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::Superb Mario Bros Project
#91
This is the first demo I've bothered to download. The graphics sure looks SWEET.

Here are my crits:

-Needs variable jumping. Currently, Mario jumps the same height no matter how long I hold down the button. Is it supposed to be like this?
-The whole thing with Mario not jumping as high when he's moving (which seems to be just enough to get in the way)... just no. Mario, in previous games, has always jumped higher when he was moving. But TBQH, I dunno if you meant to put this in, or if It's just a glitch.
-Whenever I bounced on a Goomba, and Mario got to the height of his bounce, he zipped back down like a rock. This got me killed a few times. Better fix that.
-What Rags said about the fireballs.
-The collision system doesn't seem.. I dunno.. precise enough. It sometimes seemed 'jerky' when I jumped over a corner, and sometimes walls would constantly push me one pixel back when i got next to them (these glitches were more rare, though).

*Sigh*, if only the engine was as good as the graphics. I could probably whip-up a better engine in 10 minutes in GameMaker, but meh, I'm not gonna complain. You had better finish this.
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#92
This is what I feared :<
Once there was a way to get back homeward
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#93
Thanks for the info guys!! I'll get to work on that crappy Fireball again soon. lol. xD

My replies to a bunch o' comments;
Quote:- To jump over walls, you've got to move back in order to get over it. You can't get over it from being right next to it. Either its a collision issue or his jump is just a bit short.
Yeah, well, you don't actually have to run backwards, you just tap the direction you want to go in the air - rather than hold the direction at the start of a jump when standing next to an obstacle. xD .. but as this is a problem a number of you have brought up, I'll try and work on it soon.

Quote:P.S Fix up the Window, if possible. It looked cooler with the chopped edge in the top-left, and that line underneath the window bar has to die.
Well, I kinda have a problem with making that chopped edge transparent to show whatever is meant to be behind it. Shy I don't intend to fix up on that, if I'm honest, I just wanna work on the game now, that whole window thing took me ages to do. Sad -- and I actually preferred that line being there, tbh, it looks weird without it. Tongue

Quote:Chaos:I think I'll make two alternatives for Weegee'.
How about i just slighly fixup Hunterz Weegee. Then we'll ALL be happy. Hopefully.
Okay, cool. xD
-- but no funny french mustaches on the fixup! Tongue

Quote:-Needs variable jumping. Currently, Mario jumps the same height no matter how long I hold down the button. Is it supposed to be like this?
Yup. That's how I did it, I may change it, but I don't see how that would help gameplay-wise.

Quote:-The whole thing with Mario not jumping as high when he's moving (which seems to be just enough to get in the way)... just no. Mario, in previous games, has always jumped higher when he was moving. But TBQH, I dunno if you meant to put this in, or if It's just a glitch.
Personally, I don't think there's any point being that precise, besides, it'll just mess up what I've already done and allow you to pass puzzles/obstacles or whatever -- and just so you know, I'm not making this to be exactly like a real Mario game, it's a basic fan-game, I can do whatever I want with it and make it how I want it, just so it makes it more fun...

Quote:*Sigh*, if only the engine was as good as the graphics. I could probably whip-up a better engine in 10 minutes in GameMaker, but meh, I'm not gonna complain.
... I hate these kinda comments, it just makes it seem like all the effort I've put into this is completely pointless. Blank *Sigh* T_T Cocky git.
[Image: dontpokepeoplebymarcphx.gif]
"DON'T POKE PEOPLE"
CHAOSBLAZEX
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#94
GadgetTR Wrote:I could probably whip-up a better engine in 10 minutes in GameMaker
No. stfu. All these people who say "i could make a better engine in like, 10min" are a bunch of noobs. If you honestly think you can do it, DO IT.

The engine's still being fixed up, so this isn't gonna be the final result. We all know that.

Edit: Fastposted.

ChaosBlazeX Wrote:and just so you know, I'm not making this to be exactly like a real Mario game, it's a basic fan-game, I can do whatever I want with it and make it how I want it, just so it makes it more fun.
Hell, if possible, i could find someone who could put this on DS homebrew or something. In the final result, i see this game more like an excellent fangame, than just some simple mario fanboy game. I reckon this has more potential than any other fangame made.
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#95
(02-11-2009, 06:01 PM)GadgetTR Wrote: *Sigh*, if only the engine was as good as the graphics. I could probably whip-up a better engine in 10 minutes in GameMaker, but meh, I'm not gonna complain.
wow you are a gigantic douche

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#96
^this.

But however i do agree with him on the jumping part. If Mario jumps the same height no matter how long you hold the button, it just seems a bit......limited. Having him jump as long as you hold the button, a bit more freedom would be realized, making it seem like a better game when you've really haven't done anything.
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#97
Hell YES!!!!!!!!!!!!!!!!!!!! That demo was epic great job. I liked how it was kinda like a puzzle with the red and blue blocks really great. Only thing you got to fix is the collision and the fireballs cause the should bounce instead of float. The collision for when you jump on a brick is not smooth. But other than that i really loved enjoyed the 1st level had fun
Better finish!!!!

P.S. Are you going to add runing cause in mario games im use to holding ctrl to make mario run??
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#98
Hopefully, yes. I haven't made run sprites as of yet, but i will when i scrummage through my homework for some time to do so.
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#99
i don't think there's a single mario game that's used run sprites for running so that really isn't necessary
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Well, not sprites, but NSMB did have separate running frames.
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NSMB isn't 2D so I wouldn't count that.
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SMB3 and SMW had the holding arms out poses.
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^this is what i was gonna do.
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Just thought I'd comment on the demo real quick:
It's great so far. I do think the running jump height and standing jump height should be the same if their difference is going to be that minimal.
There are only two major control issues I see with the engine, but you probably already know about them (collision with walls, you can't move left or right after colliding with one; and falling quickly after jumping on a Goomba), so I won't go any further than that. Good luck getting the fireball physics proper.
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I think i see where you were going with the goomba fall thing, to make the combos look more dynamic. But if thats the case, try and make it only occur when an enemy is beneath you.
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