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I've heard these are in Smile, correct?

So could these be added in some hacks? Like are Reflectors programmed so good that it could be added to some hacks?
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I've seen the reflectors used before.  Redesign most prominently.  Something like them was also used in Screw and Chopped.  Whether or not they are actually coded well enough and weren't just fixed up for those two I'm unsure.  I'd say test them out.  All you'd need is the values for them and i think those might be in one of the text files that comes with SMILE.

As for the Baby Crocomires (which you'll get an earful from some people about that not being its name :P) you can see them in Limit at the top of the room with the Etecoons.  Kejardon has mentioned many times that they aren't fully coded, something about the way their collision detection works.
Eschews avatars
Reflectors are entirely functional; their speed determines their orientation, with 0000 being left, 0001 being up-left, through 0007 being down-left. Their only bug is that bombing them in a specific place will crash the game. Nobody ever really does that, so you're basically safe to use 'em.

Baby Crocs are not in Metroid Limit to the best of my knowledge (and I've logged a lot of time in that hack). However, in my experience, they are perfectly functional except A) They can't move (giving them speeds did weird things to them) and B) their projectles' damage is uneditable without a hex editor. They're usable, but honestly make a pretty boring enemy. Best to use these to make a new variety of enemy a la Limit and the yellow metroids/super molecule dudes.

There is also a third enemy called Bang, which Kejardon explains somewhere recently in the main SM forums (I think the "...unused sprite?" thread). It has very specific settings required, explained in the "enemy quirks" file of the SMILE help files (Note: I LOVE this file. There are a LOT of weird things alllowed for enemies that didn't make it into the original game, most of which have yet to be exploited.) I've been testing it, and it seems to work fine, although its graphics are a little glitchy. It also seems to "steal" the sprite of the next enemy in the room's list, which is irritating to say the least. It additionally seems to screw up the Green Brinstar tileset a little in the room it occupies, although this could just be my continued incompetence. Anyway, it works fine, though it's kind of a weird enemy.

Wow, long post, hope it helps.