Users browsing this thread: 10 Guest(s)
A Mario fangame! It's a fangame! With Mario!
#91
Bring back the Superball and this will be the best game ever.
[Image: Dexter.png]  [Image: Bubbles.png]  [Image: SNWzHvA.png]   [Image: SamuraiJack2.png] [Image: kQzhJLF.png]  [Image: Pikachu.png] [Image: tSCZnqw.png]
Thanked by:
#92
Kriven Wrote:Bring back the Superball and this will be the best game ever.

I dunno how I could justify the use of the Superball in terms of the plot however, since the powerup is native to Sarasaland. I would require much exposition to explain how Superball Flowers wound up in the Mushroom Kingdom.

I'm just ribbin' ya. I'm pretty sure you're havin' a joke too but just in case you are serious or anyone else seriously asks, I'm not adding the Superball to the game. Why? I just don't want to. I've already got four very different powerups lined up. The Superball would just be a very situational Fireball. While I can think of places the Superball would be preferable to the Fireball (and vice-versa, fitting in with the "every powerup has its use"), I can't think of enough to justify adding it into the game.

Anyway, Merry December.

Have a couple updates.

[Image: GOOMBER_zpsfac71af8.png]

oh my god IT'S A GOOMBA!!!!!! Chaoxys made it. And then I mutilated it so that it would fit in the game better. I think it worked

Yeah I finally started adding enemies to the game. Mario's pretty much done, programming-wise. First, a Goomba. And then, ZE WURLD! MUAHAHAHAHAHAHAHAHAHAHA

So they also have the same shadow thing that Mario does, and there's a Red variety that, in the glorious tradition of Bowser's Special Underling Red Forces in 2D Mario games, are smart enough not to fall into pits. When Mario gets hit he gets launched away a bit so be careful not to get hurt when you're too close to a pit - like good ol' Castlevania you will lose control until you hit the ground (or have the good fortune to bounce off an enemy). You do get three seconds of mercy invincibility afterwards though. And of course, you can use them as springboards and get a point combo going by bouncing on a bunch in a row without landing on the ground ever.

Once I create a couple more enemies, though, I will actually start designing levels! Oh my goodness! Then maybe a World 1 demo of this damn thing can be released.

[Image: BoostAura_zpsc4d2faf8.png]

Implementing a glow for Boost Mario when charging the Boost Jump as opposed to that little meter on the side. I always intended to do this since that meter always kinda bugged me and was just for debug (which is why it's still there), I only just got around to it recently. Of course it's most powerful/opaque when it's fully charged. It turns red when then Boost Jump is cooling off.

Also, the Boost Jump damages enemies. Obviously. Hit a bunch of them in a row for a point combo. Since there aren't 1-Ups in this game the point combo maxes out at a base of 10,000 points after eight stomps. It goes 100, 200, 400, 800, 1200, 2400, 5000, 10000. Some more difficult enemies will provide extra points but it's always added to the base. For example, Spinies might add an extra 400 points so the first one defeated gives you 500, then 600, then 1000 or if you can actually do math, 800, etc.

OTHER THINGS NOT READILY EXPLAINED THROUGH SCREENSHOT!!!!
  • No more skydiving. I just couldn't find ways to implement it into gameplay without seeming gimmicky or horrendously breaking the flow. And the more I thought about the places I would put it, the more I realized there weren't really a lot of those. Better to focus on a stronger game than to shoehorn in a couple levels with a half-baked gimmick, I'd say.
  • I replaced it with Warp Pipes! They work. That's... really about it. There are Warp Pipes now and they work really well. Uh... okay then.
  • Working on a camera system! It's going to come in handy for when Mario's in Barrel Cannons and whatnot so you can see where he's going. This was a problem in my original Classic because Barrel Cannons were still screen-centered which led to more than a few blind shots.
  • Fixed up shadows so I can adjust their intensity now. Previously they were kinda stuck at the intensity they were. I realized this was kind of a silly limitation and fixed it.
  • Beginning the customizable controls bit. This is proving to be quite challenging though I HAVE managed to shift two button events into a Step event where they can be customized. The actual customizing bit isn't being done yet though. The jury is still out on being able to customize a controller like the 360 or PS3 though, since the way Game Maker handles them is... weird, to say the least. If I manage to do it though I'll let you know!
  • Someone suggested to me to use Game Maker Server to keep an online high-score list of sorts. Since part of the game is getting high ranks in the levels, I'm considering it. Definitely at the bottom of my priorities, though!

So yeah that's about it for this month maybe.
[Image: StickerStageItems.png]
Check out this review blog thing I do! Dragon Ball Xenoverse 2 for Nintendo Switch was the latest review!
Thanked by: puggsoy, Sevenstitch, Phaze
#93
[Image: ThePointsDOMatter_zps18a0d609.png]
[Image: TitleScreen_zpsfd1d1a25.png]

One of those moments where I'm actually making progress.
[Image: StickerStageItems.png]
Check out this review blog thing I do! Dragon Ball Xenoverse 2 for Nintendo Switch was the latest review!


Forum Jump: