Because I Needed It (1)

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Because I Needed It (1)
More Pico and Otis (and a wild piconjo) Doodles <3
So... I recently played Friday Night Shootin.
It's a good mod! I like it a lot.
That being said, one thing stood out to me...
This guy! Piconjo!
I don't know too much about him, only stuff from the mod, some Tumblr posts, and a bit from Newgrounds Rumble (2nd picture), but I'm in love with his design!
I've seen spme people headcannon Tankman as Pico's dad, and Piconjo as his brother. So... I decided... Imma do it too.
Piconjo is Pico's brother in the Cursed!Bf au!
Click for better quality
Coins and Mushrooms
Got coins and mushrooms working last night. Trying to implement these alone allowed me to get familiar with creating an instance at an object’s location, switching and destroying sprites, running GML on a specific image index, using timers (alarms in GM), and running code on any created instances so that they can interact with the player.
For example, the coin object in the .gif above is a sprite animation that is spawned at the [?] block’s location and destroyed once it hits its last animation frame. The mushroom however is an object that is created 32 pixels above the [?] block’s location and after its initial spawn animation it runs a script so that it can interact with the player (making the player into the bigger, faster, stronger...Mario).
In GML I used:
- sprite_index, image_index: sprite changes base, image gets frame number within that spritesheet - alarm [x]: to set timers on animations. a script plays once alarm goes of - x, y coordinates of objects: so objectname.x, and then storing it in a local value so that the object will only spawn at that block and not any other block. - instance_create (x,y,obj), instance_destroy(): spawns an object at a point, and then destroys the object once it comes into contact with player. The mushroom will also bounce off walls like in the original (pulled the code from the Goombas).
The learning continues!