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Super Mario 3D Revolution [DISCONTINUED]
#20
(01-05-2016, 06:03 AM)iyenal Wrote:
(01-02-2016, 01:22 PM)Kosheh Wrote: I was actually gonna suggest sticking with this a little more - like, try to perfect the Mario model and maybe the game's physics. He's not gonna stand still the entire game, and he's gotta jump over platforms at some point.

Currently for the physics of Mario I use PhysX by Nvidia (http://www.nvidia.fr/object/nvidia-physx-fr.html) , it's pretty good, I would implement Apex Destruction (https://developer.nvidia.com/destruction) for box and shells destruction.

Oops, sorry - I meant more like the actual game mechanics. How high Mario jumps, Mario's run speed - how Mario moves in the game environment. Like, I notice in a lot of your screenshots you've got Mario's model imported (makes sense, so you can size levels to scale) but you've still gotta make him run around! It won't feel like a Mario game if the player can't control him smoothly!
Based on the info you have on Mario's jump/run speed/inertia while jumping etc. you could then base the challenges of your level around this.
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shoutouts to cutesu for the new av!
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Messages In This Thread
RE: Super Mario 3D World FOR Windows DEMO (TEST) - by Kosheh - 01-06-2016, 08:03 AM
RE: Super Mario 3D Revolution - by iyenal - 02-13-2016, 07:20 AM
RE: Super Mario 3D Revolution - by iyenal - 03-08-2016, 03:28 AM

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