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SUPER MARIO (for MZX) It's coming!

#61 User is offline   Dosnerd90 

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Posted 06 May 2004 - 12:19 PM

I love it I can't wait till it's done!
Anyway here are some bugs I found:
Hammer bro. dissapears perminetly behind trees.
Human Fire Trap should be called Pirrania plant.

Here are some suggestions:
Fire Mario
More sounds
My name in credits under beta testing ;)
Cloud level
Warp pipes
Better jumping
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#62 User is offline   Pyro1588 

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Posted 06 May 2004 - 02:08 PM

after looking at the screenshot, i decided i should probably play it sometime.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#63 User is offline   commodorejohn 

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Posted 06 May 2004 - 03:21 PM

I must say, it looks good.
<img src="http://img204.imageshack.us/img204/5301/doom8jh.png" border="0" class="linked-sig-image" />
<img src="http://img223.imageshack.us/img223/2655/quakemarinepz1.gif" border="0" class="linked-sig-image" />
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This week, on LANCER PONDERS:
<lolilover> I notice alot of Japanese fiction involving kemono-mimi characters always has the main character saving an innocent animal and then the animal returns as a girl to reward him for his kindness.
<lolilover> Well there's a cat that is always wandering around in my backyard. Should I feed it in the hopes that one day a catgirl will show up at my door?
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#64 User is offline   T-Bone 

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Posted 06 May 2004 - 06:39 PM

Here's another small fixed version.
I'm still working on redoing the engine.

Attached File(s)


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#65 User is offline   Revvy 

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Posted 06 May 2004 - 09:08 PM

Ok, so I tried the game out. Kudos to having a functional sidescroller with decent level design. First, I dislike the white background. The graphics as a whole are pretty good, but are simply rips of the Mario graphics. I don't see what people are drooling over, it's not like they're so awesome or anything. Basically the rest is just the gameplay issues previously mentioned. Also, try filling in some of the characters like the turtle things, they're kind of bland.
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#66 User is offline   T-Bone 

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Posted 06 May 2004 - 09:50 PM

I'll see what I can do. In terms of background graphics, it has to be white. This is not SMZX, so mario is actually inverted. Any other color that's no higher than 57rgb will make Mario appear to be a negative.

This post has been edited by T-Bone: 03 October 2014 - 08:11 PM

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#67 User is offline   Revvy 

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Posted 06 May 2004 - 10:55 PM

I just played through the whole thing. The credits were weird, for one thing. "Megazeux Additions"? "Distribution"? Those aren't related to your game at all. Each screen is also too slow, IMO.

Other problems:

1) Walking and jumping are still too slow. The jumping is especially annoying.

2) I can walk right/jump through the Hammer Bros. and some other creatures and they disappear.

3) The levels aren't challenging. There's not enough variety in height. What I mean by that is most levels seem to be based around one plain, either the ground or the air. I'd try to follow something like Yoshi's Island, which goes all over the place. Your levels I can hold down on the jump and right keys and I beat it in about a minute.

Uh, that's all I found in about 5 minutes of playing. Otherwise, a decent effort.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#68 User is offline   Mag 

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Posted 07 May 2004 - 04:41 PM

What I noticed as I was playing the game...

Good
1. Graphics were nicely ported


Bad
1. As previosly mentioned, not difficult enough

2. Maybe a more "MARIO-ESQUE" life system, either Mario 64 style, or oldschool style with the shrinking and what not.

3. Maybe use [space bar] for jump rather than up

4. Maybe make the turtle shells slip one way out from underneath Mario when you jump on them.

-Mag
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#69 User is offline   Revvy 

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Posted 07 May 2004 - 10:10 PM

Right, I noticed that too. The health is kind of annoying, especially when dying, as it drains FAR too slowly. The shells don't move unless you're beside them, and cretures that fall on you should have some code to make them move off of you. And leave the up arrow for jumping, it's much more intuitive.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#70 User is offline   T-Bone 

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Posted 11 May 2004 - 04:07 PM

For some reason I can't upload the next version. I'll have to try again later.

If you want to know what's new in the next version:

A few more stages
warp Pipes
Improved walking animations
Optional Spacebar to jump

This post has been edited by T-Bone: 31 December 2012 - 02:32 AM

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#71 User is offline   T-Bone 

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Posted 12 May 2004 - 02:21 PM

Here's the newest version. Its got more stages this time aswell as Warp Pipes!


EDIT:
Link removed. Corrupt ZIP file.

This post has been edited by T-Bone: 03 October 2014 - 08:14 PM

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#72 User is offline   Exophase 

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Posted 12 May 2004 - 05:05 PM

Corrupt zip again I think?

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#73 User is offline   T-Bone 

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Posted 12 May 2004 - 06:38 PM

I don't understand why Digiboard keeps doing this to my posted files. I'll try again Thursday or Monday of next week.

This post has been edited by T-Bone: 03 October 2014 - 08:14 PM

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#74 User is offline   Micah 

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Posted 12 May 2004 - 07:25 PM

Okay, I get off school in about 20 minutes. I will download it as soon as I get home =).
♫ ▄ █ ▄ █ ▄ █ ▄
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#75 User is offline   duvel 

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Posted 12 May 2004 - 08:05 PM

T-bone: Get some hosting. Your best bet on that would have to be http://www.afreehost.org. It's run by Zaphod and Apage, so if you want an account, PM one of them with the user name and password you want, and they'll add you. One thing though: you have to work with them a bit if the files give you a 403 when you try to acces them like mine did. They'll fix it, though. After that, just upload your files via FTP, and voila.
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#76 User is offline   T-Bone 

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Posted 13 May 2004 - 05:34 PM

I might have to consider that. I'll try to send the game again on my own soon. As for future versions, I guess I should consider talking to them.
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#77 User is offline   T-Bone 

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Posted 13 May 2004 - 06:36 PM

This download works!

Attached File(s)


This post has been edited by T-bone6: 13 May 2004 - 06:37 PM

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#78 User is offline   CyberSilver 

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Posted 13 May 2004 - 10:05 PM

Pretty nice game. But its much to choppy and we need character/enemy interaction. and can you add Luigi toad and peach as playable chars?
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#79 User is offline   Mag 

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Posted 13 May 2004 - 11:52 PM

Not bad. The gameplay is a little sluggish. I like the new spacebar option. But I imagine that the controls for the jumping is in the walking robot. Try making them seperate so that you can jump and move at the same time. for example: if you are holding left or right, up against a wall you cant jump. and sometimes you can fall into a pit because the command is processing the move mario coding.

Nice work though.
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#80 User is offline   Dosnerd90 

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Post icon  Posted 17 May 2004 - 12:42 PM

What will kirby be used for? ;)
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#81 User is offline   T-Bone 

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Post icon  Posted 17 May 2004 - 04:37 PM

Here's the newest version (last version had incorrect board links and lots of bugs)

Oh, and Kirby...yes, Kirby! Bowser steals the Star that maintains the Dreamworld and he blames the theift on Mario. So Kirby thinks Mario stole the Star. The story will be more defined in latter versions.

Oh, as for CyberSilver's question reguarding Toad, Luigi and Princess, Player controlled - I though about it. The Princess will not be a playable character because Mario must save her. I think I may add Toad. Maybe Luigi too (SMB2 Luigi, because he's better than the (SMB1 and 3 and even SMW Luigis).
I do have animated chars of Toad, so you just may see him in the next version ;)

Revvy mentioned the problem with enemies not moving off of Mario's head when they fall on him. I'm currently working on this. I don't think AI sprites have ever been done before? But thats what I'm working on. (the sprites are robot controlled, so the robots are actually scriptting the AI not the sprites - so don't shoot me Exo)

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This post has been edited by T-bone6: 17 May 2004 - 05:36 PM

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#82 User is offline   T-Bone 

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Posted 17 May 2004 - 07:12 PM

Just to remind you, this game does not require SMZX.

This post has been edited by T-bone6: 17 May 2004 - 07:42 PM

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#83 User is offline   T-Bone 

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Posted 17 May 2004 - 07:33 PM

Revvy, on May 6 2004, 05:08 PM, said:

Ok, so I tried the game out.  Kudos to having a functional sidescroller with decent level design.  First, I dislike the white background.  The graphics as a whole are pretty good, but are simply rips of the Mario graphics.  I don't see what people are drooling over, it's not like they're so awesome or anything.  Basically the rest is just the gameplay issues previously mentioned.  Also, try filling in some of the characters like the turtle things, they're kind of bland.

The chars were not ripped entirely. Each "thing" had about three colors to 'em, so I had to add a patterns for the other two colors. The terrain, clouds and question blocks were done without NES sprite reference.

This post has been edited by T-Bone: 03 October 2014 - 08:17 PM

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#84 User is offline   CyberSilver 

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Posted 17 May 2004 - 07:39 PM

T-bone6, on May 17 2004, 07:12 PM, said:

Just to remind you, this game does not require SMZX. Download that last ver ^

I don't think Crap like this is allowed. Pluging your game by makeing sure its always on top can get banned if this is like other forums.
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#85 User is offline   T-Bone 

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Posted 17 May 2004 - 07:43 PM

I didn't do that other Topic. The Digiboard staff created it. I actually want it deleted become I want this topic to be in my game's Journal.

All the stuff that's in that topic was exported from a SMZX topic, not "Super Mario for Megazeux, Its coming".

This post has been edited by T-Bone: 03 October 2014 - 08:17 PM

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#86 User is offline   Terryn 

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Posted 17 May 2004 - 09:04 PM

You won't get banned. I warned you because plugging a game in a COMPLETELY UNRELATED TOPIC is bad form at best. To restate; we're not going to ban or even parole or mod queue you. Don't do this in the future though, okay?

Oh, and the new topic is a spilt topic; it's under your name because you were the one to start the deviant subthread. Remember, YOU posted that thread; it's just isolated now.
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#87 User is offline   T-Bone 

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Posted 17 May 2004 - 11:47 PM

No more plugging outside this Topic, got it

This post has been edited by T-Bone: 03 October 2014 - 08:18 PM

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#88 User is offline   Dosnerd90 

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Posted 18 May 2004 - 12:13 PM

A list of bugs:
On the credits the color of a turtle is blue and should be green and there's a ledge that is red, and there is jerky movement when you come out of a pipe.
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#89 User is offline   T-Bone 

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Posted 18 May 2004 - 05:09 PM

noted.
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#90 User is offline   T-Bone 

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Posted 18 May 2004 - 06:41 PM

Here's another small fix ver. It doesn't have any big changes in it though.

It does come with a Manual now. Its a .DOC if think?

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This post has been edited by T-bone6: 18 May 2004 - 06:43 PM

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