11-15-2009, 08:33 PM
Need a fancier HUD! See this topic for full details.
Update 11/17/09 - Two New Screenshots and Some Game Info
I'm going to be using a custom particle effect system, instead of the default Game Maker one, simply because, well, then I have more freedom with it, don't I? So here's the screenshots:
The fire particle effect. Still needs some tweaking, but otherwise, pretty much done.
Sliding on ice.
Now, I've been thinking about what kind of powerups will be used in the game. There's the no-brainers like the Fire Flower and the Starman, but I'd like there to be more than that. I'm not sure what to think of, though. Feel free to voice your suggestions if you have any, and some sort of color scheme Mario would have during the powerup.
Note that all powerups in the game will be timed, all lasting the same amount of time (not sure exactly how long that amount of time will be yet). Keep this in mind!
It also can't be too powerful or break the game. That's no fun.
Also, I'll release information on one more special ability; the Ground Pound. The Ground Pound will do more damage to certain enemies, and can destroy some enemies even the Spin Jump can't defeat. But there are some enemies that Spin Jumps work on but Ground Pounds won't, so be careful!
What are some other special abilities you'll have? I'm not telling...
Game Information and Screenshots (11/15/09)
Super Mario Zero is a Mario fangame I've been working on for quite some time now. It's gone through a lot of phases, and here's what is hopefully going to be the last engine change. All I have for now are some screenshots, because there's not much to the engine (which I had to restart).
It uses a new health meter and a special meter.
You can get powerups that increase your maximum health. The extra bits act like the Energy Tanks from Metroid; they signify how many full health meters you have in reserve.
You can also find powerups to increase the amount of special points you have.
Moving platforms and jump-through platforms are fully in this game.
There's also slopes!
The Spin Jump will be an upgrade you can get. It uses Special Points right now as a test measure.
The game will have similarities to Metroid. You will travel in an open-world setting with links to the various levels in the game (whether or not the levels will be treated as traditional levels or an extension of the map hasn't been decided). You will collect upgrades that increase your meters (as shown) or give you new abilities. It will still be a Mario game, though; there will be powerups like the Fire Flower and Starman in the game. Like in Galaxy, they will be timed.
Right now I haven't even added enemies yet; I've been trying to get Mario's physics down pat. I'm still not done yet, though; but hopefully I can get somewhere soon.
The reason I restarted the engine is because the old one was getting too complicated for me to use. This time, I'm using a variable list, several comments, and I'm breaking each part of the physics into their own blocks. This'll make it easier for me to use since I still use Drag-n-Drop, and easier for people to understand in case I need to send it to them for debugging.
I could use comments and maybe some questions I could answer, maybe a few suggestions on what to do with the open-world system (still an idea in progress). It'll help me get thinking on what else to do.
Update 11/17/09 - Two New Screenshots and Some Game Info
I'm going to be using a custom particle effect system, instead of the default Game Maker one, simply because, well, then I have more freedom with it, don't I? So here's the screenshots:
The fire particle effect. Still needs some tweaking, but otherwise, pretty much done.
Sliding on ice.
Now, I've been thinking about what kind of powerups will be used in the game. There's the no-brainers like the Fire Flower and the Starman, but I'd like there to be more than that. I'm not sure what to think of, though. Feel free to voice your suggestions if you have any, and some sort of color scheme Mario would have during the powerup.
Note that all powerups in the game will be timed, all lasting the same amount of time (not sure exactly how long that amount of time will be yet). Keep this in mind!
It also can't be too powerful or break the game. That's no fun.
Also, I'll release information on one more special ability; the Ground Pound. The Ground Pound will do more damage to certain enemies, and can destroy some enemies even the Spin Jump can't defeat. But there are some enemies that Spin Jumps work on but Ground Pounds won't, so be careful!
What are some other special abilities you'll have? I'm not telling...
Game Information and Screenshots (11/15/09)
Super Mario Zero is a Mario fangame I've been working on for quite some time now. It's gone through a lot of phases, and here's what is hopefully going to be the last engine change. All I have for now are some screenshots, because there's not much to the engine (which I had to restart).
It uses a new health meter and a special meter.
You can get powerups that increase your maximum health. The extra bits act like the Energy Tanks from Metroid; they signify how many full health meters you have in reserve.
You can also find powerups to increase the amount of special points you have.
Moving platforms and jump-through platforms are fully in this game.
There's also slopes!
The Spin Jump will be an upgrade you can get. It uses Special Points right now as a test measure.
The game will have similarities to Metroid. You will travel in an open-world setting with links to the various levels in the game (whether or not the levels will be treated as traditional levels or an extension of the map hasn't been decided). You will collect upgrades that increase your meters (as shown) or give you new abilities. It will still be a Mario game, though; there will be powerups like the Fire Flower and Starman in the game. Like in Galaxy, they will be timed.
Right now I haven't even added enemies yet; I've been trying to get Mario's physics down pat. I'm still not done yet, though; but hopefully I can get somewhere soon.
The reason I restarted the engine is because the old one was getting too complicated for me to use. This time, I'm using a variable list, several comments, and I'm breaking each part of the physics into their own blocks. This'll make it easier for me to use since I still use Drag-n-Drop, and easier for people to understand in case I need to send it to them for debugging.
I could use comments and maybe some questions I could answer, maybe a few suggestions on what to do with the open-world system (still an idea in progress). It'll help me get thinking on what else to do.