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Super Marisa World FUSION (working title)
#1
Hello everyone. TrinitroMan is here once again, presenting you the rebirth of an old fangame of mine:
Super Marisa World FUSION
Here are some screenshots:
[Image: oV533Ff.png][Image: GqTDWoT.png]
[Image: OxYPJtG.png][Image: XqirvyS.png]
(Health "Bar" made by DragzeeY)

Also, here is what I have done so far:
Multi character system: 100%
-Marisa: 99%
-Alice: 0%
-???: 0%
New NPC system: 90% (I still haven't tested out this system to its full capability yet)
SMB2 enemies (including bosses): 85% (needs StiltGuy, FryGuy and bug fixes on Albatoss)
Super Item System: 90%
Subspace System: 80%

And here is the world list:
W1: Mushroom Kingdom
W2: Sarasaland (SML1-3 and Wario Land 2-4)
W3: Dreamful Skies (SMB2 and Paper Mario)
W4: Celsius Kingdom (fire & ice)
W5: Isla Delfino
W6: Industrial Square
W7: Tainted Toadstool
W8: Koopa Kingdom
Bonus World (W9): Gensokyo
I hope, you like it.

I also do intend to enter the NCFC with a seven level demo of this game, but I might be able to add more.
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#2
looks cool! Ninja
is there a prevision for the releasing?
No
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#3
Well, I do intend to release it for the upcoming NCFC, which is appearantly going to start at November of this year.
Also, nice to see another Touhou fan in the boards.
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#4
First post updated with new informations.
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#5
This looks fun.
I eagerly await the release. Big Grin
"Video games develop hand eye coordination and make kids into better human beings!"
- Professor Membrane
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#6
Thanks.
BTW, depending on whenever I'll be able to recreate the keyhole effect, then the NCFC demo also could possibly get the Yellow Switch Palace...although I now need EvilMariobot to not only sprite the boss of that Palace, but also to help me decide, who the boss should be.
The Yellow Switch Palace is, just like in SMW, themed after coins, and I intend to give at least the first 6 switch palaces a Touhou character as a boss.
Oh, and the Green Switch Palace has got a different theme than the Green Switch Palace in SMW.
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#7
Just wanted to let you know that I started to work on Abadoned Castle.
In terms of percentage, I guess it's around 50% finished.
In other news: I now got a new problem.
Whenever Mario brought a key to a keyhole in Super Mario World, the keyhole became larger, Mario entered it and the keyhole shrinked again.
And nobody ever recreated that effect in any Mario fangame at all, let alone the Game Maker ones.
I do know, how to make the key shrink and grow (I would have to change the axis of the keyhole, though).
However, I have problems making the player actually enter the keyhole like in SMW.
I heard that Stencil Buffers can work, but I have no idea, how to use them in Game Maker 8 in order to achive the keyhole effect from SMW.
So I would be super glad, if someone could help me there, so the demo can also have a secret exit (so I could then start to work with EvilMariobot on the plans for the boss of the Yellow Switch Palace (every switch palace will have a boss).
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#8
First post updated.
Now every level of World 1 has got the level design finished.
That's what's left for the demo:
*finishing up the World Boss
*finishing up the keyhole effect and adding the boss of the Yellow Switch Palace (optional)
*get Alphes-styled artworks (the artwork style of Touhou Hisouten) of Mario characters, so I can add some pre-battle dialogues (optional)
*finishing up Toad Town (optional)
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#9
What are you using to program this?
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#10
I'm using good old Game Maker 8 Pro, because I ain't gonna switch to Game Maker Studio.
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#11
Ah, I've got some experience with GM8. Lemme know if you need any help, like debugging or anything.
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#12
Ah, thanks.
BTW, I might really need a lil' bit help right now (I also posted the problem at MFFG)
Basically, the World Boss is riding a flying vehicle.
When only 2 HP are left, then the World Boss starts stomping the ground with the vehicle and then flies back up again.
This is working, but the World Boss never drops an enemy after stomping a few times.
The Step Event:
Code:
//Movement Code
if fly = 0
and ready = 0
and throw != 1
and throw != 3
and defeated = 0
{
    if hitpoints <= 2
    {
        if stomp = 0
        {
            move_towards_point(obj_mario.x,192,3)
            stomp = 1   
        }
        if hspeed > 0
            direct = 1
        if hspeed < 0
            direct = -1
        if ballcounter > 0
            ballcounter += -1
        if ballcounter <= 0
        {
            if stomp = 0
            {
                alarm[7] = 1
                ready = 1
                throw = 3
                ballcounter = 1
                vspeed = 0
                hspeed = 0
            }
            else
                ballcounter = 0
        }
    }
    else
    {
        //Code that has nothing to do with the problem
    }
}
My guess is that the World Boss isn't in "stomp=0" long enough, but I have no idea, how to solve that problem...
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#13
I think I see your problem. You're setting stomp to 1 if it's at 0, but then never setting it back to 0 before it goes to what I assume is the code that tells him to start throwing an enemy. You really should comment your code more, though.
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#14
(10-04-2014, 02:08 PM)Midi Wrote: I think I see your problem. You're setting stomp to 1 if it's at 0, but then never setting it back to 0 before it goes to what I assume is the code that tells him to start throwing an enemy. You really should comment your code more, though.
Well, there isn't really much to comment in the first place. I could try, though:

Code:
//Movement Code
if fly = 0
and ready = 0
and throw != 1
and throw != 3
and defeated = 0
{
    if hitpoints <= 2
    {
        if stomp = 0
        {
            move_towards_point(obj_mario.x,192,3) //Fly towards the ground, where the player stands
            stomp = 1 //In a straight line
        }
        if hspeed > 0
            direct = 1
        if hspeed < 0
            direct = -1
        if ballcounter > 0
            ballcounter += -1
        if ballcounter <= 0
        {
            if stomp = 0
            {
                alarm[7] = 1 //Time to drop
                ready = 1
                throw = 3
                ballcounter = 1
                vspeed = 0
                hspeed = 0
            }
            else
                ballcounter = 0
        }
    }
    else
    {
        //Code that has nothing to do with the problem
    }
}
And yeah, I had to do it that way, or otherwise, the flying towards the ground part wouldn't work.
Oh, and I forgot to post the Alarm[2] code:
Code:
if y <= 64

{
    vspeed = 0
    hspeed = 0
    stomp = 0
    if muteki = 0
        alarm[9]=30
}
else
{
    if muteki = 1
    and hitpoints = 1
    {
        if y <= 64
        {
            vspeed = 0
            hspeed = 0
            stomp = 0
            if muteki = 0
                alarm[9]=30
        }
        else
        {
            vspeed = -3
            alarm[2] = 1
        }
    }
    else if stomp = 2
    {
        if y <= 64
        {
            vspeed = 0
            hspeed = 0
            stomp = 0
            alarm[9]=1
        }
        else
        {
            vspeed = -3
            hspeed = 0.5*direct
            alarm[2] = 1
        }
    }
}
In Alarm[2], the vehicle flies back up again, with stomp=2, and if reaching a certain height, it's stomp=0 again, and the vehicle can fly towards the ground again.

EDIT: After more rewriting, the stomping and dropping finally works correctly. Sadly, I have discoved a very serious bug, which already was there for quite a while, but which I haven't noticed until today: The music doesn't loop.
Gonna address that bug at MFFA and see, if someone finds a solution to the problem.
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#15
That's odd. The music should loop just by using sound_loop(index). What format are you using? If it's an MP3, then GM could be having trouble communicating with your media player.
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