this little dude to good use.