SUPER MARIO (for MZX) It's coming!
#181
Posted 02 December 2006 - 08:31 AM
#182
Posted 02 December 2006 - 08:56 AM
Oh and by the way, I got the turtle shells to finally break through crap!
This post has been edited by T-Bone: 03 October 2014 - 07:49 PM
#183
Posted 02 December 2006 - 09:36 PM
So as an added bonus to the new A.I. features I'm going to implement, I'll be giving some sprites better edge detection. Meaning some enemies will be smarter than others. So instead of walking off a ledge they will turn around once they have found a pitt in their path.
This post has been edited by T-bone6: 02 December 2006 - 10:18 PM
#184
Posted 02 December 2006 - 10:39 PM
So at the moment I'm reconfiguring the Hammer Brothers. I'm also making a Fire Brothers and possibly Boomerang Brothers!
This post has been edited by T-bone6: 02 December 2006 - 11:17 PM
#185
Posted 03 December 2006 - 02:10 AM
Here's the list so far:
Gomba
Your average Gomba.
Red Gomba NEW!
I believe this guy was featured in Paper Mario. In this game he a more intelligent Gomba than your average Gomba.
Koopa Troopa
Your average Turtle.
Red Koopa Troopa
A more intelligent Turtle.
Tough Koopa Troopa NEW!
A stronger Koopa Troopa that can't be distroyed by other shells while in its own.
Hammer Brothers
Your average Hammer Brothers.
Fire Brothers NEW!
Much like the Fire Brothers from SMB3.
Boomerang Brothers NEW!
Much like the Boomerang Brothers from SMB3.
Spiny NEW!
Acts identical to the Spiny / Spiney from SMB1, SMB3 and SMW.
Spikester NEW!
A faster version of the Spiny.
Buzzy Beetle
Buzzy Beetle acts the same way as the turtle does, just not as tall.
Birdy
The pink SMB2 sub boss that shoots eggs at Mario.
Snifit
Shoots bullets at you.
Snifit Guard
This gray version of the Snifit stands its ground while jumping occasionally to shoot.
Spookum
Spookum is a Snifit in a blue robe. He is not as intelligent as the Snifit.
Shy Guy
Much like the Shy Guys from SMB2 you can sit on their back and enjoy a ride.
Red Shy Guy
A smarter Shy Guy.
Sling Shy NEW!
This is a SMRPG Character that looks like the Shy Guy and uses a slingshot.
Pokey NEW! - Still working on this guy
This is the classic desart enemy that stands taller than Mario.
Spike
This is a SMB3 enemy found in World 3. It spits a ball of spikes at Mario.
Sparkz
This is an enemy from the Kirby Dreamland. You cannot jump on him.
Piranha Plant - Still working on this guy
Like SMB1's pipe dwelling plants with teeth.
Venus Fire Trap
Much like the Piranha Plant only this one can spit fire at Mario.
Crook NEW!
This is another SMRPG Character that I've added just for fun.
Sackit NEW!
Much like the Crook, only he steals all of Mario's coins when he bumps into him.
Muncher
The SMB3 enemy that was actually more like a terrain more than an actual enemy. You can't kill it or touch it.

EDIT:
I think I'm the first ever to take the character Crook from SMRPG and place him in a sidescrolling plateform game. I removed his sack though....... his bag of money.
This post has been edited by T-bone6: 03 December 2006 - 02:37 AM
#186
Posted 03 December 2006 - 02:42 AM
#187
Posted 03 December 2006 - 05:10 AM
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
#188
Posted 03 December 2006 - 05:17 AM
Thanks for bringing that one to my attention.
To answer your question about sliding and running, I've been thinking about it. But since its not pixel perfect I may not add sliding, just running maybe.
This post has been edited by T-Bone: 03 October 2014 - 07:50 PM
#189
Posted 03 December 2006 - 11:28 AM
Old-Sckool, on Dec 3 2006, 12:10 AM, said:
Now fixed. Thanks for reporting
Also, if you happen to jump on the edge of the spring, it should act the same as jumping on the center.
If you'd like to test out the newest version of the engine, I've uploaded it to the New Releases. Though it doesn't contain all of its levels... its just a DEMO of what's to come!
This post has been edited by T-bone6: 03 December 2006 - 12:17 PM
#190
Posted 03 December 2006 - 03:55 PM
A quick suggestion: Give each robot (particularly though, the enemies) a pause state. You could pull it off pretty easily with subroutines. There are multiple benefits for doing this--for instance, when Mario shrinks or gets a powerup, you could have all action onscreen pause for a brief second while it happens, like in the other Mario games. You could also have that little death sequence where everything stops and Mario falls offscreen in his death sprite. I guess you could also have an in-game pause screen. :P
Just thought I'd throw that idea out there--it'd make the game a lot more Mario, AND it's easy to implement.
#191
Posted 03 December 2006 - 05:18 PM
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
#192
Posted 03 December 2006 - 11:06 PM
Also, I should think of a different way of coding the coin boxes. Maybe I should make them customblocks and have Mario himself control them instead of a robot for each and every coin box.
Galladin, I don't remember either, your names been there since 2004 or 2005 lol
This post has been edited by T-Bone: 03 October 2014 - 07:51 PM
#194
Posted 03 December 2006 - 11:18 PM
But that's a very good question and I've considered adding those in the past but at the time I didn't know how. Since I'll be converting all coin blocks to customblocks from robots it will be quite a challenge to make those types of blocks. I'll figure something out with using customblocks and overlays, since the coin blocks have two layers.
Another thing I noticed that isn't very Mario like, is that enemies standing on blocks above Mario don't die when Mario pushes them up. Traditionally this would be a new type of attack. I think this was a new move for Mario in Super Mario 3. I should defantly not leave that out, its a must!
#195
Posted 04 December 2006 - 04:06 AM
SMB1, SMB2, SMB3, SMW, SMRPG and Kirby.

EDIT:
There are now 35 enemy types in this game >_<
This post has been edited by T-bone6: 04 December 2006 - 04:07 AM
#197
Posted 07 December 2006 - 05:35 AM
Tixus, on Dec 3 2006, 10:55 AM, said:
I've used a technique from an incomplete game of my called, Grand Theft Auto: MegaZeux City to fix this bug and many others.
Its quite hard for me to explain but basically what this technique allows you to do is, steal from over 100 cars on a board. This was made possible by eliminating the dependency of other robots to interact with the player (, robot player or sprite player). So essentially the interactions are all made from one robot.
All unmanned parked cars in GTA:MZX are customblocks. All cars that you succeed in comendering, were once robots that become customblocks. So once the player "enters" a vehicle, he becomes the graphic of that vehicle and his position is replaced with where the vehicle he was entering; visually it appears as if the player has gotten into the car. The reverse process of this (getting out of your car and creating a new customblock) is quite tricky to do and even harder to explain and I won't.
The benefits of this interacting with customblocks technique are several. First of all, it dramatically decreases the amount of memory usage taken up by having an insane amount of robots. The second benefit is LESS PROGRAMMING. By having most of the objects you want your player to interact with, being customblocks, you are left with only one robot to code for all interactions with them. The third amazing part about this is that you can have almost limitless objects of these sorts now.
So this is the technique I've decided to use for Super Mario. Why have a 100 robots as coin boxes when you can just make them all customblocks and give Mario some code to detect those customblocks and then give him an action for when he interacts with them?
So this is what I'm currently implementing and its working out extremely well for this game and for any other future game I decide to finish.
With this new interactions with customblocks in place, we can now see some more features and items included in the future versions of this game. We can now expect to see:
Coins, Fire Power Boxes, Star-man Boxes, 1-Up Boxes, Maybe Vine Boxes, More Spring Boxes, More Munchers, Invisible Mystery Boxes, Maybe Flipping Yellow Blocks from SMW and other types of blocks Mario may interact with.
Speaking of blocks, I've changed Mario's interaction with bricks to make them a bit more oldschool. In SMB1, its almost impossible to smash two bricks with one blow. So I've now made it so that once Mario hits his head on a brick, he'll destroy that one and be bounced back to Earth.
#198
Posted 09 December 2006 - 05:49 PM
Seventh Shade, on Dec 3 2006, 06:11 PM, said:
I'll try to make a mock up one when I get back home.
I'm sure it won't be very difficult to make it. I'll either use my customblock theory. Or I'll make multiple coin blocks controlled by robots.
This post has been edited by T-Bone: 03 October 2014 - 07:53 PM
#199
Posted 11 December 2006 - 11:14 PM
Tixus, on Dec 3 2006, 10:55 AM, said:
I'm working on quite a few things at the moment at the global pause label is one of them. I'll basically be giving each robot on every board a "#pause" label.
I had included a pause screen once but it simply would bring up a default mzx window saying PAUSE.
send "all" "#pause"
to Pause
send "all" "#unpause"
to Unpause
--other robots:
:#pause
end
:unpause
goto #return
Simple, simple! Thanks for the suggestion Tixus!
EDIT:
There's a bunch of new things I'm working on that I almost forgot to mention:
Hitting Bricks
I made it so that now when you hit your head on anything, your force of jump is destroyed, so Mario starts to fall. This is traditional to the original super Mario games and just physically makes sense.
Multiple Screen Scrolling Modes
Like the NES Mario games and SNES games, not all stages will have the same method of scrolling. Some are locked vertically and some horizontally. Some are locked entirely; these would be places like Toad's House or Yoshi's House. So due to the awkward camera movements MegaZeux can create when scrolling, I plan to make the game now have various types of screen scrolling modes depanding on the stage's layout.
Enemy Respawn
Most of the Super Mario games give their enemies a respawn ability. Which means if you kill the enemy or the enemy falls off the screen, he can respawn once Mario returns to where its respawn location rests. For this game I don't think I'll add respawn for when enemies are "killed" but for when they are no longer in Mario's view. This is something similarly done in SMW.
Projectile Respawn
Much like the enemies, I want to make all projectiles disappear once they've left Mario's view. This way i can introduce Fire Mario and other cool enemies that shoot shit.
This post has been edited by T-bone6: 11 December 2006 - 11:33 PM
#200
Posted 14 December 2006 - 05:15 AM
I'm in the process of making a stage introduction screen for each stage in all worlds. Kinda like SMB2 whereas it will display the current world and stage your in and a bit of your current stats.
I've also added that hopping vulture looking dude from SMB2.
#202
Posted 15 December 2006 - 02:24 AM
EDIT:
Quote
The pausing and unpausing seems to work perfectly! I've made so that when you pause the music is dimmed and so is the overall brightness of the screen. Pausing will also freeze most animations.
This post has been edited by T-Bone: 03 October 2014 - 07:54 PM
#204
Posted 15 December 2006 - 09:43 AM
#205
Posted 20 December 2006 - 05:16 AM

I've created some new enemies and terrain. Of coarse some of the terrain shown here would never been see together opposed how this image was composed.
I've also fixed a couple more bugs involving the beetles shell not killing certain enemies and not destroying bricks.
#206
Posted 20 December 2006 - 10:18 AM
Tixus, on Dec 3 2006, 10:55 AM, said:
Feature added. I even added the little melody that goes alone with Mario's death.
#207
Posted 23 December 2006 - 06:04 AM
Now for what's been slowing me down. I want to utilize the robot_id counter and use it in conjunction with the sprite numbers. But the problem in doing that is when transferring those to another board. The robot_ids change on each board since not all boards have the same amount of bots present nor are they always aligned exactly the same on each board so the robot_id value changes.
I guess I'll have to figure out some format or just keep doing what im doing and giving the sprites a number myself instead.
EDIT:
I fixed the bug involving Mario not becoming super mario after grabbing a mushroom directly after being harmed.
This post has been edited by T-bone6: 23 December 2006 - 07:02 AM
#208
Posted 25 December 2006 - 01:12 AM
I've changed this:
Quote
if c00 Sprite p03 at "('spr1_x'-1)" "('spr1_y')" then "#kill3"
if c00 Sprite p04 at "('spr1_x'-1)" "('spr1_y')" then "#kill4"
if c00 Sprite p08 at "('spr1_x'-1)" "('spr1_y')" then "#kill8"
if c00 Sprite "(17)" at "('spr1_x'-1)" "('spr1_y')" then "#kill17"
if c00 Sprite "(14)" at "('spr1_x'-1)" "('spr1_y')" then "#kill14"
if c00 Sprite "(15)" at "('spr1_x'-1)" "('spr1_y')" then "#kill15"
To simply this:
Quote
if c?? Sprite_colliding p01 at -1 0 then "#kill&spr_clist0&"
EDIT:
This command checks if there are any enemies to the left of the turtle shell then it goes to a kill label to do the appropriate murders for each enemies.
This post has been edited by T-bone6: 25 December 2006 - 01:13 AM
#209
Posted 09 January 2007 - 07:03 AM
I've noticed one thing that concerns me ever since I started using the sprite collision detection counters and commands: the game indeed is getting a bit laggy at times and has lost its complete smooth movements as seen in the last demo version i uploaded to the archives. I'll try to find a way to fix this glitchy bug I've run into.
EDIT:
By the way, in Super Mario games when you tap the opposite directional button, does Mario turn around? Or just move in to the new direction?
This post has been edited by T-bone6: 09 January 2007 - 07:06 AM
#210
Posted 09 January 2007 - 08:19 AM

koji: SCRUMTRELLESCENT!

Help














