SB16's suggestions (Updated 10/9/16)
Posted: 7 Oct 2016, 8:29
1.0
1.1
ok here are some more suggestions
1) AI overhaul
2) Replace NPC Blocks
3) additional event stuff
4) variation and spawning effects
5) fixes that improve gameplay
6) more player animations (see 6)
6) player config
7) npc, block, background tile extension window
8) misc
9 script overhaul
1.1
ok here are some more suggestions
1) AI overhaul
- Spoiler
- a) ok first off let me say I think that any enemy that attacks, jumps, or moves needs timers options in the advanced tab to edit the aggressiveness and agility of the npc. this includes cheep cheeps, bosses, npc blocks, platforms, and other enemies.
b) I think koopas should have a timer to edit when they pop back out of their shells
c) sheep cheeps need a way of being able to collide with wall and turn around and avoid them
d) bullet bill launcher, bowser statues and the things in suggestion 2 should be able to be treated as a block where it is static on the screen
e) twops should have a option to go diagonally
f) podoboos should have a jump height but that's already covered in a
g) the following should have additional ai types
blooper: mother AI
SMB3 bowser statue : laser AI
SMW bowser statue : aliva AI
SMW piranha plant : fire spit AI
SMW bat : swoop AI (basically it just comes back up and lands again)
SMW big boo : Boss AI
SMB3 Podoboo : SMW incarnation AI
SMW Podoboo : SMB3 incarnation AI
SMB3 Star : Starpower AI
SMW Star : Starpower AI
h) bosses should have settable AI's that trigger every specified health loss.
this includes all 3 boom boom AI's, all three birdo AI's, all 7 larry AI's and all 7 Ludwig Ai's. this could also be add.
and since only boomboom AI's are triggered every time they get hit you could just do it for boomboom and add the rest of the bosses as
separate npcs.
i) conveyors should have a speed option
j) rainbow shells should have a option to turn off shell surfing
2) Replace NPC Blocks
- Spoiler
- a) since the npc blocks can just be airship pieces in the blocks window they should be replaced with things like the SMB3 airship cannons
specifically the small ceiling and floor cannons, the wall cannon, the rotating cannon, and the horizontal and vertical flame cannons
3) additional event stuff
- Spoiler
- a) I would like it so that events had a way of accelerating a decelerating and doing this in a pattern with one event
this could allow screen shake effects, or airship hover effects like in SMB3
4) variation and spawning effects
- Spoiler
- a)it would be nice so that you could set a initial spawn delay (the first spawns delay) and a random amount for the normal spawn rate.
b)it would also be nice to be able to make infinitely spawning things like swimming and flying cheeps cheeps and bullet bills,
this could be a region that they spawn in, intensity option, and random rate option
5) fixes that improve gameplay
- Spoiler
- a)npcs should be compacted into types for example red SMB3 koopa and green SMB3 koopa should take up one slot this allows for more room in the npc box as it
looks like its full right now.
b)hammers should not be able to be thrown forwards as well as fireballs no being able to be thrown up
c) tanooki and leaf tail should require tap and not hold to hover. if you want something like this then the cape should be added
d) frog suit physics need to be adjusted
e) tanooki should require a down+fire to turn to statue mode
f) tanooki statue mode should be nerfed to its SMB3 counterpart(less time)
g) proper swim physics
h) characters should have proper physics from games(see 6)
i) shells flip over when hit by tail
i) get rid of flying and hammer toss sparkles
j) SMB3 note blocks need to be fixed as they do not act like their SMB3 counterparts
k) cheep cheeps need to be reworked they feel too passive right now
6) more player animations (see 6)
- Spoiler
- all characters should have frames for the following
a) overhead holding (SMB2)
b) power duck (SMB2)
c) power run (SMB3)
d) power jump (SMB3)
e) power kick (SMB3, SMW)
f) wall running (SMW)
g) bloated (SMW)
h) holding shell while ducking (SMW)
i) fence bashing (SMW)
j) flying while holding shell in front (custom)
6) player config
- Spoiler
- there should be a config window for players
a) parameters- Spoiler
- aa) player hud script parameter
ab) player physics parameters
ac) player heath parameters
ad) player resistances parameters
b) flags- Spoiler
- ba) whether they hold SMB1 SMB3 and SMW throwables above head
bb) whether they hold SMB2 throwables above head
bc) whether they can spin jump
bd) whether they can ride yoshi's
be) whether they can wall jump
bf) whether they can power run and jump
bg) whether they can small duck
bh) whether they can throw upwards
bi) whether they can power duck link in SMB2
bj) whether they can retain super mushroom when hit from from something of higher level
7) npc, block, background tile extension window
- Spoiler
- the description says all
8) misc
- Spoiler
- a) if possible episodes should have a screen size option
b) palette swapping support
this can do a number of things like smb3 starpower effects, and zelda 2 enemy hurt palette
9 script overhaul
- Spoiler
- I just took a look at a custom npc script and let me just say that its looks very complex
not only is it hard to read but it looks vary hacky to actually get a custom npc working
I propose that we simply the script by doing the following
a) changing the naming conventions or functions and variables to longer more descriptive names.
b) changing v, gv, val, and gval to just globalvar and localvar
c) allow creation and assignment of functions and variable in script. this will allow the user to bypass the variable window
d) code formatting so that the editor automatically indents and color codes scripts
e) code folding to make reading long scripts easier
f) all, self, keywords so that you can easly get to script object or all objects of that type
g) syntax I propose that we make properties of object accessed through assignment for example..- Spoiler
- //gets all npcs and makes them face direction 0
allNpcs = NpcGetId(all)
allNpcs.facing = 0