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SUPER MARIO (for MZX) It's coming!

#91 User is offline   CyberSilver 

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Posted 19 May 2004 - 08:21 PM

One. GET A NEW LIFE STYLE! The HP thing really sucks in side scrollers.

Two... Can I look at your code to learn how to use sprites?
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#92 User is offline   Revvy 

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Posted 19 May 2004 - 09:59 PM

Bugg0rz:

- Mario will fall through any objects on his left side while falling. Try jumping beside a block, and then moving left one space.

-- Addendum: the aforementioned bug is EXTREMELY ANNOYING as I keep dying

- It's very annoying to have to be directly under a block in order to hit it

- Mario will fall through the left side of end of level pipes

- Please please please seperate jumping and moving code

- Make Mario walk faster
<+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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#93 User is offline   T-Bone 

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Posted 20 May 2004 - 03:14 PM

I'll do my best. That pipe falling through bug is currently being fixed.

CyberSilver, you can look at the code if you want to. But, my sprites aret used in the correct way, since I am kind'a new to them. I'm in the process of fixing them up.

As for the health counter, that's only temporary. The small mario chars are currently being made. You won't see him too soon though ;)

So you want to beable to hit two blocks when standing inbetween two blocks...got it.

So you guys, don't like the health drain when killed in water?

This post has been edited by T-bone6: 20 May 2004 - 03:53 PM

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#94 User is offline   CyberSilver 

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Posted 20 May 2004 - 04:38 PM

to your last one... I think "Hell No." About sums up ou hatred of the life in all.


But you have a reall good game. Just keep working on the bugs.... AND SEPARATE MOVEING AND JUMPING CODE! If you don't they won't stop yelling.
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#95 User is offline   T-Bone 

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Posted 20 May 2004 - 04:39 PM

I may consider that.
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#96 User is offline   Micah 

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Posted 20 May 2004 - 09:28 PM

How about you make it like the real mario, and have little mario and big mario, and a hit while small will kill your ass.
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#97 User is offline   T-Bone 

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Posted 21 May 2004 - 02:11 PM

Good news folks! Everything Exo has taught me is now paying off in the overall development of this game. I have managed to make each and every sprite in this game independent of their robot controllers. The sprite entities are now able to move freely without overlapping blocks and other sprites on the board. I have also fixed just about every problem you guys have brought to the table...actually there are some stuff still requiring a bit of fixing: The health counter, Small Mario, mushrooms, better jumping physics, Fire Mario, stopping on ice and enemy interaction. So, there still are some things that need fixing.

Since I have implemented Exo's suggestions in remote controlled sprites, I have come across one tiny problem; sprite bullets. Its strange, there was a topic about this too.
I can no longer use the bullet projectile, since now they just go through Mario. Its weird how similar this game is becoming to the actual NES SMB games. They use sprites as well as bullet sprites. After playing a bit of Super Mario 3, I decided to make all projectiles, sprites. So that's what I am currently working on right now. It should be done before summer.

The best part about this new engine is that Mario is
extreamly fast and can run! Now that's what SMB is all
about!

Please still post any bugs you have found in the latest posted version. If not bugs, post anything about it that concerns you or intrigued you.

This post has been edited by T-Bone: 31 December 2012 - 02:35 AM

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#98 User is offline   Dosnerd90 

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Posted 21 May 2004 - 04:02 PM

I runs a heck of alot faster in mzxrun.
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#99 User is offline   CyberSilver 

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Posted 21 May 2004 - 05:10 PM

Dosnerd90, on May 21 2004, 11:02 AM, said:

I runs a heck of alot faster in mzxrun.

Whats your point?


T-bone... You could very well be makeing this summers Best game. I'm looking foward to when this is finished.
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#100 User is offline   Pyro1588 

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Posted 21 May 2004 - 06:03 PM

cybersilver: his point is that you get much better performance if you just use mzxrun. wasn't his point obvious?
<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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#101 User is offline   CyberSilver 

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Posted 21 May 2004 - 08:55 PM

no
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#102 User is offline   duvel 

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Posted 23 May 2004 - 12:00 AM

You know, I was playing the game and I thought of something to tell everyone that had speed problems: get a real PC! No one should have a Pentium 2 or below nowadays. If you have a fast enough PC, it starts to get kind of slow around speed 4(although speed 3 is still too fast).
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#103 User is offline   Revvy 

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Posted 23 May 2004 - 03:18 AM

The game was fine speed, but Mario is too slow. It's in the robot itself I believe, anyways, I was using a P4 for it.
<+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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#104 User is offline   Dosnerd90 

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Post icon  Posted 24 May 2004 - 12:24 PM

ler, on May 22 2004, 07:00 PM, said:

No one should have a Pentium 2 or below nowadays.

Hey! I have a Pentium 2 and it work's just fine! ;)
Actualy it runs faster than what you guy's cliam.
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#105 User is offline   paulguy 

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Posted 24 May 2004 - 02:09 PM

I have an AMD K6 which is probably the equivalent of a Pentium 2. Possibly alittle bit of P3. Maybe even a Ppro. I don't know. Alls I know is it slow and sucks.


Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
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#106 User is offline   Micah 

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Posted 24 May 2004 - 10:35 PM

Has nothing to do with the speed of your computers, it has to do with the MZX speed. I usually set it to 3 when playing this game; lets speed things up a bit, sir!
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#107 User is offline   hob nado 

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Posted 24 May 2004 - 11:58 PM

The speed of your computer actually does factor in, but these days there's not really much difference to be found. Also, whether or not you're running MZX through VDM Sound will affect it; I always have to use speed 4 with VDMS.
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#108 User is offline   T-Bone 

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Posted 25 May 2004 - 03:04 PM

Major changes are currently being done to the Super Mario engine and game as a whole.

Here's what's new:

- over 26 sprites will be created during the start-up screen
- Hurt Mode (temporary invulnerability when hurt)
- ALL enemies are now sprites
- Mario is faster than he has ever been in any previous version
- jump physics have been greatly improved
- animations are smoother
- new graphics and colour
- sprite bullets! (work exactly like the SMB NES games)
- added more beta-testers to the growing list ;)
- sprite remains are now hidden
- tackled all mentioned bugs
- new music!
- no more jumpy screen when entering/exiting pipe.
- scrolling is less harsh
- Mario coupes with the actions given to him (if he is blocked e and is told to jump right, he'll jump up then right)
- SMB2/SMB3 style type ice
- you can now break 2 bricks at the same time if bashing between two bricks.

Here's what I'm currently working on:

- Fire Mario & fire projectiles
- enemy AI
- Small Mario (difficult to do, but I'm trying)
- Mushrooms
- Flower Power
- the question blocks have new bugs that I'm trying to fix

Keep checking in regularly for any new updates. Since this version that I am currently working on, is so dramatically different from the previous version's engine; I would like to hear your comments about the latest version. You can also throw some suggestions at me...I am actually very open to any descent suggestions.

I added board edge detection; by the use of BOARD_W and BOARD_H...so please exo, don't removed these counters!

Mario is so fast in this version that you will now have to reduce the game speed instead of increasing. This game is turning into something that is beyond sidescroller I have ever seen in MZX!

This post has been edited by T-bone6: 25 May 2004 - 03:15 PM

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#109 User is offline   T-Bone 

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Posted 25 May 2004 - 04:42 PM

CyberSilver, on May 21 2004, 01:10 PM, said:

"T-bone... You could very well be makeing this summers Best game. I'm looking foward to when this is finished."

Hopefully I'll be finished by then. Now there is only one this I am afraid of...what's 8 times 8? This is how many levels there are in a normal Super Mario game. How am I suppost to do that? Should I reduce the amount of stages per world to about 5 or 6...what do you think?

This post has been edited by T-bone6: 25 May 2004 - 04:44 PM

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#110 User is offline   CyberSilver 

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Posted 25 May 2004 - 06:01 PM

5 stages 5 worlds. That would work nice, and still be rather fun. Thats MY opinion.
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#111 User is offline   T-Bone 

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Posted 25 May 2004 - 07:09 PM

that sounds reasonable. Eventhough It won't be true to NES mario.
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#112 User is offline   Pyro1588 

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Posted 25 May 2004 - 07:24 PM

okay, that's it. i'm downloading this and i'm going to go test it. this sounds too great to miss out on.
<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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#113 User is offline   smilymzx 

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Post icon  Posted 26 May 2004 - 01:10 AM

when wiil the next zip be here? i wanna see kirby since i am a kirby fan!!!!
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#114 User is offline   Pyro1588 

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Posted 26 May 2004 - 01:43 AM

i didn't notice any bugs that haven't been addressed yet (i only had time to play for a couple of minutes.) when the next version is out, i'll play through and beta test it.
<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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#115 User is offline   Goshi 

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Posted 26 May 2004 - 03:03 AM

The thing I want to know is what the heck does Kirby have to do with Mario games?

This post has been edited by Goshi: 26 May 2004 - 03:04 AM

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#116 User is offline   smilymzx 

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Posted 26 May 2004 - 03:14 AM

T-bone6, on May 17 2004, 04:37 PM, said:

What will kirby be used for? -dosnerd90

--------------------------------------------------------------------

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)

see the "quote" above
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#117 User is offline   T-Bone 

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Posted 26 May 2004 - 02:49 PM

Kirby will be a Boss in the game...yes, yes! Battle of the NES icons!
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#118 User is offline   hob nado 

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Posted 26 May 2004 - 08:31 PM

Super Smash Bros.
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#119 User is offline   T-Bone 

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Posted 27 May 2004 - 04:21 PM

I'm also adding Toad. Do you think he should be player controlled? Like SMB2?

This post has been edited by T-bone6: 27 May 2004 - 04:28 PM

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#120 User is offline   Pyro1588 

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Posted 27 May 2004 - 09:48 PM

es: no, that's more like 'battle of the nintendo 3d models of 4-bit sprites'
yay! i've always wanted to kill kirby!
<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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