Oh, I didn't know that the TFR button was open for anyone to use, since it wasn't posted in the thread stating so.
I would've definitely had it too.
tFR is so awesome, it doesn't need sig support.
Gonna actually have some gameplay soon :p
I nominate Robo9 for Final Boss. Upgraded to [ROBO99]!!!
(Exclamation points as part of his name).
Great music as always Gors! The progress on this so far is pretty amazing.
Awesome work guys!
So I've added more with this update than any so far
Notes:
The controls are still WASDOP for now.
If you want to use Sengi~ then press the spacebar but there isn't a difference between them yet.
So it's less boring I made a very short level to run through.
You don't die when you lose your health yet because I don't have some sort of game over screen yet.
Anyway, Enjoy and try to find all the glitches you can.
Sorry, download only this time.
Since Sengi~ is a beetle, give her a hover/double jump option, while giving her a better jump, she might end up being slower on the ground.
At the end of the level, when you throw a minecraft block between the end and the pipe you magically teleport up.
(05-08-2012, 05:05 PM)Gaia Wrote: [ -> ]Since Sengi~ is a beetle, give her a hover/double jump option, while giving her a better jump, she might end up being slower on the ground.
She's going to be able to hover similar to Peach but she won't run as fast as Arisa.
I just threw in that sprite switch at last minute because I neglected Sengi~ in this one.
Very, very nice!
- Make the score increase exponentially when stomping multiple vipersharks in a row (100, 200, 400, 800, 1000, 2000, 4000, 8000, 1up). Same will happen if defeating several enemies with a Koopa shell, which I'm going to include in the next graphic update.
- Exhausted blocks don't get 'lifted' when bumped from below.
- Make the coin that comes out from the blocks spin faster in the animation.
- The skidding time is too long. Make it less extreme for Arisa, and keep it for Sengi~ (doesn't need to be now, though: let's focus on getting the overall physics right first).
- bumping blocks from below shouldn't deaccelerate your running speed.
- bumping a block that is placed low (the ones inside that pit with two vipergoombas) makes arisa float a little before touching the ground.
- the spring is activating ? blocks. Only minecraft blocks and koopa shells can do that, and only from the side, not from top.
- bumping a block with something on top of it should make it hop. Enemies on top of those blocks are killed or flipped over.
- Make Arisa/Sengi~ be able to jump AND kick things up.
- Make Arisa/Sengi~ be able to jump and grab things.
- Make Arisa/Sengi~ place the object beside her, not directly below her.
- Grabbing an object and kicking it up makes Arisa/Sengi~ to go some pixels back, fix that.
- The ',' block is a joke on continuous coin blocks; Some blocks in SMB hold a lot of coins, requiring you to bump it over and over until it's completely exhausted. In Super Arisa World's case, this type of block starts as a regular '?' block and changes to a ',' block when you hit it, stating the fact that it didn't end yet.
- Program Guy (the blue guy coming out from the pipe)'s movement instead of using the frame-by-frame animation I did; that was solely a mockup. Obviously, make it hurt the player and be killed with minecraft blocks and shells.
- Pressing the jump in the exact time you come in contact with the spring produces the jump sound.
- Letting Arisa/Sengi~ hop on the spring for a long time will make her walk on her own.
- Trying to grab and place objects over a spring causes weird results:
That's it for now. I really love the way this game is coming out, amazing job, Ploaj! c:
Know what I suddenly wish was in this game? Some Super Mario 2 love, with stuff referencing things like Birdo, Phanto or that bird beak door thing.
The sprites are already worlds more elaborate than any of the actual Mario games, this game is gonna be sweet.
Wow Gors, you have successfully filled my to-do list :o
Don't worry, though, work on your pace because I know that's a lot of things to consider. I'll also be working hard on whatever you need, so things get evened out c: Right now I'm finishing Sengi~'s missing poses and will work a bit more on the hud.
made Sengi~'s skidding and hurt poses.
BASIC POSES THAT I STILL NEED TO DO:
*frontal pose
*dead
*crouch while carrying something (Sengi~)
*grabbing coin
*floating
*idle
*talking (add different emotions?)
*win pose
*looking up
*using salami machine
*opening chest
if i'm forgetting any other poses, post it in this thread.