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| MFGG Message Boards: Archives > Fangame Discussion > WIP: Mushroom Kingdom Fusion |
| Posted by: JudgeSpear Feb 29 2008, 12:31 AM |
| Description: Formerly known as "Super Mario Fusion", Mushroom Kingdom Fusion is a fan game with modified Mario gameplay, crossed over with many different video game universes and elements. It is made using the Super Mario Bros. Hello Engine III, heavily modified to meet the requirements of the game and to fix bugs. The game will feature a roster of playable characters, both from within the Mario universe and outside of the Mario universe. the plot will center around the Mario universe, with stories extending out to other video game universes and even an alternate version of our Earth. Game worlds will feature a traditional Mario world at the beginning. Later worlds will be based off other video games. Other worlds will feature completely original levels. This Mario fan game is no longer under development by just me. I have several people helping me out now. I have a coder with much more GML experience than me helping out with the coding. This person is even adding new features, such as a multiple character select system and other features. Here is the official group of people working on Fusion:
Mario and his allies will have new powerups, most of which are based in the worlds he visits (like Spartan Mario from the Halo world, Megaman Mario, and more). World layout: World 1: The Mushroom Kingdom (traditional Mario levels with some fused with custom graphics) World 2: Alternate Earth (real-world locations such as the Grand Canyon, a misty forest, Las Vegas, a blighted industrial zone, and a skyscraper metropolis) World 3: Mega Man's World (Levels based on those of the original Mega Man series. The levels from the MMX series may make an appearance here.) World 4: The Demon Realm (Levels based on DOOM, Castlevania, and Ghouls and Ghosts) World 5: Ocean of Oblivion (Lair of the Leviathan goes here, along with surreal swimming levels) World 6: SHMUPS Domain (Sky Pop and Marine Pop-only levels. Expect levels based on Gradius and R-Type) World 7: Realm of Nintendo (Levels based on and featuring Link, Samus, Kirby, Donkey Kong, F-Zero, and even obscure Nintendo characters) World 8: Sonic's World World 9: Halo Ringworld (features Halo enemies and levels) World 0: Twisted Reality (comparable to Kingdom Hearts II's World That Never Was, this world will feature twisted levels combining everything from all the other worlds) EDIT: Main Game EXE: http://www.sendspace.com/file/ud5z1g MP3 Music pack (full - 64MB): http://www.sendspace.com/file/6i1wev This is the first version of the project to publicly be called "Mushroom Kingdom Fusion"! There are a massive amount of new features added since v0.1 Beta RC2 almost three months before, so here's the Readers' Digest Condensed version: *Four playable characters: Mario, Luigi, Sonic, and Tails, each with their own unique abilities, strengths and weaknesses. *Thirteen new levels, including Birabuto Bash and Corpse of the Behemoth! *New powerup: Megaman Suit, the Coalition has the power of the Megaman world at their disposal! *The MK Coalition HQ: Switch out your characters and save your progress in this special map building. Other major changes: *All-new external sound engine, which will eliminate all problems in the past with mp3's not playing on older versions. *Spartan Suit now has a rechargeable energy shield. It can sustain one hit, requiring seven seconds to recharge. Getting hit while the shield is depleted will result in the loss of the suit. *Particle effects added for flame projectiles. *Game-speedup features such as Detail Mode toggle, Color Depth change *Swimming now emulates the Super Mario World mechanic. Holding up or down will make your character swim at different vertical speeds. *The Spade Roulette on the map makes a return! KNOWN ISSUES: *Tails can stomp enemies while flying. This will be addressed in future updates. *Slopes still need work. Mario style sliding will be added when complete. *Only the Yellow Switch Palace works. DO NOT ENTER ANY OTHER SWITCH PALACE OR ELSE THE GAME WILL MESS UP. *Levels with SMB1-style bricks will have flashing bricks, which contain items. *Megaman-style ladders are imperfect. Right now, you have to hold DOWN then Jump to climb down a Megaman ladder you are standing on. *Mushroom Blocks and SMB2 Bomb Plants have various issues at the moment. *Sonic and Tails can get hung in the screen edge when Spin Dashing all the way to the edge. Jump and move repeatedly to recover. *Luigi's and Sonic's Megaman Suit powers have not been implemented yet, so each will get an existing replacement powerup instead. *Collision detection still has flaws. Occasionally players may get stuck in the wall. Use F11 to suicide and start over. Sorry for the inconvenience. *Separate key for firing guns will be implemented in future releases. *Due to the sheer volume of feedback and limited resources to answer, all feedback regarding these known issues will receive no reply. |
| Posted by: MajinPiccolo Feb 29 2008, 12:41 AM |
| totally loved the videos. downloading but i'll play it tomorow. incredible game. |
| Posted by: dl316bh Feb 29 2008, 01:13 PM |
| The new levels look great. Are you doing a Super Metroid level for the Nintendo realm? If so, having Kraid in there somewhere would be extremely cool. |
| Posted by: JudgeSpear Feb 29 2008, 01:22 PM | ||
Expect Kraid AND Ridley. |
| Posted by: Giygas Feb 29 2008, 01:30 PM |
| Holy crap, that Halo level looks A-mazing. Edit : Also, you may want to add gravity to the guns. If you die while holding a gun, it just floats there. |
| Posted by: DR. Demon Lizardman Feb 29 2008, 02:09 PM | ||
Is it a two on one battle or are they both seperate? I had a bad experience in Castlevania POR Final boss battle with Death and Dracula teaming up on me. |
| Posted by: JudgeSpear Feb 29 2008, 02:12 PM | ||
No two-on-one battle. That'll be crazy. There will be a two Metroid levels: one with Kraid as a Boss and another with Ridley. |
| Posted by: DR. Demon Lizardman Feb 29 2008, 02:27 PM | ||
Thank god, also do you need boss suggestions? |
| Posted by: JudgeSpear Feb 29 2008, 02:42 PM | ||
I am looking for a good menacing-looking monster to use as a guardian of the heart of the second Leviathan level. The monster would cast a protective shell around the Heart. Only when you stomp the monster to stun it does the shield fall so you can attack the heart. When the Heart dies, the monster dies as well. I already have the sprites for the Heart. I just need a good monster to serve as the guardian. |
| Posted by: MajinPiccolo Feb 29 2008, 03:02 PM |
| very hard lol but totally awesome. |
| Posted by: JudgeSpear Feb 29 2008, 03:05 PM | ||
I'm working on decreasing the difficulty of some of the harder stages. |
| Posted by: DR. Demon Lizardman Feb 29 2008, 05:33 PM |
| PM'd you for boss. |
| Posted by: M. C. Productions Feb 29 2008, 05:41 PM |
O... kkkaaayyy... in regards to this screenshot below:![]() Who is that enemy/boss? He looks familiar, but it may have slipped my mind... |
| Posted by: dl316bh Feb 29 2008, 10:28 PM |
| Hmm. Noticing your setup, I had an idea. You'd mentioned you'd thought about an Earthworm Jim level before, right? Well, perhaps things like that would fit for it's own realm. Like, something in the theme of odd or twisted. Such a theme would easily encompass a bunch of different game styles, like a Toejam and Earl, Earthworm Jim, Kid Chameleon, etc. Just a thought. I figure it never hurts to throw out ideas. Hell, this entire concept lends itself well to a lot of game franchises. Also, what Castlevania style are you planning to use? Something like from Super Castlevania IV? Chi No Rondo? Symphony? Just out of curiosity. |
| Posted by: JudgeSpear Feb 29 2008, 10:36 PM | ||
Once your read this article, it will all come back to you: http://www.mariowiki.com/Watinga Then again, King Watinga is a very obscure Nintendo villain. |
| Posted by: Koopakirby Mar 1 2008, 12:19 PM |
| This game is awesome! I downloaded it and though it was hard, I loved it! It's the perfect crossover fangame. I have a few ideas if you are interested though. I'll PM them to ya. |
| Posted by: DR. Demon Lizardman Mar 1 2008, 12:50 PM |
| So, when is the new version with the tetris stage coming out? |
| Posted by: Dr. Chaos Mar 2 2008, 06:27 PM |
| Keep the difficulty, my friend. With all the dumbing down that seems to be going on these days, getting my ass kicked for once by a video game is appreciated. |
| Posted by: M. C. Productions Mar 3 2008, 12:59 PM | ||
Ah, that explains it. *is crying because he doesn't have Mario Paint to try that said game out on Mario Paint* |
| Posted by: Megamanlan Mar 3 2008, 05:26 PM |
| What is left to do for v.01? |
| Posted by: JudgeSpear Mar 3 2008, 07:26 PM | ||
I'm making one new powerup for Mario, then I'll make 5 or 6 more levels. That's what's left before I release v0.1 beta. |
| Posted by: Bigbowsa Mar 3 2008, 07:32 PM |
| Man why haven't I commented on this I love how polished this game is, even though it's made with HEIII. And nice job on "The Tower of Babel" |
| Posted by: DR. Demon Lizardman Mar 3 2008, 08:12 PM | ||
What powerup? |
| Posted by: JudgeSpear Mar 4 2008, 12:38 AM | ||
Mega Man Mario. With Charged Buster Cannon and slide kick. ![]() This spritesheet is made by an editor from destructoid.com. He is the same person who provided the sprites for Spartan Mario. The numbered frames show Mario recoiling when he fires off a fully-charged Buster Cannon Shot. This will be Mario's most powerful projectile-based attack, but it comes with a risk. Mario could easily recoil straight into a pit to his doom. I will introduce this powerup in a new Mega Man level I will make. |
| Posted by: DR. Demon Lizardman Mar 4 2008, 08:33 AM | ||
I somehow knew that for some reason, don't ask why. Also, did you get the PM of the boss suggestion I sent you? |
| Posted by: JudgeSpear Mar 4 2008, 01:31 PM | ||
Yeah. I got your PM of the boss suggestion. It's a bit too cartoony than what I'm looking for. |
| Posted by: StarsimsUniverse Mar 6 2008, 09:32 PM |
| Greetings Mario Fusion fans. I'm StarsimsUniverse. I've been a fan of Judgespears videos on Youtube for over a year now. Its he who got me into Mugen. And I recently started making my own original char for it. But recently he has sidetracked me with this beautiful game: Super Mario Fusion. After seeing the Bubbleman Level I fell in love (being a Megaman fan) and was dying to contribute in any way I could. Thankfully Judgespear is open to contribution and he's already been inspired to create another new Megaman level, ready for the next beta. I've provided him with the boss and baddie sprites for that level. But sorry I cannot say which one it is. Its a secret. But in the mean time, JS said I was welcome to give some more level ideas.. so I thought.. Hey, what about a Dr Wily Level? a Nice original one with aspects from all the classic games. And here are some preview shots of the layout. Its called "Megatropolis". Basically you take the train from Dr Lights Lab into the City. I've already shown JS the complete layout. I've taken elements from Megaman 4, Super Rockman Adventure, Megaman Power Battle, and more. |
| Posted by: JudgeSpear Mar 7 2008, 04:08 AM |
| V0.1 report: I cannot say when it will be out, because when I get to work on this game depends on how much free time I have. Here is what to expect for the v0.1 beta when it's released: *Frame-skipping to allow the game to run fast even on older computers. *Customizable controls. *Save stations on the map *A new powerup for Mario. *A metric ton of new levels:
|
| Posted by: StarsimsUniverse Mar 7 2008, 02:09 PM |
| I've been pondering about what Mario style levels you plan to show in Fusion. Here's an idea for something you could try in future. You have tons of Shyguys and Sniffits walking about. Is it at all possible Mario can return to Subcon? But not the Subcon we know.. the PROPER Subcon, From Doki Doki Madness? The game that spawned Super Mario 2 (USA). I've done a bit of spriting yet again. (I love doing it) And I've managed to find the original graphics for Doki Doki Madness; all the objects that differed from SM2, and transformed them into a Super Mario Allstars quality sprite. I've already made a sprite sheet for the whole of World 1 in case you're interested. And check out my latest preview in my previous post above. Thats how it'll end up looking. (Notice the Black grass and strange mask? Those are original Doki Doki sprites.) |
| Posted by: SuperMarioMaster Mar 7 2008, 03:26 PM | ||
YES! |
| Posted by: JudgeSpear Mar 7 2008, 03:33 PM | ||
I was just planning for a "Return to Subcon" level. Using the Doki Doki Panic graphics are a nice touch. However, there are some DDP graphics I should not use. Namely, what the Koopa Shell replaces (a blackfaced head) should not be used because it may be offensive to some people. Also, the SMB2 Phanto must be used instead of the DDP version, since the SMB2 version looks much more menacing. |
| Posted by: Koopakirby Mar 7 2008, 03:40 PM |
| What do you think about the levels I PM'd you about? I might as well tell one here. Mission Street(City Escape) World: Sonic's World Game/s: Sonic Adventure 2 Background Music: First part: City Escape Second part: City Escape, being chased by a SUV! Description: The return of the first Sonic stage in Sonic Advenutre 2. The majority of the level is a platforming level with many ramps. But at one point you'll find a grappling hook that pulls you into the action packed second part. A obstacle course where you are being chased by a large van. Keep running and odging lots of objects. eventually you'll come to the goal and win! |
| Posted by: JudgeSpear Mar 7 2008, 03:44 PM | ||
It's a great idea. It'll be fun to recreate that big rig chase from Sonic Adventure 2 in Mario Fusion. |
| Posted by: Koopakirby Mar 7 2008, 09:14 PM |
| Thank you! I'll be standing by with more ideas for the game. I'd just like to prove the "Kirby" side of my username with this. Green Greens World: Realm of Nintendo Game/s: Kirby Series Background Music: Regular Stage: Vegetable Valley(Kirby's Adventure) Bosses(Except Dedede): Kirby Boss theme medley (Super Smash Brothers Brawl) King Dedede: King Dedede's Theme(Super Smash Brothers Brawl) Des.: This level is rediculously long. You start out in a forest area and you make your way through Kirby and Mario enemies until you reach a building. Go inside to find a door with a symbol of a tree on it. Go in too face the first of four bosses. BOSS: WHISPY WOODS You are fighting the tree boss of Kirby! He attacks by blowing gales of wind and dropping apples and Gordos on you. Jump on the apples and pick them up like shells and throw them at whispy to do damage. Repeat this until his defeat. Then you will be transported to another room. This one with a door with a cloud on it. Enter to face.... BOSS: KRACKO For this fight you will be in a Lakitu cloud, with a Hitbox. And occasionally Kracko will drop a Fire Flower, so you regain fire power if you lose it. And Kracko is similar to Watinga, except with No Bullet Heck mode and no ground. Keep shooting Kracko until he drops off the screen. Now you are in another new room. This door has a sword symbol. Go in. BOSS: META KNIGHT Kirby's rival is apart of the evil group! Or something like that. Meta Knight flies high above you and fire sword blasts. His crew, which attack you, can be used as projectiles to hit him. After taking enough damage, he will drop to the ground and try to catch you in a massive sword combo. You can jump on him to attack. Did I mention that during this Bullet Bills will be flying and Shotzos(Kirby Cannons) will be aiming at you? But they also hurt Meta Knight and his crew. After slicing Meta's mask, to a new room you will go! Last room. This one has a image of some sort of a bunny.....What? Go in to face the level boss. LEVEL BOSS: KING DEDEDE Ah yes, the self-proclaimed King of Dreamland! He fights vary similar to how he does in the Kirby Superstar, except with a few differences. 1. The stars he leaves after his attacks can be picked up. 2. When Dedede trys to inhale Mario, Mario will fall towards Dedede. 3. When he leands from a big leap, Mario will be stunned for a second if he is on the ground. After giving Dedede what he deserves, the level is finally done. |
| Posted by: JudgeSpear Mar 9 2008, 01:31 AM |
| New video up: http://www.youtube.com/watch?v=c6hTmzaLJ4Y This one shows off the new customizable controls option, which is based on the code from djrellik's SMB3 engine. Also, there is one new level in World 2 (Alternate Earth): Verdant Plain. |
| Posted by: StarsimsUniverse Mar 9 2008, 07:21 PM |
| Work continues on my original Wily Stages. My picture post is updated. What do you guys think? |
| Posted by: dl316bh Mar 9 2008, 08:15 PM |
| New level looks great. But boy do those Klaptraps look out of place. Which is odd; everything else foreign in the game works pretty well. |
| Posted by: JudgeSpear Mar 9 2008, 08:35 PM | ||
I know. If someone can edit the Klampons to look not-3D, it'll be appreciated. Spriting is not my strong suit. |
| Posted by: DR. Demon Lizardman Mar 9 2008, 09:37 PM |
| Will any more brawl music be in the game? |
| Posted by: Black Boo Mar 10 2008, 12:38 PM |
| You DEFINATELY need to put in the ARK in Sonic's world. I'm a big fan of the ARK levels from Sonic Adventure 2 and Shadow the Hedgehog. They're just so high-tech and cool looking. And of course, you'll need Artificial Chaos in there as well. The ARK's not the ARK without an Artifical chaos! And I can help with some of the spriting. |
| Posted by: Irock Mar 10 2008, 03:13 PM |
| What about The Nintendo universe? I have and idea: Electric mountain: A Pokemon level. ENEMIES: Pichu Raichu Chingling Miniboss: Zapdos and Pikachu (Pikachu would just spurt out of nowhere while Zapdos heals halfway. You must defeat Pikachu and stop Zapdos healing by hitting him.) |
| Posted by: SuperMarioMaster Mar 10 2008, 04:32 PM | ||
Cool Idea, but in my opinion the boss should be a pokemon trainer. (Also I don't like healing bosses) |
| Posted by: Yoshbert Mar 10 2008, 04:46 PM |
| I have an idea for the Kirby stage in the Nintendo world. The enemies should be replaced with Waddle Dees, Waddle Doos, Bronto Burts, Poppy Bros, and Gordos. And have Meta Knight of King Dedede as a boss. |
| Posted by: JudgeSpear Mar 13 2008, 08:31 PM | ||
Sweet. I'm playing Sonic Adventure 2 right now to get inspiration for levels to add to the Sonic world. As someone suggested here, I will recreate the City Escape level, complete with the truck chase at the end. I found an instrumental version of the Escape from the City BGM, so I will use that as the BGM here. Yes, the ARK will be a great level to include. Plus, the techno music used in the ARK stages kick ass. In fact, here's what I have planned for the Sonic world: *There has to be a Green Hill Zone level. That area is synonymous to the Sonic universe. *Levels will be based on those from Sonic games all the way up to Sonic Adventure 2. One planned level is the City Escape level from SA2, with the truck chase at the end. *All coins will be replaced by Rings, and they will have the same pickup sound. All items and powerups will be encased in computer monitors, like in the original Sonic games. *The Starman invincibility theme will be replaced by the original Sonic invincibility theme. *The SMW checkpoints will be replaced by the Sonic checkpoints. *The goal will be the spinning sign at the end of the original Sonic levels. *When Mario gets hit, he will lose all of his rings. If Mario is powered-up, he will drop power levels accordingly. *Rings allow Small Mario to take a hit. Small Mario will lose any rings he has, but will survive, when hit. *You know of 343 Guilty Spark in the upcoming Halo Library level? Expect another annoying robotic character to make an appearance in this world: Omochao. Fan service will be dealt by being able to pick Omochao up and toss him as a weapon at enemies. Omochao will whine incessantly while you do this. *The Chao World will be a secret level. *The main boss of this world is, of course, Dr. Robotnik/Eggman. He will show up several times throughout the world. The final fight against Robotnik will be a SHMUP battle in the Sky Pop. And other updates for v0.1 Beta: *The big robot frogs in the Bubbleman level can now be defeated by one Shell; they still require four veggies (i.e. enemies Mario picks up overhead and tosses SMB2 style) to kill. Mario can now stand on the robot frogs safely. *The Hammer Suits are rare again. I removed all of them that are in easy reach in most levels. I even removed the Hammer Suit as a common random item in the Mushroom House, replaced by a Raccoon Leaf. Only when its use is required to do Hammer Suits appear in the normal levels (like in the first part of the last area of Tower of Babel). *Message boxes no longer pause the game. This fix was done to eliminate the control glitches caused by the message boxes (stuck in a crouch state, unable to climb ladders, running glitch, etc.). |
| Posted by: StarsimsUniverse Mar 13 2008, 09:50 PM |
Hey gang. I suppose this is relevant to Mario Fusion. I recently called out for requests for a Blimp sprite in another thread to help with one of the Megaman Stages I'm designing for Judgespear... Well suffice to say it led to me trying my hand at an original sprite for the first time ever. I started from scratch and ended up with this. What do you guys think? I'm hoping the viewscreen will display moving imagery. If thats possible JS? |
| Posted by: JudgeSpear Mar 13 2008, 10:41 PM | ||
Displaying video clips can be done by making the frames into an animation. It can be done rather easily. |
| Posted by: DR. Demon Lizardman Mar 13 2008, 10:45 PM |
| So, did you get the PM about the boss? |
| Posted by: JudgeSpear Mar 13 2008, 10:55 PM | ||
Yeah. I got your PM about Uterus from Jazz Jackrabbit 2. I'll use it in another level, not the second Leviathan stage. What I'm looking for is somewhat more realistic and more menacing-looking. Kind of like a typical Ghouls & Ghosts or Demon's Crest Boss. |
| Posted by: DR. Demon Lizardman Mar 13 2008, 11:12 PM | ||
PM'd you again to show you what I have in store for you. |
| Posted by: StarsimsUniverse Mar 14 2008, 09:05 AM | ||
Sounds like lots of animated gif frames for the viewscreen might make the file size alot bigger. I'll keep whatever I make for the viewscreen down to a minimum. Basically have a 5 second clip repeat. |
| Posted by: JudgeSpear Mar 14 2008, 02:31 PM | ||
Another idea: Have it in a slideshow format. Take stills from various episodes of the Megaman anime and display each frame for about 2-3 seconds. |
| Posted by: Koopakirby Mar 16 2008, 03:02 PM |
| Hey JS. Starsims isn't the only one with Mega Man stage ideas. What about a Megaman Battle Network stage? You Run around in a main area, then sort of Jack-in to machines where you can find keys to unlock real doors. And the data world looks like a battle scene from battle network, where you can drop through the holes in each panel to drop to a panel underneath. But you can't step on red panels. If you do, you'll take damage. You fight viruses and such until you get to the last area where the boss is. The boss is GutsMan.EXE which attacks by using shockwaves. |
| Posted by: Megamanlan Mar 16 2008, 10:51 PM |
| Did u get the Megaman Mario and the rest of the levels done yet? |
| Posted by: Megamanlan Mar 16 2008, 11:21 PM |
| The Last Level in The Megaman World should have: 1.I would like to see these final bosses in this level: 1. Dr. Wily, (Megaman 1) 2. Sigma, (Megaman X) 3. Alpha, (Megaman Battle Network 3) 4. Nebula Gray (Megaman Battle Network 5) 5. Gregar & Falzar (Megaman Battle Network 6) 6. Bass (Megaman 1,Megaman Battle Network 6) 7. Andromada (Megaman StarForce) And some suit idea's for Mario, Megaman X Suit, Falzar Suit(It would be close to a Leaf Suit but can shoot Feathers), Fire Leo Suit (It would have the Atomic Blazer shot), Sonic Suit, (Super Speed, Can roll into a ball) And in the mixed universe World (World 0) Can There be a Transformers Level? later, |
| Posted by: JudgeSpear Mar 17 2008, 01:56 AM | ||
If I did, I would announce it or show a video of it, wouldn't I? Please be patient. |
| Posted by: Megamanlan Mar 17 2008, 11:05 AM |
| So can you do my sugestions? |
| Posted by: Megamanlan Mar 17 2008, 11:34 AM |
| Will there be a Sonic Suit? |
| Posted by: Black Boo Mar 17 2008, 02:42 PM | ||
The music does kick ass. That's one of the reasons I recommended it. Anyhoo...I have a question: How did you do the color changing invincible mario thing? I may need that in the future. |
| Posted by: JudgeSpear Mar 17 2008, 03:37 PM | ||||||||||||
Unfortunately, color blending can be done only in the PRO edition. If you have Game Maker 7 Pro, here's how to set it up: In Mario's Create event, I have these variables that handle color:
Mario has an Alarm event (Alarm 10 here) that calls itself when he's invincible. It changes his color. This changes Mario's color until invincibility wears off (the obj_invincibility object goes away). You can replace the multiple IF's with a switch statement.
To actually get the color-changing function going, you need to call it at the appropriate time (in this case, I call it when Mario collides with the Starman, after the obj_invincibility object is created). To activate it, this line in the format shown is needed where you want invincibility to start:
Following the code above, that line would be:
Mario's Draw event:
|
| Posted by: Twistendo Mar 17 2008, 03:42 PM |
| I have a idea for a level, but am I too late to tell it? |
| Posted by: Megamanlan Mar 17 2008, 06:35 PM |
| Will there be a Link Level? |
| Posted by: JudgeSpear Mar 17 2008, 06:46 PM | ||
My god, man. Will you please let me breathe here? |
| Posted by: Megamanlan Mar 17 2008, 07:40 PM |
| Sorry |
| Posted by: Black Boo Mar 19 2008, 04:16 PM |
| Holy crap, youre a genius!!!!! Now the last thing I need to know is: How did you get rid of the lag!? As I said before, I'm using the HME, and you have the annoying damn lag. |
| Posted by: Ultramario Mar 19 2008, 04:19 PM |
| He has stated it before. He did some re-programming in the engine and removed many lines of code. When there's less code that needs to be computed, the less power is needed to run the engine. |
| Posted by: JudgeSpear Mar 19 2008, 06:26 PM | ||
Going off what Ultramario said, I did remove about 500KB of redundant code. Additionally, I made a bunch of new obj_solid objects (the ones that give Mario a solid platform to walk, but not jump through). Before, there was just the 1x1 obj_solid block only. That object was used throughout a level. This numbered up to 600 instances in a very large level, and this can slow down the game a lot. What I did was create new types of solid blocks: 2x1, 3x1, 4x1, 8x1, 1x2, 1x3, 1x4, and 1x8. Removing the 1x1's and replacing them with the appropriate new blocks, I was able to reduce the object counts by several hundred in some levels. Once I get the new version of this game out, it will have a new feature that will virtually eliminate lag on even older computers: frame-skipping. 100% of testers reported big fps gains when they tried the frame-skipping feature, even upwards of a constant 60fps. |
| Posted by: Black Boo Mar 19 2008, 08:42 PM |
| Ohhhh... Sweet idea! I'll try that. But what did you mean by "redundant code"? |
| Posted by: JudgeSpear Mar 19 2008, 08:51 PM | ||||
Example:
I made this into an external script in the game. This script handles points given depending on consecutive hits by a shell, invincibility, or POW blocks. Originally, Hello had a copy of this snippet of code several times in one enemy for collisions with invincibility, shells, or POW blocks. There are 50 enemies programmed with the engine. So, that means the above code was needlessly copied at least 300 times (50 enemies, 6 times each). I removed all of them (took 5 hours) and had them called as a function. Not only did it reduce the code size by 300-500KB, it also makes it easy to update. |
| Posted by: DR. Demon Lizardman Mar 19 2008, 09:15 PM |
| Why do I have a feeling that you are about to fight Sonic somewhere in the game. |
| Posted by: Sturm Mar 20 2008, 06:00 PM |
| I 've played your game, and I 've got 60 fps everytime (58 - 56 - 60). This engine sems to be more optimized than the other. SMFusionv0002 comp specs: Intel pentium D 3.00 3.00 Ghz (dont buy this. IT SUX) Ati Radeon 2400 hd pro 1024 ram OpenAl suport If posible, add a little of action in world 0 :P |
| Posted by: Black Boo Mar 20 2008, 06:29 PM |
| Holy crap, that's nice! I'll try that! |
| Posted by: JudgeSpear Mar 21 2008, 05:07 PM |
| v0.1 Beta will be a massive update from v0.0.0.2 Beta. I cannot give a firm date for v0.1's release because of my sporadic schedule. However, I will give regular updates on the number of levels I have completed since the release of v0.0.0.2. Many of them you may already know from the videos I post on YouTube. Others are unannounced. Since v0.0.0.2, I've made a total of 7 new levels: -World 1-2 (The Transitway). This is a recreation of the SMB Lost Levels competition level from the ultra-rare PowerFest '94 SNES cartridge. -World 2-1 (The Grand Canyon) -World 2-3 (Verdant Plain) -World 7-1 (Tetropolis) -World 7-7 (King Watinga's Revenge). WARNING! THIS IS A HARD OPTIONAL BOSS!! -World 9-6 (The Library) -World 9-7 (Covenant Thy Veggies). Halo Secret Level. These are the two levels I'm currently working on: *A level from the first Megaman game. *A secret level based on a Genesis Disney game level. Here are the remaining levels to get done: *A Castlevania level. *One or two Sonic levels. *Traditional Mario levels to complete World 1. And now, here's a small FAQ I wrote: Q. Can I play this game with a joystick? A. Use a keyboard-to-joystick emulator to use your gamepad or joystick. Xpadder: http://xpadder.com/ Joystick 2 Mouse 3: http://atzitznet.no-ip.org/Joy2Mouse3/ Q. I downloaded the mp3 music pack, and I get no music. A. First, it is a ZIP file. Extract the contents of the ZIP file into the "music" folder of the main Mario Fusion folder. Use WinRAR (http://www.winrar.com) to extract the mp3 files from the ZIP archive. Q. This game sucks! It's a disgrace to Mario! The graphics/music do not fit Mario! I wish you to die a horrible death for making this abomination! A. If you don't like this game, it's your opinion. Do not crap all over other people because they like it. Stop taking your supposed Mario fandom so damn seriously that you overreact and spout melodrama all over the internet. If you want a pure Mario game, go play the original Nintendo games. This is a fan mashup Mario game. Get over yourself. |
| Posted by: DR. Demon Lizardman Mar 21 2008, 08:28 PM |
| Hmm sounds interesting, Let me guess, a level from the mickey mouse games right? |
| Posted by: StarsimsUniverse Mar 21 2008, 09:22 PM |
| Sounds like another revisit to an old Super Mario MF Stage. Like with "Tower of Babel". Glad to see the predecessor hasn't gone to waste. Do I also predict a return to that bizarre army/military war stage that was featured in MF? I can imagine that would have a home in the Alternate Earth World somewhere. |
| Posted by: Sturm Mar 22 2008, 05:12 AM | ||
The Grand Canyon and The Library ummmm |
| Posted by: OniLink10 Mar 22 2008, 04:37 PM |
| Beat level 1-1. Boy, this game is a good Challenge! |
| Posted by: Megamanlan Mar 22 2008, 09:55 PM |
| This Game is Awesome. |
| Posted by: OniLink10 Mar 22 2008, 10:15 PM |
| This Game needs moar Easyness @ Beginning. XD |
| Posted by: OniLink10 Mar 22 2008, 10:17 PM | ||||
Ugh, how did u turn that into a Script?! I turned it into a Script and replaced the Code, but all it did was give me Errors. -_- |
| Posted by: JudgeSpear Mar 23 2008, 02:50 AM | ||
Made first level easier in next beta. Moved Storm Canyon to a later part of World 1. World 1-2 is now an easier level (it's really World 1-1 of SMB Lost Levels). |
| Posted by: Sturm Mar 23 2008, 10:58 AM | ||||||
You need to put the external script (scripts folder) and a command inside the objects that calls it. I.E = scripts/hits.xxx in hits add this :
Then in objects. go to enemy. inside its config it appears obj_mario (the colision) replace it like this: Execute a file inside it and inside it put this code.
then close it and put a exec script and select script. it does work |
| Posted by: Black Boo Mar 23 2008, 02:35 PM |
| O_O...Wow...I'm kinda confused, but I kinda get the idea... |
| Posted by: JudgeSpear Mar 23 2008, 03:12 PM |
| @sturm. I also put the "hurt Mario" code into its own function script. Plus, the 1 second of invincibility is far too short, so I increased it to 3 seconds (180 steps instead of 60). |
| Posted by: Sturm Mar 23 2008, 03:59 PM | ||
Oh thanks! thats what i was searching for. Also I am making a level and it runs 60 fps everytime with the moving background. The best way to get nice fps its just dont use excessive tiles, simple code and just the necesary to make it look good. |
| Posted by: JudgeSpear Mar 23 2008, 06:50 PM |
| NEWS FLASH! Making the new levels that I want is taking far too long. Plus, I've gone 6 weeks since the last update. What does this mean? I'm going to be releasing a Release Candidate version of v0.1 within the next two hours. This version will have all of the features I've discussed so far, plus seven all-new levels. This will help satisfy people until I get all of the levels that I want for v0.1 Beta done. Expect the final release of v0.1 Beta to exceed 30 levels. Stay tuned! |
| Posted by: Sturm Mar 23 2008, 06:55 PM | ||
YEAH! and check errors before its real release beta. |
| Posted by: DR. Demon Lizardman Mar 23 2008, 08:33 PM | ||
Aw yeah, I WILL LOOK FORWARD TO IT BRAVE SOLDIER and I hope you use the sprite I gave you. |
| Posted by: JudgeSpear Mar 23 2008, 09:45 PM |
| And it's official. Super Mario Fusion has been updated to v0.1 Beta RC1! Download links: Game EXE: http://www.sendspace.com/file/nj00wz New MP3's: http://www.sendspace.com/file/984id7 (NOTE: You still need the original MP3 music pack. This pack contains just the new MP3's) Source for Game Maker 7 Pro: http://www.sendspace.com/file/g81lpl Here's the full changelog: v0.1 Beta RC1 (March 23, 2008) - "One Halo of an Update!" NEW FEATURES: -Added frame skipping option in-game. This should allow the game to run without lag on older computers. -Added customizable controls. NEW LEVELS: -World 1-2 (The Transitway). This is a recreation of the SMB Lost Levels competition level from the ultra-rare PowerFest '94 SNES cartridge. -World 2-1 (The Grand Canyon) -World 2-3 (Verdant Plain) -World 7-1 (Tetropolis) -World 7-7 (King Watinga's Revenge). WARNING! THIS IS A HARD OPTIONAL BOSS!! -World 9-6 (The Library) -World 9-7 (Covenant Thy Veggies) BUG FIXES: -BUG FIX: In Hammer Bro Hideout, code overhaul to fix problem of door not appearing at times when a player kills all the Bros in a scrolling area. -BUG FIX: Fixed Mario getting hurt when he hits an upside down pipe containing a Piranha Plant. -BUG FIX: Fixed the stuck-in-pickup state when an object Mario is picking up is destroyed before he picks it up. -BUG FIX: Fixed being able to revisit Mushroom Houses and Wandering Hammer Bros by moving on the map or pressing a button immediately. -BUG FIX: Fixed picking up a Subcon enemy (Shy Guy, Snifit) while invincible, which would cause Mario to be stuck forever in the pickup state. REBALANCE UPDATES: -Redesigned World 1-1 (The Entryway) to fix some unbalanced areas in the level. -The second pipe's height has been lowered significantly. -Before the checkpoint, removed the lake and the Cheep-Cheeps in it. It is now a giant pit with moving platforms. -Replaced the problematic green flat hills with mushroom platforms. -Starman pool completely redesigned. It is now a shallow lake with a floating platform. -Replaced the ground tiles. -BALANCE FIX: Hammer Suits are now rare again. Removed many overpowered Hammer Suits from Storm Canyon, Tower of Babel Cyberdemon Room, and multiple places in Covenant Assault. -BALANCE FIX: Replaced the Hammer Suit with the Raccoon Leaf in the common Mushroom Houses. -BALANCE FIX: Storm Canyon -There were too many enemies in the first large area of this level. Removed many of them. -BALANCE FIX: Lair of the Leviathan -Placed checkpoint before moving platforms in Area 3. -Added second checkpoint in stomach acid section. -BALANCE FIX: Mystic Forest, Area 3: -Added coins to mark out remaining hard-to-see pits. -Removed one Banzai Bill from the "totem pole". -Brightened up the shadows slightly. -BALANCE FIX: The big robot frogs in the Bubbleman level can now be defeated by one Shell; they still require four veggies (i.e. enemies Mario picks up overhead and tosses SMB2 style) to kill. Mario can now stand on the robot frogs safely. OTHER UPDATES: -Storm Canyon moved from World 1-2 to World 1-9. -Hammer Bro Hideout moved from World 1-6 to World 1-8. -New world map for World 5 (Ocean of Oblivion). Lair of the Leviathan moved to World 5-3. -New world map for World 7 (Realm of Nintendo). -World map warp pipes now warp Mario to the proper locations on the maps. -Game now starts in windowed mode on boot-up. -Message boxes no longer freeze gameplay. Quickly advance through pages of messages by pressing the Shift key. This fix was done to eliminate the control problems after hitting a message box. -Removed powerup and powerdown pauses, since they cause problems with player control. -Added save point to World 1-1. |
| Posted by: Black Boo Mar 23 2008, 09:56 PM |
| Man, this is good news. The funny thing is that I just updated Nintendo Kart about 7 minutes ago! But it's late, I have Dialup. I'll do it tomorrow. |
| Posted by: JesseRoo Mar 23 2008, 10:59 PM | ||
Umm... the only thing going through my mind when I read that: ASDFASDFGSGDF |
| Posted by: Sturm Mar 24 2008, 08:35 AM |
| great updates and upgrades! |
| Posted by: StarsimsUniverse Mar 24 2008, 09:38 AM |
I am most impressed. Particularly now I can see Cutman's stage in motion. I can now reveal that Cutman was the secret contribution I was helping JS with. And now the stage has been revealed on YouTube I suppose I can now reveal some of the design mockups I made... ![]() ... and finally the boss sprite I helped make. ![]() Its a shaded and enhanced version of the original NES sprite of Cutman. I never did care much for the weird looking Wily Wars version of Cutman. He now has more frames of animation and few poses taken from Neo Geo Pocket Colour's Rockman Battle and Fighters. |
| Posted by: OniLink10 Mar 24 2008, 01:42 PM |
| Yay. |
| Posted by: OniLink10 Mar 24 2008, 01:56 PM |
| I lost the old music, my compy deleted em from both the Music folder and the Recycle Bin. O.o |
| Posted by: JudgeSpear Mar 24 2008, 02:03 PM | ||
Get the MP3 music pack at: http://breakmanx.com/smfusion/smfusion-mp3pack.zip Or from MegaUpload: http://www.megaupload.com/?d=DRTX58UK This is the original music pack. |
| Posted by: OniLink10 Mar 24 2008, 02:18 PM | ||
K, thx! |
| Posted by: OniLink10 Mar 24 2008, 02:26 PM |
| K, found a glitch. On the Map, it draws the Name of the level ur on top of a little too far left. I mean, like on top of the Score. XD |
| Posted by: JudgeSpear Mar 24 2008, 02:27 PM | ||
That does not happen to me. |
| Posted by: Yoshbert Mar 24 2008, 03:51 PM | ||
The font, perhaps. |
| Posted by: JudgeSpear Mar 24 2008, 03:53 PM | ||
It seems to happen when you load a saved game. I'll wait until more people report this error to ensure that this is not an isolated incident. |
| Posted by: StarsimsUniverse Mar 24 2008, 08:51 PM |
| Grrr the Library is hard. Still haven't reached the half way point yet. Btw, it appears that certain actions like firing the rifle seems to stop the music in mid play until its next repeat cycle. Plus the original sounds on the first screen with 343 Guilty Spark introducing himself and Echo 19 calling out to the Chief in panic don't play for me. (only ever heard that on your youtube vid) |
| Posted by: JudgeSpear Mar 24 2008, 09:10 PM | ||
I am beating myself up so much for leaving out the MP3 of the 343 Guilty Spark intro to the Library in the music pack. Here's the new MP3 pack: http://www.sendspace.com/file/fu7euo For those that have the pack already, here's the 343 Guilty Spark MP3: http://www.sendspace.com/file/pj828w Also, does the music drop-offs happen in specific areas in The Library? The BGM for the second and third area (after the first Flood room) is very quiet and ambient, so it may seem like it cuts off. |
| Posted by: StarsimsUniverse Mar 24 2008, 09:30 PM | ||
Its happening in the first scrolling room. And second. Don't know about the others, haven't gotten as far as the mid-way point. Can anyone else confirm this problem of music cut-off? Its the mp3_haloflood tune. Sometimes it just stops suddenly half way... goes quiet for ages.. then starts over... And sometimes it doesn't. The only pattern I'm seeing is when I hold a button down like when firing the Assault rifle, then the music stops. And I know the song is alot longer than what I'm hearing. |
| Posted by: JudgeSpear Mar 24 2008, 09:34 PM | ||
This revelation is quite frustrating, as I personally never have this problem of the music cutting off on any level. Therefore, I cannot even begin to try to address this problem. If reports continue to come in about music not playing or music cutting off, it's going to set me back trying to fix it. I may have to use a whole new audio engine for the music if all else fails, and that could take a long time. |
| Posted by: StarsimsUniverse Mar 25 2008, 09:21 AM |
| Read some new comments at YouTube. Seems others are experiencing the same problem with the music cut-off. UPDATE: Ah it seems its when Guilty Spark goes to say something after you stomp/shoot him. Thats when the music stops... and a strange thing.. no mushrooms or power ups are dropping when you stomp him. They may be related. |
| Posted by: Black Boo Mar 25 2008, 08:08 PM |
| Well the new one is fun, but there is one problem. When you warp to world seven from the Halo Ringworld, you show up in the center of the map and can't go anywhere. Also, I like the organic Leviathan tileset. What game is it from? |
| Posted by: JudgeSpear Mar 25 2008, 08:15 PM | ||
The World 9 to World 7 glitch is a huge oversight by me. The only solution is to not use that pipe for now. The Leviathan tileset is from Level 4 of the SNES Capcom game Super Ghouls 'n Ghosts. @StarsimsUniverse: The big problem is that, for me, all the music in every level works perfectly for me, so I cannot even begin to address this problem if I cannot reproduce it myself. My solution is to change the audio engine and change the .mp3 files into smaller .OGG files. I'll implement that change into RC2, which I hope to release by this weekend. Also, Guilty Spark drops powerups depending how many times you stomp him on certain areas. In the first scrolling area, he drops an Assault Rifle the first time you stomp him. In the second scrolling area, he drops a 1-up if you stomp or shoot him 10 times. The third (with the checkpoint) and final fast scrolling levels are when he drops powerups regularly. |
| Posted by: JudgeSpear Mar 26 2008, 03:59 AM |
| ARGH! ARGH ARGH! ARRRRGH! I AM SO STUPID! I think I may have figured out what causes the music problems. Looking at the code, I've set the music type to the wrong type (Game Maker uses its internal sound engine for regular .WAV sounds, like sound effects, and the external MCI devices for mp3's). What I stupidly failed to do is to set the music type for the mp3 music to the correct device for the new music that I added, telling it to use the internal sound engine instead of the MCI device for the new mp3's. That's why the title screen works at first. It's an mp3 file, but I tell it to use the internal sound engine to try to play it. Oddly, this works on my computer with no problems. However, this is probably what causes the music to sputter after the title screen, because some computers cannot understand the commands. The the worst mistake I made was failing to include two mp3s (Watinga's theme and the 343 Guilty Spark intro) in the music pack in the first place! I put aside work on the new levels trying to figure out this problem, so RC2 will just be a bugfix release. Stay tuned. |
| Posted by: JudgeSpear Mar 26 2008, 06:51 AM |
| Updated to v0.1 Beta RC2. This is just a bugfix release. There are no new levels. Game EXE: http://www.sendspace.com/file/wacil6 MP3 Pack: http://www.sendspace.com/file/m4qco8 -MAJOR BUG FIX: On some (probably most) computers, the music failed to play at points, at times giving the "No MCI device open" error. This bug has been addressed by setting all MP3 music to play using the correct device. -MORON FIX: Added "mp3_watinga.mp3" and "mp3_343gs.mp3" to the MP3 music pack. These two mp3 files were stupidly left out. -Fixed the warp error from World 9 to World 7. |
| Posted by: SuperMarioMaster Mar 26 2008, 07:16 AM |
| Downloading EDIT: :< |
| Posted by: JudgeSpear Mar 26 2008, 11:10 AM | ||
Will you please tell me HOW you got that? Just slapping a screenshot is not going to help me much. And did you get RC2? Because that happens in RC1, and I am absolutely sure I fixed that error in the latest update. Check your version number in the title screen. |
| Posted by: SuperMarioMaster Mar 26 2008, 02:14 PM | ||
Sorry, no need to shout. Also I downloaded RC2, But the zip file is corrupted. And all I did was go down a pipe. |
| Posted by: Fawfulhasfury Mar 26 2008, 02:21 PM | ||
You know, dude, if you need to take a break from the game for a month or so and calm down, I'd say do it. It seems like you've been stressing a lot lately over this. |
| Posted by: JudgeSpear Mar 26 2008, 02:44 PM |
| I was not shouting. Sorry if I seemed like it. I find it annoying when people give me undetailed reports like a screenshot without an explanation. Anyway, RC1 has that error. It's fixed in RC2. Try redownloading the ZIP. I went to try the download myself, and it turned out fine. |
| Posted by: SuperMarioMaster Mar 26 2008, 03:09 PM | ||
Ok the zip opened, So I'll go see if I'm still put there when I start. EDIT: It worked |
| Posted by: Black Boo Mar 26 2008, 08:12 PM |
| Well, I'm having trouble finding it. Did you get it from tSR? Sorry for troubling you for helping me find a tileset. |
| Posted by: JudgeSpear Mar 26 2008, 08:15 PM | ||
Actually, the Leviathan tileset was made by me. It's not anywhere on the internet. I can send you the tilesets I made for this game. Just let me know which one you'd like. |
| Posted by: Black Boo Mar 26 2008, 08:19 PM |
| Oh, really!? You made that!? It looks like it was made by Nintendo. Actually, I didn't even get to the first checkpoint in the level, so I haven't seen much. I would like to see all of them though. Just PM me. Everything else is secret. (I'm not stupid people) |
| Posted by: JudgeSpear Mar 26 2008, 08:57 PM | ||||||
| For those still having problems with the music, see if your sound and video drivers are all up-to-date. I made sure all of mine are. Check your MCI drivers too. This will get technical. YOU ARE EDITING YOUR REGISTRY. BE EXTREMELY CAREFUL WHAT YOU DO, OTHERWISE YOU MAY DAMAGE YOUR COMPUTER. 1. Open up the Command Prompt (usually under Start>Programs>Accessories) 2. Type in the following in the command prompt:
3. Paste back what you get. Here's my listing, and what works for me perfectly:
4. .MP3's use the MPEGVideo device. If your entry is different, type in the following line into the command prompt:
Answer yes (type "Y") at the prompt to confirm the change. 5. Reboot your computer. |
| Posted by: StarsimsUniverse Mar 27 2008, 10:42 AM |
| Thanks for the credit JS in your latest beta release video. I've put together a qwerky little Video Poll for the Megaman fandom of Mario Fusion Players. Get some comments and feedback on what Robot Masters they'd like to see featured in SMF. http://uk.youtube.com/watch?v=oX9STzUQsJY |
| Posted by: M. C. Productions Mar 27 2008, 12:17 PM | ||
That video is great; but now I'm beginning to wonder where can I find those said tunes featured in it. |
| Posted by: StarsimsUniverse Mar 27 2008, 12:38 PM | ||
Galbadia Hotel is my main resource for these tunes. http://gh.ffshrine.org/ The first one is the "Stage Select.mp3" from: Megaman 8 Original Soundtrack (Saturn Version). The second one is the "Cossack Citadel Level 2.mp3" from: Megaman 4 Arranged Album. And the Third is "Dr. Wily Stage.mp3" from: Rockman 5 Complete Works Remix. |
| Posted by: Black Boo Mar 27 2008, 08:20 PM |
| Well, thanks for the sets. I will see what I can do. PS: It may have only been a bug fix, but you may want to change your sig from RC1 to RC2. |
| Posted by: Sturm Mar 28 2008, 02:28 PM |
| i installed vista and the game runs even better then XP! no problems, everything runs fast and it has better graphics. Weird. In xp it run me slower |
| Posted by: Yakibomb Mar 28 2008, 05:57 PM |
| I have three things to say: - Shouldn't the Nintendo overworld be more like the Special world in Super Mario World? You know, black background and Famicom symbols in the background. - For the Tetris level in the Five Level Showcase, you could make one part where Tetris block are falling on Mario, but not preset to fall in a certain order, so they're actually attacking. Also the rocket should be taking off. - Half-life. |
| Posted by: JudgeSpear Mar 28 2008, 06:16 PM | ||
-The Nintendo background is there until I can find a better picture for the World 7 map. -If I make a Dr. Mario level, it'll have a Tetris sub-area with what you mentioned. -Ravenholm. Crowbar. Vortigaunts. Headcrabs. |
| Posted by: JudgeSpear Mar 29 2008, 01:16 AM |
| NEWS FLASH! Here is Mario's all-new power-up suit, Megaman Mario: http://www.youtube.com/watch?v=H7sUWSKe2H4 |
| Posted by: Dr. Chaos Mar 29 2008, 03:12 AM |
| And in the image of Megaman's classic 1-up too, perfect. Do you plan on setting a limit for yourself soon? The game seems like it's becoming surprisingly huge. |
| Posted by: OniLink10 Mar 29 2008, 01:36 PM |
| I have an Idea to Compress it. Turn the MP3s into MIDIs. Although I dunno what program you would use. |
| Posted by: JudgeSpear Mar 29 2008, 01:53 PM | ||
It is impossible to directly convert mp3's to MIDIs. Do you know what a MIDI file is? It's just a sequence of note-on's and note off's sent to a MIDI device to play instruments. No sound data is stored in a MIDI file. I would know, because I used to be a big member of the VGMusic.com community. I was Alluro95 and I made a ton of Super Mario RPG MIDI files. They are still there on VGMusic.com. To make a MIDI file, I will have to listen to the mp3 and put down the notes manually, and that takes a long time. Finally, MIDI files are just antiquated these days. |
| Posted by: Guinea Mar 29 2008, 02:30 PM | ||
*cough* For fangaming, midis are just good enough, if they're well done. Only a really good fangame should boast with MP3s IMO, because it better be worth the additional megabytes. Talking about really good, I think your game's big enough to be ok with MP3s. Still sometimes the movement doesn't work as good as it could and so far the game looks a bit boring as you can visit every stage that exists right from the start. But until the final version comes out, I'm sure there's a lot to be changed anyway. So keep going! |
| Posted by: OniLink10 Mar 29 2008, 02:42 PM | ||
Oh, ok. Thanks. I was told that MIDIs did store music, I guess I didn't understand them though. |
| Posted by: Black Boo Mar 29 2008, 03:35 PM |
| I don't have time to download a 15MB MP3 pack. So I came up with a better Idea. Split up the pack into several downloads so people with Dial-up can get a little at a time. |
| Posted by: DR. Demon Lizardman Mar 29 2008, 03:59 PM |
| So, where is that thing I gave you going to be anyway? |
| Posted by: Black Squirrel Mar 29 2008, 04:28 PM |
| MIDIs are not "good enough" in this day and age. Everything's a better choice than they are, quality wise, and modules are a better choice if anything has to be sacrificed. IIRC converting mp3s into OGGs reduces the filesize without messing with the quality, but honestly it's not much of an issue. What is an issue however is the lag which is creeping back in. XP was bugging me with low virtual memory windows while this thing was running... which although is completely windows' fault, it really shouldn't be anywhere close to that. I know it's probably at a stage where it can't be avoided, but just a heads up because the Tetris level was running at 18FPS on this computer thus ruining it entirely. Also a little task perhaps: since you've amazed me at being able to remove so many of the Hello engine problems howabout tackling one the annoying rendering "bugs" that so many GameMaker games share when windowed. Don't know if it's my computer but a few GameMaker games seem to do this and you seem to have a knack for fixing this stuff: ![]() I mean I'm not going to be losing sleep over this but I might as well throw it out there just in case it is a problem with the Hello engine and not GameMaker games in general. You might also want to put in that "Mario slides down a hill when holding down" feature in, since Hello left it out. And I don't think the Tetrads in the Tetris level can crush you, which is a bit strange IMO. Nevertheless keep up the good work. |
| Posted by: Sturm Mar 29 2008, 04:36 PM |
| its a problem of the engine. it works uber slow in xp. (I NEEDED FRAMESKIP), now i am on vista, and everything runs fast (60 fps) Here its a view: |
| Posted by: JudgeSpear Mar 29 2008, 05:09 PM | ||
That's for beta purposes. Once worlds become complete, I'll put map path blockers (they are already coded into the engine). The open map is meant for people to test out the levels. @Black Squirrel I am also annoyed by the drawing glitches you pointed out. I have not figured out what causes it to do that. I'll look into it, and hope to be able to figure it out. As for the lag, the frame skipping is something I added as a workaround for the lag on some computers. Hello's engine may be full-featured, but it's full of unoptimized code that I'm STILL trying to fix. On another subject, once Stencyl comes out, I hope it has a decent engine that does not hog resources and memory like Game Maker does. I may end up porting SMFusion to Stencyl along its development life. |
| Posted by: Guinea Mar 29 2008, 05:31 PM | ||
Did you try to draw the sprites at their rounded position? I mean, you've done so much stuff and it looks like you have some experience with GM, so it feels silly to propose you this, but I do it anyway, as I don't think the sprites would get messed up like that if the drawing was rounded.. |
| Posted by: JudgeSpear Apr 1 2008, 01:11 AM |
| I'm making an open call for coders to assist with Super Mario Fusion. I basically am seeking people to help with the technical aspects of the game engine, such as: *Memory and resource management. *Balance issues. *Long-standing glitches. The current issues plaguing the game are slowing down my level designing tasks. Anyone who can assist will receive credit and the source to work off from. Level design submissions are also welcomed. |
| Posted by: Trasher Apr 1 2008, 04:47 AM |
| Quick question: Where does the SML2 Athletic remix come from? |
| Posted by: JudgeSpear Apr 1 2008, 05:09 AM | ||
It came from VGMusic.com. I rendered them into MP3's using high-quality soundfonts. |
| Posted by: JDogindy Apr 4 2008, 10:25 AM | ||
I'm still not good at coding, JS, but I am more than happy to give you level designs. In case you guys don't know, I'm the same guy who gave him the advice on the Klampons in 2-2 and storyboarded the Grand Canyon. BTW, I did send you some stuff via YouTube PM. Are they good? |
| Posted by: StarsimsUniverse Apr 4 2008, 12:48 PM |
| It might be a while before we get an update from Judgespear. He has personal matters to attend to and it could be a few weeks. A relative has died. You have my condolences JS. I had been concerned when I hadn't seen him online for a while. Had no feedback from him regarding my latest video. Well, for all the SMF fans out there. Here's a treat of a video that can whet your appetite until he gets back. http://uk.youtube.com/watch?v=O9FmA3ZHTdE |
| Posted by: JudgeSpear Apr 6 2008, 09:53 PM | ||||
| StarsimsUniverse pretty much said what's going on. I posted on my YouTube channel about a relative of mine that passed away not even 2 days ago. A death of a relative really puts things into perspective. Mario Fusion is on hold indefinitely. On another subject, I would like to publicly humiliate someone who had the gall to flame me in a personal message on the main MFGG site because he did not like the mature content of Mario Fusion. This basketcase asked me if Mario Fusion is a "fear-filled game". I replied with:
This is what he responded:
Morons deserve no quarter. |
| Posted by: Trasher Apr 6 2008, 10:16 PM |
| The thing you have to realise is that the mainsite is full of really, really dumb people. I have documented this a great deal. |
| Posted by: JudgeSpear Apr 6 2008, 10:25 PM |
| Trasher: I'm still relatively new to the MFGG community, so I'm learning the nuances of it. I may end up splitting Super Mario Fusion into separate "chapters", one game for each. The game is becoming so huge now that I am afraid to see how big it will become if I were to keep everything into one game. |
| Posted by: Ultramario Apr 7 2008, 01:53 AM | ||
That actually sounds good. Some people (with slower connections) can just download one piece and see if they like it. Btw, what relative did you lose? |
| Posted by: JudgeSpear Apr 7 2008, 01:57 AM | ||
That's one reason why I'm considering splitting the game up. The other: memory issues. I can't stand how Game Maker has to load everything up at once, even when I have "preload" unchecked for every graphic and sound in the game. Even now, Super Mario Fusion takes up 220MB of RAM. I could externalize the graphics, but It's going to be a big pain in the ass to recode everything. My grandfather died on April 3. He was 86 years old. |
| Posted by: StarsimsUniverse Apr 7 2008, 06:38 AM |
| Perhaps you should make a call-out to the MFGG Community, see if anyone is willing to help with the recoding? |
| Posted by: M. C. Productions Apr 7 2008, 11:02 AM | ||||
Looks like some "antagonist" got OWNED! *rotfl* Besides, I didn't see anything wrong in terms of this project in the first place, and it still would meet the main site standards to still keep it "family safe". And my condolences to you for your grandfather passing away. Hopefully you'll get back in full action on this project when ready to do so. |
| Posted by: DR. Demon Lizardman Apr 7 2008, 08:45 PM |
| Well, sorry to here about your gramps, I am sure he was a good man. On topic, you said you need programmers? |
| Posted by: JDogindy Apr 9 2008, 09:35 AM | ||||
Hey, I dealt with lunkheads over at the GameFAQs forum when I was noticing how Pacman curbstomped Revolver Ocelot in one of the Tournaments. BTW, can anyone who is working with the SMF engine tell me about this weird thing that's located next to certain objects down in the screen that tells the object name and x and y coordinates? It's called "has code" and I'm trying to figure out how I can add that to certain objects so that I can activate blocks with certain messages built into them and to be able to enter some levels that I'm working on. Currently, I'm working on the Labyrinth Zone, and I'd like to be able to enter it. The SMF engine has a multiuse level enter object called "obj_leveltile" and most of the levels you can enter have the "has code" line next to it and allows you to enter the level. This is driving me up the wall! |
| Posted by: Guinea Apr 9 2008, 09:38 AM |
| To access the object pre-creation code in GM's level editor: Ctrl + right-click |
| Posted by: JDogindy Apr 9 2008, 02:33 PM |
| Thanks, Guinea. That should help out a bit. I'm still green around GML coding. |
| Posted by: JudgeSpear Apr 11 2008, 07:50 PM |
| Developemnt of Super Mario Fusion is halted on my end. Two people, Jdogindy and Obreck2, are helping out with level designs and coding. Therefore, I am waiting until I receive their updates before I can continue development on my end. Here are their forthcoming contributions: Jdogindy: *One new level based on Labyrinth Zone from Sonic the Hedgehog 1. Obreck2: *All the basic issues should be fixed now. Mario pruduces a smoke cloud when turning into a statue, his fireflower & hammer have shooting animations. *And I got the jump to maintain running speed even if the run button is released midair. *Don't know if I can fix the slopes, it would require some heavy rewriting that's for sure *All that's left is the external backdrops and multiplayer character system. Both should go smoothly, should be more tedoius than hard. |
| Posted by: Black Boo Apr 11 2008, 08:51 PM |
| ! Multiplayer? |
| Posted by: JudgeSpear Apr 11 2008, 08:54 PM | ||
Multiplayer meaning multiple characters to choose from, like SMB2. |
| Posted by: M. C. Productions Apr 11 2008, 08:57 PM |
| You have got to be kidding me, you all! This is now getting more interesting than last time! o_O |
| Posted by: JudgeSpear Apr 11 2008, 09:29 PM |
New powerup for Mario:![]() It's a fusion of Mario and Akuma called Akumario! Description: This will be a fairly rare temporary power-up for Mario. Mario will be impervious to damage, and he can perform the following moves: Gou Hadouken (Neutral Attack), Shoryuken (Up + Attack), and Shun Goku Satsu (Boss-only move, very rare). Each attack will drain time from the form (think Super Sonic and rings as fuel). Akumario reverts to his previous form after the power runs out. Shun Goku Satsu instantly drains all power. Power will be indicated by an onscreen meter. |
| Posted by: dl316bh Apr 11 2008, 10:29 PM |
| Out of curiosity, will the game have an inventory screen on the worldmap for collecting powerups like Super Mario Brothers 3? That Akumario powerup is both unexpected and awesome. |
| Posted by: JudgeSpear Apr 11 2008, 10:40 PM | ||
I'm considering adding an inventory system to the game. It'll be different from the traditional SMB3 one. I'll create a special building that sends Mario to a stockroom level, where he can access any powerup he's collected. |
| Posted by: JudgeSpear Apr 11 2008, 11:34 PM |
| With the new multiple character system in the works, here are the characters set to be playable in Super Mario Fusion: Sonic the Hedgehog: Pros: Extremely high speed, Spindash attack available all the time. Can break bricks all the time. Has access to Castlevania weapons. Coins act as rings do in Sonic's own games, allowing him to take hits as long as he has rings/coins in his possession. Cons: Cannot swim or fly without a specific powerup. Cannot use Mario projectiles (i.e. fireballs). Arthur (Ghosts and Goblins): Pros: Has extremely versatile firepower. Can double-jump. Has access to Robot Masters weapons (in place of the Megaman suit) and Castlevania weapons. Cons: Very limited mobility. Cannot run, slide, or stomp enemies. Can withstand two hits at most before dying. Abilities shared by all characters: *Can pick up and use guns (Halo and DOOM weapons). *Can use Starman for invincibility. About Castlevania weapons: This weapons set includes, but not limited to: Axe, Holy Water, Boomerang, and Dagger. It is only available in World 4 (Demon Realm). Castlevania weapons each have a limited number of uses, indicated by an on-screen meter. |
| Posted by: c0nker Apr 12 2008, 02:41 AM |
| my god, just saw the vids of this game.. i'm taken back.. i'm blown away..im obliterated with awe XD INSTA DOWNLOAD. this is gonna be great... ;~; |
| Posted by: Yakibomb Apr 12 2008, 03:00 AM |
| I have some more questions..: - Are you going to make specific secrets for characters? i.e. You have to use Mario to melt ice, or Sonic has to run through a door before it a door closes. - Are you going to have an option to disable the FPS? - Is there a story..? - Is this game a get from point A to point B kind of game? Are you going to have to do some things before you can go to the final world? Also I have a suggestion, when you have a star, could you still be able to jump on enemies? And to me, I think the game is too fast... |
| Posted by: JudgeSpear Apr 12 2008, 04:02 AM | ||
-Once I get other characters in, then I'll make some secrets accessible by certain characters. -There is an option already to disable the FPS counter in the latest released version (v0.1 Beta RC2). Press '3'. Reading the README would have told you that. -There is a story. Once I get worlds further along, I'll incorporate the story into the game. -World progression will be non-linear. For example, you have to complete a specific number of levels in all worlds to open up some worlds. The final world is accessible by beating all main bosses, as I have it planned out. No. The star never allowed you to jump off enemies. You go through enemies touching them. And this is the normal speed of the game. It is supposed to be that fast. |
| Posted by: StarsimsUniverse Apr 12 2008, 06:48 AM |
| This gets more and more exciting. I'm curious. Because of all these unexpected add-ons to the coding, does this mean the beta release number won't be v0.1 Beta anymore? Sounds like all these new features should make it a higher number. |
| Posted by: StarsimsUniverse Apr 12 2008, 08:15 AM |
| Here's a small update on my progress with the Megaman Sprites for various stages of Super Mario Fusion's Megaman Realm. I've been getting help from JosephCollins to transform the classic NES sprites from Megaman 4-6 into Wily Wars Style graphics. http://uk.youtube.com/watch?v=p_DqMXY6bT0 - A video showcasing some of the sprite edits. I've also been doing the tedious job of mapping out the whole stages of Megaman 1-3 Bosses we chose before we did the Robot Master Poll. The final layout for these stages will have their differences to cater for coins and question blocks. http://i168.photobucket.com/albums/u190/dimension_w/GutsmansStage.png http://i168.photobucket.com/albums/u190/dimension_w/WoodMansStage.png http://i168.photobucket.com/albums/u190/dimension_w/NeedlemansStages.png http://i168.photobucket.com/albums/u190/dimension_w/GeminiMansStages.png http://i168.photobucket.com/albums/u190/dimension_w/Megaman1FirstWilyStage.png http://i168.photobucket.com/albums/u190/dimension_w/Megaman1SecondWilyStage.png http://i168.photobucket.com/albums/u190/dimension_w/Megaman1ThirdWilyStage.png http://i168.photobucket.com/albums/u190/dimension_w/Megaman2WilyStage.png |
| Posted by: Black Squirrel Apr 12 2008, 08:26 AM |
| As great as adding extra characters sounds, I'm not entirely sure how you would go about adding in characters like Sonic. Though I suppose you could use GameGear sprites or something, I don't think he'd quite fit into this game as it stands at the moment - I have a feeling you'll have to do a lot of changes to the level design to accomodate it. Same with Arthur though not quite as much. Case in point - any water stages, because Sonic can't swim. In my opinion you'd be better off just making a Sonic/Arthur suit for Mario... or better yet do a SMB3 on them and have say, a hedgehog powerup (raccoon) and a Sonic powerup (tanooki) and have the latter hidden away in a remote location somewhere. Arthur's very much the same as Mario in the sense he can only take a few hits before he dies - he could end up being an inferior character gameplay wise because of this (because in GnG he can't do any running or anything)... and at the other end of the spectrum Sonic would end up being far superior to Mario because that was his original purpose back in 1991 and his moves reflect this (i.e. he's faster, jumps higher, can spin to avoid taking damage etc.). Also it stops really being called Super Mario Fusion after a while if the main character doesn't have to be Mario. Though it could work, there's no way in hell you could make all three characters "equal" without seriously editing them. I mean think about it, if you stuck Sonic into SMB1 there really wouldn't be any challenge, whereas if Arthur was in it, chances are he'd have some problems (unless you allowed him to stomp enemies). Why else do you think there hasn't been any hugely successful Mario/Sonic crossovers But hey, if you could pull it off then I'd probably be impressed. But even if you did it would still be better to have them as some form of unlockable, because then you've got replay value too. |
| Posted by: JudgeSpear Apr 12 2008, 02:31 PM |
| The non-Mario extra characters are still in the planning stages. We will do everything under the sun to ensure that any new characters will be balanced. Hence, some characters will be nerfed to help fit in to the Mario gameplay. Also, as you mentioned, these characters will not be available at the start. They are "rescued" after completing certain worlds or levels. This idea may be scrapped entirely, and extra characters may just include Luigi and Wario, and other Mario characters. Once again, this idea is still in the planning stages. StarsimsUniverse: You may be right. With the huge revisions done by other people, this version will very well be a higher version number than v0.1. Depending on how much is done by the time I receive the revisions, I'll announce here what the next version number will be. If the game really evolves substantially from this point on, We may just drop the "Super Mario Fusion" name and call it "Mushroom Kingdom Fusion" or something similar to allude to the Mario gameplay involving many different characters. |
| Posted by: Koopakirby Apr 12 2008, 05:14 PM |
| In case you still want some, some more stage ideas. Forest of Hope World: Realm of Nintendo BGM: Forest of Hope(Pikmin), Pikmin 2 World Map Walkthrough: This level is a forest level with one big thing that's level exclusive. A Powerup that creates a Mario clone that does Exactly what you do, but if you get to far away it dissipears. In this level you'll need to use this to press to switchs at the same time and whatnot. Pikmin enemies will be standard enemies here and probably too massive to take out with stomping, so through things at it. Jump into a hole at the end to face against the boss. BOSS: EMPOROR BUBBAPLAX This guy it freaking HUGE! That doesn't mean he won't be easy though. Basically all you need to do is to destroy one of the big breakable walls on either side of the stage with bombs that he spits out so he'll roll right offa the stage. He attacks by rolling around, so use the platforms to dodge. Final Destanation World: Twisted Reality BGM: Super Smash Brothers Brawl Boss Walkthrough: The famous stage from SSB is a level in SMF! Now this gets really complicated, because instead of a regular stage, you have to face old foes who got revamped. Round 1: Goomba Faster. That's it. Round 2: King Watinga Starts out in Bullet-Heck mode. And after one round of bullets, he summons giant wasps that hurt you. Round 3: Bubble Man Bubble Man attacks very similar, except he has a move that knocks you back with a tidal wave. Plus there is no water. Round 4: Hunters From Covenant assult. They haven't Changed. Round 5: Koopa Troopas The Whole stage dissipears during this fight, you fight on falling Tetris Blocks. The last one is Boom Boom. And so on. |
| Posted by: JudgeSpear Apr 12 2008, 05:31 PM |
| Thanks a lot, Koopakirby! Keep the ideas coming. I've been meaning to do a Pikmin level. Final Destination sounds like a good boss rush-type level. |
| Posted by: Koopakirby Apr 12 2008, 07:56 PM |
| All right, you've fueled me to think of two more! The Great Nintendo Dogfight World: Realm of Nintendo BGM: 1st. Airship Theme(SMB 3) 2nd. Revenge of Meta Knight (KSS) 3rd. Space Armada (A Star Fox Game) 4th. Theme of Samus Aran (Metroid) 5th. Famicom Medley (SSBB) Walkthrough: This level is a Sky Pop level. It's not very difficult, but it's pretty wild! A ride through many worlds. Airship: A simple area with Bullet Bills and Para-Koopas to shoot down. Nothing extreme. Halbred: Meta Knight's ship is extreme. Watch out for cannonballs lasers, Scarfys, bombs, and the huge Combo Cannon. Deep Space: From Star Fox. Navigate through asteroids while shooting down enemy fighters. Zebes: This has almost no enemies except for Metroids that appear. Hurry and exit before the whole place blows! Others: A small area showing a few other Nintendo shooters, also includes Duck Hunt. Past, present, Future World: Mushroom Kingdom BGM: Past: Overworld theme(SMB) Present: Overworld theme(SMW) Future: Good Egg Galaxy (SMG) Walkthrough: A amazing level with changing timelines. Get through each to pass. Past: Go through Super Mario Brothers 1-1. Then go into the time machine at the end. Present: Go through Super Mario World Castle 1. Then go into the Time Machine at the end. Future: This time uses the SMG gravity. Defeat a plethora of enemies on a giant Yoshi's egg to win. |
| Posted by: dl316bh Apr 12 2008, 09:40 PM |
| I actually quite like the idea of being able to play as Sonic as a sort of secret character kind of thing. But I do agree that there would have to be some tweaking involved; considering. Will Yoshi be involved in this game in any way? Even if it were only to be for a couple levels of the Mushroom Kingdom? Also, which of the powerups from previous Mario games return? Like the fire flower or the feather/cape. |
| Posted by: Black Squirrel Apr 13 2008, 10:27 AM | ||
Now see if you took this concept and replaced it with a Sonic CD-like theme you'll end up with something a lot better, and a Sonic level. Mimic Palmtree Panic and have it so that you can unlock the good future just like in Sonic CD, allowing you to get secrets or something. Or better yet http://img171.imageshack.us/img171/6458/bsgame25zn4.png and have Mario travel to and from various generations of video game consoles, so he starts off in an Atari 2600 style level fighting squares then goes to the future where things have been upgraded to NES graphics etc. Anyway as far as Luigi and Wario sounds, that sounds more do-able, though you'd be better off without Luigi (because let's face it, he's the same as Mario but can jump higher and is slippy). If you left it as just Mario and Wario it could end up being quite cool, especially if you made them start in different places and take different routes (and have levels devoted to JUST Mario and JUST Wario). Then you could maybe have it so Mario can unlock Sonic and Wario can unlock Arthur, both of which would also start in different places and take a different route. The possiblities are endless, though it would require a LOT of work no doubt. For example, Sonic would start in Sonic's world, and bypass a few levels he might not suit like the Nintendo realm but instead go to areas Mario can't access like the "Sega realm" or something. Maybe replace the Sky/Sub pop with Sega's Opa Opa from Fantasy Zone (with elements from Space Harrier or something too)... Likewise Arthur would start in say... that Doom world and have him go to a Capcom realm at some point. Maybe take it too far and have Vic Viper as a playable character, who goes through all the levels in a Shoot 'em up fashion. But I'm getting ahead of myself here. |
| Posted by: JudgeSpear Apr 14 2008, 03:55 PM | ||||||
| Huge news regarding Super Mario Fusion: I received the revisions for Super Mario Fusion from Obreck2, who is aboard as a coder. Here is the list of revisions straight from the man himself:
|
| Posted by: Koopakirby Apr 14 2008, 07:09 PM |
| Here's that Dr. Mario stage referenced a little while back. Doc's Office World: Mushroom Kingdom BGM: Fever (Dr. Mario), Tetris A Type (SSBB), Chill (SSBB) Walkthrough: In this level you are put into a scrolling level full of pills that have to be navigated through or death. No enemies though. Eventually you'll get to a Tetris Sub-area with Tetris blocks that TRY to fall on Mario. After 3 minutes you'll get back up into that Pill filled area, but now it scrolls up! Eventually you'll come to a door! Home Free! Right?.....Not exactly.... BOSS(es): RED, BLUE AND YELLOW VIRUSES These pesky Viruses want to kill you! They attack altogether, with different attack Paterns. Red: Flies around in a cirle Pattern. Spits mini-versions of itself to attack. Yellow: Jumps around the Screen. Attacks by making contact with you. Blue: Casually walks around the stage, can pick you up and hurl you around, but he can also be picked up and thrown. Method to Defeat: Pick up Blue and throw him at Red, who both will take damage and go flying around the stage, if he hits Yellow it does damage. Repeat as many times as Needed, If Red and Blue Die before yellow, use the Veggies growing in the stage, Occasionally some will resprout. Also somethings I designed on my own. Dunno where you could use them though........... Diswitch The Robot A evil robot designed to invade worlds and disguise itself as the inhabitants. Banjo and Kazooie A bear and a Bird ready for adventure!(Unlocked after Beating Spiral Mountain) DK Mario (Gained by getting 8-bit barrel) A variation of Mario that plays like in Donkey Kong, can use Hammers. |
| Posted by: JDogindy Apr 16 2008, 12:58 PM | ||
That's a good concept. I have suggested a similar idea called "Boss Rush", where Mario has to defeat several bosses. Here's the confirmed bosses: *Altima the Holy Angel (Final Fantasy Tactics) *Marx (Kirby Super Star) Here's a boss I would want to try to have for the stage: *Mr. Burns (The Simpsons Arcade Game)- The problem is there aren't many Arcade sprites out there, and this'll probably mean having someone rip them. It'd consist of Mr. Burns' first phase, the walker form. The battle in which you face Burns is here: http://www.youtube.com/watch?v=FCpLnzJbqjU Also, go to my YouTube account to see my WIPs, the Labyrinth Zone and the Sky Deck. |
| Posted by: JudgeSpear Apr 16 2008, 04:18 PM |
| http://www.youtube.com/watch?v=zHbdOp5gQk4 This is just the first development update by Obreck2 and StarsimsUniverse. There will be a second one coming up in the next few days with even more new features. The biggest new feature: Multiple characters to choose from. The roster includes five characters: Mario Luigi Wario Sonic Arthur (Ghouls 'n Ghosts) Once Arthur or Sonic become playable, I'm going to publicly announce a name change for the fan game that will drop Mario's name from the game title. Some names to consider for the new game title: Super Fusion Force: Mushroom Kingdom Hearts Mushroom Kingdom Fusion |
| Posted by: Demonic Jello Apr 16 2008, 04:46 PM |
| Okay, I've been following the progress for a while, and must say you guys are making a terrific work here. This could very well be one of the greatest fangames I've ever seen. Keep it up! =D Say, I don't know if that idea of the Pikmin stage will be used, but if it does...what if, while in that level, you'd find Pikmin that follow you around as soon as you walk next to them? They could be used as projectiles or as the key to beat some obstacles |
| Posted by: DR. Demon Lizardman Apr 16 2008, 04:47 PM |
| Final Destination BOSS: Master hand Just your ordinary SSB series boss, he grabs you and shoots ordinary bullet bills and all of his moves, when he is defeated, Taboo comes out of nowhere and you have to fight him for the final battle. In other words, I am saying Taboo should be the final boss cause he is the greatest. |
| Posted by: JudgeSpear Apr 16 2008, 04:50 PM |
| @Demonic Jello Using Pikmin as projectiles would be an awesome idea. They can appear as patches of grass that you can pluck too. @DR. Demon Lizardman You can count on a homage to SSBM's Final Destination as a level. |
| Posted by: Demonic Jello Apr 16 2008, 04:55 PM |
| Maybe it would be stretching it, but Bulborbs could appear in that stage as well..but, in two varieties Dwarf Bulbears would be just another fodder enemy, but the giant Red Bulborbs would be impossible to kill , and you'd need to distract them with Pikmins if you want to get past them |
| Posted by: JudgeSpear Apr 16 2008, 05:00 PM | ||
I saw a custom 2-D Pikmin spritesheet with all those enemies, so implementing them is a very good possibility. |
| Posted by: DR. Demon Lizardman Apr 16 2008, 05:03 PM |
| The final boss of this game should be Sasuke (Wheeljerk) So anyway, ignore the top post and how is the lair of the giant butt ugly fish boss battle gonna work? |
| Posted by: Demonic Jello Apr 16 2008, 05:10 PM |
| Aaaalso, I don't think there'll be, but are more characters planned besides the current five? |
| Posted by: JudgeSpear Apr 16 2008, 05:12 PM | ||
The second Leviathan, I mean giant butt-ugly fish, level will proceed like this: * First, the level will begin similarly to the first Lair of the Leviathan level, with a tensely quiet descent into the ocean trench. *You approach the sleeping Leviathan, then it suddenly wakes up and attacks. *This will be a mini boss fight. Defeat it to knock it unconscious and enter the mouth to continue. *The internal part of the Leviathan is a short level. *Inside the Leviathan, you will make your way down its esophagus, then enter its bloodstream through an esophageal ulcer. *The bloodstream will lead you to the pericardium (where the heart is located). *This is where the end boss is fought. The boss is a creature that casts a protective shield around the heart. *Attack the creature to stun it, causing the shield around the heart to fall. *Attack the heart as much as you can until the creature regains consciousness. *Destroying the heart will end the boss battle. *After the heart is destroyed, the Leviathan's biological systems go haywire, and you must escape the Leviathan in a set amount of time before it explodes, taking you with it. @Demonic Jello There are plans to have Zero (from Mega Man) join in as the sixth character, but that's just a very early suggestion. |
| Posted by: Yakibomb Apr 16 2008, 06:06 PM |
| Two things I'd like to suggest (again): - Could you change Luigi/Mario's raccoon attack? For some reason the tail not being erect all the way bothers me. - Can you make saws not be able to be defeated by shells? It would make it more authentic in my opinion. The video you released is quite awesome, and the game is coming along very well, at least I think. |
| Posted by: OniLink10 Apr 16 2008, 06:26 PM | ||
It is spelled Tabuu. Although you probably don't really care. |
| Posted by: Black Squirrel Apr 17 2008, 06:23 AM |
| "Fusion Force HQ" sounds a bit well... lame IMO Also since you're using Sonic Advance sprites you'll need to do quite a bit of editing for them to not clash. Personally I think the advance sprites are pretty ugly, but even if I didn't there's still a huge difference in the way they were made: ![]() Granted there's a lot of different types of sprite in this game but I have a feeling this one may be a bit too obvious... at least with that palette, and especially in the Sonic levels from the looks of things. Also I'm pretty sure Sonic is shorter than Luigi in the newer games but that's not such a big deal. I put in Game Gear Sonic sprites in because I thought they might suit better. They don't, but meh. Might be able to make something nice by spicing up that Sonic Chaos sprite though... I dunno. To be honest I'm not liking the look of those Sonic stages either but I should stop ranting. Anyways keep up the good work. |
| Posted by: JudgeSpear Apr 17 2008, 08:12 AM | ||
It's all still tentative, and many of the things (like Sonic's sprites from the Advance games) are there as placeholders. Heck, even the game name "Super Mario Fusion" ended up tentative because of how it has evolved over the last week or so. I'm open to suggestions for the name of the team (now that you mention it, Fusion Force does remind me of the Ginyu Force on DBZ :O). I have these suggestions: Team Fusion Something with the words Alliance, Party, or Coalition The Game Gear Sonic sprites look better, especially when contrasted with the Sonic Advance sprites. However, many sprites will have to be made from them. If we are not able to get Sonic to work, we might end up ditching him for another character. Unfortunately, I'm thinking it will take tremendous amounts of work to have Sonic not clash with everything else, like you indicated. Regarding the Sonic levels, they are still very preliminary with very basic layouts. JDogindy is learning the ropes with Game Maker. He will send me his levels as soon as he's done with them, and I will add tweaks where necessary. |
| Posted by: Black Squirrel Apr 17 2008, 10:28 AM |
![]() Tweaked a Sonic Chaos sprite. Not clash-free but far less noticable IMO, but yeah you may take a while to do the holding frames and stuff. Assuming you let Sonic hold anything. By the way the Wario from the movie looks like Xander's old Wario Bros. sprites, which http://www.mfgg.net/index.php?act=resdb¶m=02&c=1&id=4193. Might be better off using those instead. |
| Posted by: Guinea Apr 17 2008, 10:56 AM |
| ^Some outlines wouldn't hurt the Sonic sprite. That's what makes the main clash compared to the other characters for me. Same with Art, but with him it's not that bad. |
| Posted by: Black Squirrel Apr 17 2008, 01:51 PM | ||
![]() I had considered it but at a small scale it's only really noticable on lighter levels. And since you can't really put internal lines in without having to rebuild parts of the sprite I left it out. Doesn't make a right lot of difference though, I just thought it might be a bit impractical to have to rip Sonic Chaos sprites, recolour them and then add an outline. Some of the animations (like running) shouldn't really have outlines on the moving bits because it looks odd, and there's a few of them, so yeah. btw feel free to use that sprite as a base for any others. All the GameGear sprites are flawed in their own ways... Sonic Chaos is the only Sonic game I've come across that has Sonic with only two spikes on the back of his head (I fixed this obviously). You should be able to get away with straight rips of Sonic Chaos though which is why I think it's the best choice. Give 'em a better palette of course since the Master System sucks for that, but other than that they should work fine. Anyway I should probably stop ramming Sonic Chaos sprites down the neck of this fangame, I'm sure whatever the outcome it'll be fine - it has been up until now. |
| Posted by: JudgeSpear Apr 17 2008, 01:56 PM | ||
Don't worry. You do bring up a valid point about the sprites clashing. The way things are going now, it seems Sonic will be the last character to be made tangible, due to the work that will go into making a Sonic sprite that looks right for a Mario game. And your test sprite has that right look. It will be a good base from which to build a spritesheet. |
| Posted by: Black Boo Apr 17 2008, 07:19 PM |
| You really need to change the Wario sprites. And a good Idea here: Link Concepts Faster than Mario Better traction Lower jump Red tunic and flame cascade with fire flower Still in tanooki suit. Blue tunic with roc's cape for leaf, Purple tunic and shoot arrows with Megaman Suit Black tunic and slash sword for Spartan Orb Swim freely, no gravity shoots and charges halo weapons slower good use with castlevania weapons Whadda ya think? |
| Posted by: JudgeSpear Apr 17 2008, 07:58 PM |
I think sonic is a no-go at this point. Sonic should be replaced by this character, wearing a Spartan Suit.![]() This is a very rough draft of Kirby in a Spartan Suit, drawn by a contributor (basically a walking Spartan Helmet), but Kirby is much easier to fit into the Mario gameplay than Sonic. Kirby's sprites from Kirby's Super Star will be used as a base. Black Boo: That's a great idea for Link. The only issue is to find good sprites for Link. |
| Posted by: OniLink10 Apr 17 2008, 08:23 PM |
| WOOT! KIRBY! |
| Posted by: Black Boo Apr 17 2008, 09:27 PM |
| I like the kirby idea. And I think that if you use like, Link to the Past sprites for him, it may work. Want me to get on that? |
| Posted by: JudgeSpear Apr 18 2008, 03:04 AM | ||
| Good news. Obreck2 will be handling the Sonic character, as well as Arthur. So it's official that Sonic WILL remain as a playable character. I will give details on Sonic's powerup system once I know he's in development. Obreck2 tells me that even Tails will be in as a playable character, should Sonic be successful. And I am happy to announce another character in the works to join the Resistance:
This same person is also making an Ice Climber suit. As it stands, here is the playable character roster, including announced and planned characters: Mario Luigi Wario Arthur Sonic Kirby Tails R.O.B. Here is my official statement of the game name change: I can't call the game "Super Mario Fusion" if it has Arthur, Sonic, Tails, and other playable characters. Besides, I'm hammering home the point that this game used to be called "Super Mario Fusion". Besides, the game has evolved to a point where even I think it's not Mario anymore. The name "Mushroom Kingdom" alludes to the Mario-centric storyline and fundamental gameplay. The "Super Mario Fusion" name would have remained if it did not have playable characters outside the Mario universe. Now that it does, it's no longer a pure Mario game, but a crossover fan game with Mario-esque gameplay. I used to get into huge fights with purists over this. Now, the game's evolved so dramatically that I agree with them. |
| Posted by: NO Body Apr 18 2008, 03:54 AM | ||
Hmmm if you'l still include him, then maby i could do some sprites of Zero? i'd try make him like Mario but with a more megaman ish style mixed to it. i just need to know what "moves" to add. hmmm or maby i cold do Link instead? it's your call. i wont work unless it's a go though. i don't open my self to work like this normaly mind you. |
| Posted by: JudgeSpear Apr 18 2008, 04:08 AM | ||
I don't know if Zero will become a playable character at this point. Amongst the development team, there is a possibility that ROLL will become playable. Link is an excellent candidate for a playable character, so I'll let everyone know when there is a call for a new character. |
| Posted by: NO Body Apr 18 2008, 04:24 AM | ||
well give me a PM if your gonna Add one of them. don't take to long to deside though, i'm a busy person, and chances are if it takes to long i wont have time. but i strongly sugest Link, plus it whould be fun to sprite him in that style. |
| Posted by: JudgeSpear Apr 18 2008, 05:22 AM |
| @Black Squirrel: Here's the new name to replace the "Fusion Force" character roster: Mushroom Kingdom Coalition (MK Coalition or MKC abbreviated) It does not sound corny like "Fusion Force". It fits better because all of these characters join forces for a common cause: to fight the common villain. |
| Posted by: Black Squirrel Apr 18 2008, 05:23 AM |
| Just a word of warning though - Superstar sprites would be huge in comparison to pretty much every other character. Might be better off with the GBA set instead, though personally I'd go for re-tuning the old GameBoy/NES ones. |
| Posted by: StarsimsUniverse Apr 18 2008, 07:58 AM |
| As long as we're revealing sprites. Even though he's not playable, megaman and his friends still have an important npc role in the game. So I've made some nice Wily Wars style sprite edits to the NES style Blue Bomber. The finished version of Roll is debatable, if she's to be a playable character, she may need a bigger redesign, possibly something similar to her Marvel Vs Capcom persona, but shrunk down to Mario size. |
| Posted by: Demonic Jello Apr 18 2008, 09:55 AM |
| I personally think having Roll as a playable character would be a neat idea. Seeing as how Megaman isn't around except for his power-up, maybe she'd join the fray to rescue him for once....or something like that And Link would fit as well. If you have Kirby and even Tails as future rebellion members, why not the elfish one? |
| Posted by: MajinPiccolo Apr 18 2008, 11:48 AM |
| Bad name change in my honest opinion |
| Posted by: Black Squirrel Apr 18 2008, 12:53 PM |
| It wouldn't be wise to go overboard on characters - this is a Mario engine after all and you'd have to re-work it for everyone, and as I've already mentioned finding sprites will be very, very hard. You're best bet is 3 or 4 characters MAX, I think. maybe have a couple special ones as unlockables (Sonic and Arthur) but if you go overboard it just gets a bit messy. And to be fair you don't really need half of these. ROB for example would be much more fun as a suit. It's not an established character, I can't see him being a better choice than say, MegaMan who isn't in as a playable character... he just seems a bit pointless. HOWEVER, a ROB SUIT for Mario/Luigi could be entertaining, and probably more worthwile. Tails is quite literally the same as Sonic gameplay wise but with the added ability to fly... so why not do something like Knuckles Chaotix, and have a TV Monitor that changes Sonic into Tails for a bit. It would be far more interesting, especially since that character's due to lose out on all those Mario suits. In theory you could do others too, but if you do decide to use Sonic Chaos sprites... well there's only Sonic and Tails in that game really. And hey, they did it in Sonic 2's 2 player mode. What I'd like to see as well is a Kirby suit instead of Kirby... which sounds stupid I know but it's never been done before. If it granted Mario the ability to uh... get abilities it would be fantastic. Mario with the power of a Koopa Troopa = NSMB's Koopa Mario? Mario with the power of a boo = Boo Mario? Hammer Bros. = Hammer Mario? There's a lot you could do here, and it's a slight improvement over having to edit Kirby sprites to fit. The inevitable badnik enemies in the Sonic levels could equal that ROB suit mentioned above. I just personally think this might be a more interesting direction to go in. This works better as a Mario fangame than an all-star characters on an all-star quest. The latter type of fangame does not tend to work (or at least I haven't seen it successfully work... ever). You're due to lose a lot of originality by sticking in loads of famous video game characters. I wouldn't want to see that happen. You're on the verge of creating one of best Mario fangames ever, don't ruin it by pushing Mario out and god I type too much |
| Posted by: Mewizkuit Apr 18 2008, 01:18 PM | ||
Lol im there. |
| Posted by: JDogindy Apr 18 2008, 01:25 PM |
| Here's what I think we should do about the characters: 1. Keep it down. I'm okay with the current list, and it's good, but let's not make this a, say, 15-character festival. 2. We should have two flanks of the Fusion Coalition: All-purpose (Mario, Sonic, Luigi, Wario, and Arthur) and World-specific. I want to make an original character that's ONLY for World 2, and this would be a good example. JudgeSpear is going to make me some tilesets because I'm having a little bit of issues with all of those major sets available. I'm also planning on taking fan requests and am about to begin on the Ice Cap and Death Egg levels. |
| Posted by: Demonic Jello Apr 18 2008, 01:32 PM |
| Then Kirby, Tails and perhaps Roll/Zero/Link could be only used in their respective worlds What if ROB was instead some kind of ally that followed you around? Like Guilty Spark, only he'd do more than provide items |
| Posted by: JudgeSpear Apr 18 2008, 02:23 PM |
| Good point about there being too many characters. Since it's still an early WIP, everything is still tentative. For sure, Luigi is in. Arthur is currently being worked on. I'll try to keep the roster to 6 or 7 characters maximum. That means some characters in that list will be cut. Here's what the list should be: Mario Luigi Wario Arthur Sonic Kirby or Link |
| Posted by: Black Squirrel Apr 18 2008, 02:37 PM |
| Top tip: You'll have troubles finding link sprites that match Though it might be better to expand your horizons past Nintendo. Maybe a Hudson representative instead? Taito? Konami? SquareEnix? |
| Posted by: Mewizkuit Apr 18 2008, 02:49 PM | ||
Fix'd |
| Posted by: Demonic Jello Apr 18 2008, 02:49 PM |
| I've been proposing things like this a lot lately, but...have you though on characters that join the rebellion, but can't actually be controlled? In some levels you'd have a character tagging along with you until you reach the end, either by providing items, attacking or helping you get past obstacles It'd give the impression that the heroes' doing is getting stronger around the worlds and motivating others to fight against the main evil, or the like |
| Posted by: JudgeSpear Apr 18 2008, 07:40 PM | ||
A forumer here named NO Body has offered to make Link sprites. I was thinking about simon Belmont...8-bit Castlevania sprite retouched into 16-bit. Feel free to make other suggestions. |
| Posted by: Mewizkuit Apr 18 2008, 07:48 PM |
| Personally I liked the name "Super Mario Fusion" better. |
| Posted by: JudgeSpear Apr 18 2008, 11:00 PM | ||
A game that has Arthur, Sonic, and other non-Mario and non-Nintendo characters as playable characters can't be called "Super Mario Fusion", can it now? Here is why the name of the game was changed: *Mario is no longer the sole focus of this fan game, thanks to the roster of characters with vastly different abilities. *"Mushroom Kingdom Fusion" is an allusion to the still-Mario gameplay, now heavily modified. *With all these updates and changes and new gameplay features, even I think that this is straying away from the whole Mario theme. I used to get into huge fights with Mario purists over this. Now that the game has evolved drastically, I agree with them now. *Dropping Mario's name will help prevent any trouble with Nintendo if they choose to get pissy over it. |
| Posted by: FoeDawg Apr 18 2008, 11:14 PM | ||
That's the same thing you said on YouTube. Anyway, JS has said that in the Halo levels there may be marines which follow you. Maybe if that happened, R.O.B could be implemented into a NES style level using that coding. |
| Posted by: Razz Apr 18 2008, 11:53 PM |
| This game is on the track to becoming even better than TSB Good job, and keep it up Programming is hard aint it? |
| Posted by: Grant Apr 19 2008, 01:00 AM | ||
There was already a game called "Super Mario Fusion" anyway, made quite a while ago. It's on the main site (which of course is down at the moment, so....). |
| Posted by: NO Body Apr 19 2008, 01:38 AM |
sooo how's the Link sprites so Far?![]() and here's the walking animation:(resized to see better) ![]() all 100% custom ofcourse. BTW i don't think Kirby would work that well, his "copy" skill is hard to program. and he's boring with out it. (and people whould most likely complane that they can't use copy) edit: But really though i need to know every Move Mario has. so i can make them of Link (i don't wanna make unused sprites) whould be easyest if you just PM'd me the entire sheet you use. and about powers, maby they can be diffrent versions of Link? like Example if you have frog-sute it becomes Zora Link. it whould be cool to do. |
| Posted by: Demonic Jello Apr 19 2008, 05:01 AM |
| These look really sweet, NO Body =D Maybe Kirby's copy ability could be reserved to his power-ups. The rest of the time, he could use his "vaccuuming" to drag items towards him, then tossing them ...Like his Throw ability, yeah |
| Posted by: Black Squirrel Apr 19 2008, 05:15 AM | ||
It can if they're unlockable |
| Posted by: JudgeSpear Apr 19 2008, 06:09 AM |
| Wow. We are getting overwhelmed with character suggestions. People want to turn this into the Marvel vs. Capcom 2 of Mario fan games. Last thing that anyone wants to have happen is to have the developers waste time programming in a character that's useless or for fanservice purposes. I think the roster should be limited to just these six: Mario, Luigi, Wario, Sonic, Arthur, Link (since he is being actively sprited now) |
| Posted by: NO Body Apr 19 2008, 06:22 AM | ||
yes that is a good roster choice. 6 characters are enought fun. to much characters to long program time. and i will do my best with Link, and mabe even some more stuff if theres need. since this is such a cool game and all, it whould be fun helping out. though i can't work unless i know the Moves. i'm doing this from scratch after all. |
| Posted by: DR. Demon Lizardman Apr 19 2008, 06:23 AM |
| Thats fine with ne as long as Weegee is in there. |
| Posted by: Demonic Jello Apr 19 2008, 06:56 AM |
| Sounds good enough Had an idea, if there are a couple levels featuring a Leviathan...how about one with a Behemoth? It'd be like, one entire level taking place on the back of some monstrous creature crossing the sea, until you reach the head, you fight it, and it finally crashes on the next world |
| Posted by: JudgeSpear Apr 19 2008, 07:18 AM | ||
I do have a level in the works featuring a Behemoth, but it takes place inside one. Your stage idea is a good one for a Shadow of the Colossus homage. |
| Posted by: JDogindy Apr 19 2008, 10:38 AM | ||
I agree. Six characters shall do just fine. BTW, Judge, I did send you one application with some of what I have done. I'll admit I made a little error on it, but you can fix it, right? I still have the original one and I can simply copy what I did onto that one. BTW, NO Body, that's some damn good spriting. I've seen your works over at the Sprite Archive (my favorite one is Mr. L), and I must say, you're a good assistant. I believe that Link's abilities should have the Boomerang, a sword attack, and an arrow attack. He should have a health system of 4 Hearts, and whenever he hits a block, usually a heart would come out to replenish it. |
| Posted by: NO Body Apr 19 2008, 10:50 AM | ||
well i know it's not my say in this. but personaly i'd like him just as Mario with big & Smal and that. but with diffrent power-ups, like FireFlower = Bomerang and Fierce Deity Link instead of...something. it whould make the play more theme'd & fun. (ofcourse he will have a sword aswell, but if it's a powerup or he allready has it is not up to me) |
| Posted by: Demonic Jello Apr 19 2008, 10:51 AM |
| The Fierce Deity could be Link's answer for the Starman |
| Posted by: Black Squirrel Apr 19 2008, 11:11 AM |
| I still think you'll be better off with a Link suit. Might be a bit late now that NO Body's started (and has done a great job btw) but the character's a bit out of place now IMO. You were better off picking slightly more obscure characters like Arthur. I'd quite happily sacrifice Link for someone a bit more interesting, like say, the Bubble Dragons off Bubble Bobble or Bonk or whatever. I can't really see Link being a lot of fun to be honest. |
| Posted by: JudgeSpear Apr 19 2008, 02:10 PM | ||
Well, Link can just be as easily relegated to a NPC role. It is still too early to finalize things. In fact, many of the other character suggestions, such as Tails, R.O.B., and Kirby, will be better off as NPC's than playable characters. If we are going for obscure characters, here's a pool of ideas: Bonk (like you said) Bub/Bob (as you mentioned) One of the Belmonts (Simon, Trevor, Richter) Commander Keen (uh, yeah) |
| Posted by: Black Squirrel Apr 19 2008, 02:20 PM |
| I would love you if you put in Commander Keen. Though all of those are worthy. |
| Posted by: Kamikaze Dynamite Apr 19 2008, 04:38 PM |
| Bonk sounds cool. I'd love to see that one power-up that makes him giant. |
| Posted by: Demonic Jello Apr 19 2008, 04:57 PM |
| How about Bomberman? |
| Posted by: Dr. Bob-omb Apr 19 2008, 05:09 PM |
| Dont go crazy with the obscure characters. Too many obscure characters was one of the things that made me dislike SSBB. One or two's alright, but I don't want to play a game with Mario and a bunch of guys I don't care about. |
| Posted by: JudgeSpear Apr 19 2008, 05:24 PM |
| As it stands, here is the roster: Mario, Luigi, Wario, Sonic, Tails, Arthur, Link Another person is working on Sonic and Tails. He is actively respriting both characters to not clash in the game (using Sonic Chaos, I believe, and Sonic Triple Trouble as bases for the sprites). I'll be handling Wario, and a spriter is currently building a spritesheet of Wario based on Wario Land 1 and Wario Land 2. I think one obscure character is enough for this game. Perhaps, once the main game finally sees a full release, will new characters be added. |
| Posted by: Demonic Jello Apr 19 2008, 05:25 PM |
| You mean like an expansion of sorts? |
| Posted by: BeezoWeldar Apr 19 2008, 05:30 PM |
| This sounds good so far, but one thing that will make me REALLY want to play it is an EarthBound level. Like, instead of veggies you can pull up Mr. Saturns (ala SSBM) and the Chosen Four could make cameos. |
| Posted by: Koopakirby Apr 19 2008, 07:47 PM |
| Well, even though Kirby won't be playable, I'm still happy to see Wario, Sonic and Tails on the Final Roster. Anyway, I give you a level of epic porportions. Ultima Watinga World: Twisted Reality BGM: Gnat Attack (Mario Paint),SMB3 Airship Boss, VS. Meta Ridley (A metroid game), VS Marx (KSS) Walkthrough: King Watinga returns for one last round! He only goes through his first form to defeat, so you'll be fine. Then a small cut scene.... A koopa runs to Watinga and brings him a Starman, Fire Flower, Mega Mushroom and 1-up. Watinga returns to life and grows.......He's so massive he's invincible! This portion of the level you flee down a tunnel, running very fast as Watinga is behind you. He'll shoot at you and summon smaller bugs to try to slow you down. eventually you'll come to a huge Room where Wainga will fly into the Background. He attacks by firing large energy rays at you and summoning Para-goombas to attack you. How do you beat him? You wait. Eventually the Sky Pop will come and you'll have to fly towards him, dodging his blasts. You must pilot the Sky Pop down his mouth and into his brain, where you must dodge glwoing energy balls while shooting it until Watinga Faints. Then you Win!!! And a Earthbound Stage. Onett World: Realm of Nintendo BGM: Easy Battle(Earthbound), New Age Retro Hippie Battle(Earthbound), Giygas Form 1 battle (Eartbound) Walkthrough: This stage has two bosses, but it'll be easier with help from the Chosen Four. The first stage is just a little stroll through Onett, then you'll find ness and co. engadged with Starmen, Runaway Dogs, Insane Cultists, the like. So you help defeat them. Ness and Co walk around Randomly, and they attack by sometimes shooting PK fire. After you defeat these enemies we move on to Boss 1. MINI-BOSS: POKEY MINCH Ugh......THIS guy......He's a coward. For his first phase he just sends in Starmen. Bounce on his head enough to convince him to jump in his mech. This phase is also easy, because the mech just hops around, shooting Bullet Bills occasionally. So hit him enough times and he'll pull out the "Devil Machine" and turn it off...... BOSS: GIYGAS THE DESTROYER How do you fight a Background? You don't. You protect Paula, who is praying. Giygas will always aim at you, so keep away from Paula. You can also stun Giygas by jumping on the "Devil Machine". Giygas attacks by raining down rays of light, fire, water, and earth. He can also manipulate the ground and make it launch you into the air. And a few enemies may appear while fighting Giygas. Protect Paula for 3 minutes and 30 seconds and you are good. |
| Posted by: JudgeSpear Apr 19 2008, 08:06 PM |
| Koopakirby: When Kirby levels get around to being made, Kirby could make a cameo appearance. Also, that Ultima Watinga idea is awesome there. But instead of a Koopa giving aid to Watinga, it'd be a dark minion of the evil overlord that would grant Watinga those other-worldly powers. |
| Posted by: Razz Apr 19 2008, 09:54 PM | ||
I support this level idea It's pretty much guaranteed that if you add this level, the game will be the best fangame ever made |
| Posted by: NO Body Apr 20 2008, 01:48 AM |
| Now wait JUST a darn moment. i ain't working my back Off on Link unless he's in the game. (and playeble) seriously this isn't easy work. and speaking of anti-clashing, maby i could work on more stuff? like Arthur maby? (ohh and if you had mentioned Bubble bobble earlier i'd work on that to x3) Anyhow (to lazy to Imageshack today) Here's the sheet sofar, Now he has everything big mario has in SMB3* for GBA (*i don't care what they call it, it's still SMB3) and now i will make the powerups & what ever more poses needed. though i need to Know exactly what more poses you need. (and yeah the Shell/gun holding is a lot like Mario's becouse it's hard to do it with the normal walking) also for some powerup ideas. Fire Flower = Bomerang raccoon mario = Keaton mask with 2 suting fox tails. Hammer sute = throwing Bombs instead (dunno how to make the sute, maby arrmor) |
| Posted by: JudgeSpear Apr 20 2008, 02:47 AM | ||||
Link WILL be in the game. Until Obreck2 (another person helping with coding) got back to me, I was unsure about how the roster will pan out. As for poses, Shell holding is one. Another is his world map sprites. Obreck is working on both Sonic and Tails, as well as Arthur. I will be working on Wario. Here is what Obreck2 told me:
Obreck2 has a set idea of how to handle Sonic and Tails, and it'll be rather straightforward. This means, that if all goes well, we may be able to expand the roster with one or two more characters. Seriously, I'd like to see Kirby in the game as a playable character, but that will require working out his gameplay so it is unique enough that it makes people want to choose him. A couple of Kirby ideas: GENERAL KIRBY IDEAS: *He has a life meter which would be at least three units. *Kirby's means of powering up would be his Copy ability. For the sake of simplicity, the enemies he absorbs would give him a powerup specific to the world he's in. Example would be any Halo enemies, which would give him the Spartan Suit. |
| Posted by: NO Body Apr 20 2008, 03:10 AM |
| well my ideas (as i say'd befor) was to have Link just as Mario & Luigi but with diffrent powerups. though i wanna Know what you have in mind befor i do Smal Link & the powerups. (And shell Holding is done, but i forgot the world map sprites.....i'l get them next.) and as for Arthur, i'm guesing No arrmor = like smal mario, armor = like Big mario. like he is in the game? |
| Posted by: JudgeSpear Apr 20 2008, 03:53 AM | ||||
You had some good powerup ideas for Link. Since you are spriting Link in the Mario style, he should have gameplay similar to Mario. Here are some concepts presented by Black Boo:
Also, Fierce Deity Link is Link's version of the Starman. Yep. No armor = small Mario. The big thing going for Arthur is that he starts each life with wearing Armor. |
| Posted by: NO Body Apr 20 2008, 04:01 AM | ||
looking at the sword of Halo Spartan sute. it could sute Fierce Deity Link quite well instead. plus it be more fun then just color changes for the powerups. i'l think something up for each powerup plus i'l add Link's sword. with his trade mark UP & DOWN attack. |
| Posted by: Black Squirrel Apr 20 2008, 04:35 AM | ||
Funny, because that's one of the reasons I like the Smash series. Because the general Nintendo crew are boring and overused and it's nice to have a change, even if Nintendo and Nintendo fans don't like the idea nowadays. Though to be honest none of those characters mentioned should be considered obscure. Heck they've all been on Nintendo consoles. The most important thing about them is that they all offer a very different platform experience. Link behaving as Mario really doesn't. Link behaving as Link should would most likely end in a Zelda 2 experience, and that isn't really that good either. And it's unoriginal. And it's boring. It's why they don't make Zelda platformers anymore. But you shouldn't blame yourselves on this - Link isn't a platforming character. That's not to say you shouldn't use the sprites though... just maybe have him as an NPC of some sort. Also if Arthur gets all his Ghouls 'n' ghosts weapons, one of those is a sword is it not? He's essentially doing the same thing as link, but with more range, and projectiles, and is generally cooler as well. And unlike Link, Arthur was made for 2D platforming. Maybe I've just turned into a grumpy person after having seen 32505238 people make fangames with the same cast of Nintendo characters over and over and none of them are successful, whereas there's characters who need the love are struggling to get recognition. |
| Posted by: Demonic Jello Apr 20 2008, 05:37 AM |
| If you really want Kirby to be a playable character, perhaps he could be the second best flyer in the game, only he wears down at a faster rate than Tails Link could be like Arthur, but faster and plays different...what NO Body said, basically |
| Posted by: NO Body Apr 20 2008, 05:38 AM | ||
well that might be a good couse,... or not, but i'v allready started the sprites. and no offence but if he gets cut becouse of this, i'm gonna be a little upset with you. there is nothing worse then working hard on something, and then it wont be used. it's not down to who or what, it's how you program it. with good programing allmost any character could work. i was upset to when ridley didn't make playeble in brawl. but that didn't make the game any less good. though i can agree with the same cast over and over overuse....and when i say cast i mean Wart. edit: ohh and don't go say Link & Arthur are allmost the same, becouse Mario & Luigi are allmost the same and they play diffrent ect..ect. |
| Posted by: NO Body Apr 21 2008, 01:55 AM |
| Excuse double postness. i added the sword, Up & Down Stab, aswell as normal a sword swing, plus the map sprites. ![]() ![]() (i also did some smal fixing so please don't use the old sheets) on the bottom are some of my powerup ideas/designes. Bomerang Link (blue): get from fire flower. his bomerang, Flyes forward & then returns, it bounces back if the enemy isn't killed by the hit. (he's Blue becouse Bomb link's cap is red, and it makes less confusion, plus it looked better then red) Keaton Link: get form a leaf, basicly same as raccon mario. Fierce Deity Link: what ever you wanted him as. Bomb Link: the hammer sute version of link, he throws Bombs JUST like the hammers, exept they explode in contact with the ground/wall, can destroy blocks, if you duck & throw they go straight forward for a bit. (it's the magic sute from TP btw) edit: i'm thinking of adding a big sheild to his back, for the hammer sutes shell effect. Zero Link: it's the MEGAMAN Power up for Link. it's a nice idea since Zero also has a sword. and unrelated at the side, you have the CD-i & Cartoon link couse i'm a youtube poop nut. Now i will NOT do any more work unless he's 100% IN. edit: and yeah the idea of Kirby getting the ingame powerups (ex megaman sute from a megaman enemy) from enemy's sounds awesome. and i think you could pull it of quite nicely that way |
| Posted by: JDogindy Apr 21 2008, 01:26 PM |
| They're looking good, NO Body. I kinda believe that Link will end up in the game. As for me, I'm getting started on City Escape and Sandopolis. I WANT to make Stardust Speedway, but there aren't any decent tilesets out there to justify it, so I may scrap it. I still want a Metal Sonic battle, however. |
| Posted by: StarsimsUniverse Apr 21 2008, 04:59 PM |
| I've been offically instated as a member of the Development Team. And now because of that, I have access to Game Maker and can physically make the levels I've been designing. Here are my first two contributions. http://uk.youtube.com/watch?v=kwasRlHLhMs http://uk.youtube.com/watch?v=uWBtTsQDxK0 |
| Posted by: JudgeSpear Apr 21 2008, 06:21 PM |
| To NO Body, Link will be 100% in the game. In addition to level designing, I'll be handling the programming of Wario and Link. Obreck2 is handling the programming of Sonic and Tails. I will go off your sprites and base Link's gameplay on a cross between Mario and Luigi. He'll have familiar gameplay, but different enough to entice people to choose him. One special ability link should have is the Hookshot. It allows him to cross large gaps. As for additional characters, I suggest to wait a while longer until the game's further along, and more characters that are on the current roster are playable. By then, there could be a possibility of adding more characters. It would be a simple matter of tweaking the future characters' game play to fit the levels. |
| Posted by: Black Boo Apr 21 2008, 06:30 PM |
| NO body, YOU SLIME! I WAS WORKING ON THE SPRITES FIRST!!!! But they look good, so no offense. Here's what I HAD. |
| Posted by: Koopakirby Apr 21 2008, 06:32 PM |
| I redid my Dreamland level. Now it's more adventure, less bosses. Dreamland World: Realm of Nintendo BGM: Nature Area(KAM), Green Greens(SSBM), Revenge of Meta Knight(KSS), Great Cave Offensive(KSS), Squeak Squad Theme(Kirby Squeak Squad), VS. Marx(KSS), King Dedede's theme(SSBB) Walkthrough: The level starts out as a little walk through a forest, But then you'll find Kirby being attacked by some enemies. Defeat the enemies to proceed. Kirbyis gone now...Where'd he go? Up into a huge Battleship! Someone swooped down and grabbed him! Climb up the ladder into the Halbred, where you'll fight more enemies. Navigate through the ship until you find a button. Press it! You've activated self destruct! RUN RUN RUN! Evenutally you'll come to a room with a swordaman in it. MINI-BOSS: META KNIGHT He'll run at you swinging his blades and fly all over the screen. Dodge is quick attacks and bounce on his head. Eventually the ship will crash. Good news the self-destructs off. Bad news.... BOSS: KING DEDEDE The king is angry! He'll jump into the air and try to crush you, smash you with his hammer, and swallow you! The stars he spawns after these attacks can be picked up and thrown at him to do damage. Reward: If he becomes playable, Kirby becomes playable here. |
| Posted by: zonic Apr 21 2008, 06:33 PM |
| Hey nice game there, I just tought of something, maybe Sonic could have the power to turn into Super Sonic? Because i know alot of Sonic fans love this. And if you want, i'll be happy to make the Super Sonic sprite for you, all i need is the Sonic sheet. |
| Posted by: Black Boo Apr 21 2008, 06:40 PM |
| Ho ho! Sounds like a fun level! And I support the Super Sonic Idea. |
| Posted by: Ben66 Apr 21 2008, 07:05 PM |
| Game's looking good so far Judgespear (BTW, I'm Ben500 on Youtube, though it's probably obvious) Are you still using you-know-who as the final boss, like I suggested, or are you using someone/something else? I also have a suggestion for a Zelda level: LEVEL: Forest Temple BGM: Forest Temple (Ocarina of Time) DESIGN: It would start in a small hallway, with various enemies roaming back and forth. At the end there's a door. Once inside it, It leads to the main room. In the middle is a platform, that's actually an elevator leading down into the boss's lair. However, to get it working, you need four keys. In this main room, there are four doorways. Each one leads to a different mini-boss. Each mini-boss is, in fact, a Shadow Link. They each take about 10 hits to defeat, but their tactics vary. (one may shoot fire, the other rain lightning from above, etc.) After defeating all four, the elevator will be operational, leading to a room with a checkpoint and some power-up boxes. After that, you then reach the boss's lair... BOSS: Aquamentis Yep, the first boss from the very first Legend of Zelda. As far as tactics go, he'll shoot fireballs at you. He'll also jump up into the air and fly around for a bit, slamming back into the earth, aiming at you of course. He'll also launch a powerful beam from his horn. Speaking of which, the horn is also his weak point, which can't be jumped on. It has to be hit with projectiles. If you're in the room as Small or Big Mario, large boulders will be left behind after Aquamentis' body slam, which shall provide you with the projectile needed. I'm currently working on recoloring Aquamentis' sprites from Oracle of Season, and I'd be happy to show you them once they're completed. Well, ok, here's the first sprite recolored: http://imageshack.us So, let me know what you think, and such. |
| Posted by: Black Boo Apr 21 2008, 07:24 PM |
| I think it should be Phantom Ganon like in OoT. |
| Posted by: Ben66 Apr 21 2008, 07:35 PM |
| Aquamentis would be kind of an obscure boss and Nintendo character, like Watinga, so I think it would fit. Plus, he was the first boss in LoZ (unless you were sequence breaking). I feel he'd be the best representative. Also, I'm under the assumption there would be two Zelda levels at most. The first could be the Forest Temple I described, and the second could be Ganon's Castle, where you would fight Ganondorf. He would basically have Phantom Ganon's moveset anyway, so...Yeah. Finally, Aquamentis is a dragon. And dragons are always cool bosses. |
| Posted by: Black Boo Apr 21 2008, 07:42 PM |
| I guess. And I should assume that you unlock Link after the forest temple? BTW, I thought Sonic was taken out. |
| Posted by: Ben66 Apr 21 2008, 08:19 PM |
| That sounds like it'd be a great place for him to be unlocked. Though, it's not my game, so, whatever. XD Speaking of Ganon, I found some good sprites of him: http://www.spriters-resource.com/nintendo/zelda/oot/display.php?file=http://www.spriters-resource.com/nintendo/zelda/oot/Ganon.png Apparently they're still keeping Sonic. |
| Posted by: BeezoWeldar Apr 21 2008, 08:33 PM | ||
I really don't see how Pokey would be able to command Starmen, really. I do realize that he's on Giygas's side, but... And also, how would the Devil's Machine appear in Onett all of a sudden? I think your ideas are good, don't get me wrong, they just...Don't make sense. No offense. |
| Posted by: Quack Apr 21 2008, 11:21 PM |
| I was looking at that Link sprite and I thought something was wrong with it, so I made the head thinner. I think that it looks a bit better and more like Link, but you don't have to use this change seeing as you probably can't be bothered changing all of the sprites that use this particular head. ![]() Also, Link being able to use the hookshot is a great idea, since everybody has a special technique like Mario's spin jump and Luigi's Flutter jump. Also, Keaton Link = awesome. |
| Posted by: NO Body Apr 22 2008, 02:19 AM |
| well thats a good fix, but i'v allready made so much work, and then with the powerups i started allready, so i think i'l keep the old. Anyhow i think theres enought sprites so it's just to add a hookshot on. i'l start with the powerups i have here, and make the ones i lack later. but do you want smal Link? or will he have a diffrent health system? anyhow if you have 2 Zelda ish stages. ONE Boss could Be Vaati? if so i'd gladly sprite him. and i have a little stage sugestion. LEVEL: Advanced wars. BGM: Some War-ish Music, maby a Metalslug theme. DESIGN: It would be on a battle feild, with tanks in the backround & you Fight Blackhole infantry, & other units, with some allie NPC's maby. also this level could reuse some Halo weapons like the shotgun & uzigun thingys. BOSS: Lord Sturm. he summons BIG meteors (wich you can jump on and return at him) and various other attacks, while moveing around. well just an idea. |
| Posted by: Quack Apr 22 2008, 02:35 AM | ||
Oh, I wouldn't worry about that. I changed all the poses with that face just now! ![]() ...... Oh yeah, powerups... |
| Posted by: JudgeSpear Apr 22 2008, 03:33 AM | ||
| Link's looking great, guys! I can't wait to start programming him in. I'm still waiting for the Wario sprites. So, right now, it looks like Link will be the next character for me to make playable. And, yes, NO Body, a mini-Link would be present as Link's initial powerless form. Ben66: Obscure bosses are always good. It'll be fun for those who can get the reference right away. Like you said, Aquamentis is obscure like Watinga. I'm also considering adding in Kirby to round out the roster (no pun intended). Here's his concept sheet as given to me by another contributor:
Wario would generally follow his Wario Land style of gameplay, adapted for the traditional Mario gameplay. General Wario concepts: *Wario would, of course, be slower than both Mario and Luigi in running speed. *Wario's jumping would be slightly worse than Mario. *Wario can stomp almost any enemy that would normally hurt Mario and the others (like Spinys, Piranha Plants, but not bosses). *Special Jump: Rush Tackle (Up + Jump). An offensive move that kills most enemies. Can be used once in mid-air to cross large pits. Wario's powerup system: *Initial: Small Wario. Vulnerable like both Small Mario and Small Luigi. *Mushroom: Big Wario - Nothing special, except being able to take one hit. *Fire Flower: Flamethrower Wario - Wario has a short-ranged flame attack. *Raccoon Leaf: Jet Hat Wario: Can fly. Wario gains altitude by pressing Jump. *Tanooki Suit: No ideas yet. *Hammer Suit: Sledge Wario - Sledge Wario has a special move that causes a small shockwave upon landing to kill nearby enemies. *Spartan Suit: Brute Wario - Wario gains the appearance of a Covenant Brute. He has the rechargeable Spartan Shield. He has a powerful punch that generates a shockwave that extends its range to that of the Energy Sword. *Megaman Suit: Gutsman Wario - Wario has a blaster and the Super Arm ability to pick up massive blocks found throughout Mega Man's realm. *Akumario: Hugo Wario - Punches enemies to death. Akumario is an alternate version of the Starman. It is a temporary form. It renders Mario invincible, but it does not kill enemies on contact like the Starman. Akumario has some of Akuma's special moves from the Street Fighter games, each use reducing the form's time more quickly. ![]() The powerup icon would be the Yashichi: http://en.wikipedia.org/wiki/Image:RM2Yashichi.gif This powerup transforms other characters into different forms: Luigi: Sheng Long Luigi (Sheng Luigi) Wario: Hugo Wario (Hugo is a large bumbling character from Street Fighter III) Sonic: Super Sonic Tails: (no ideas yet) Link: Fierce Deity Link Arthur: Magic Armor Arthur, or the ever-irritating Gargoyle. |
| Posted by: Ben66 Apr 22 2008, 04:07 AM |
| So, that's a yes on Aquamentis? I think for Kirby, eating Fireballs should simply give him fire-flower power. He might need to be nerfed a bit, due to the variety of powers he can gain. The Aku-power-up system is a very unique idea. Maybe for Tails', he should transform into Tails Doll, and possess untold amounts of evil. XD As for Kirby, probably either Meta-Knight or Nightmare. I'm a decent sprite recolorer/editor, and I have a lot of ideas for levels, so I'm happy to help out anyway I can. I'll be sure to send you the finished Aquamentis sprites when I can. |
| Posted by: JudgeSpear Apr 22 2008, 04:32 AM |
| I've come up with a great idea for Link when he picks up the Spartan Suit powerup: Arbiter Link Link's Master Sword would be replaced by the Energy Sword, and he'd have the rechargeable shield as well. If Arbiter Link should have any other ability, throw some suggestions this way. |
| Posted by: Quack Apr 22 2008, 04:35 AM |
| Okay, I transfered the sprites I changed onto the actual sprite sheet. Note I didn't change all the sprites, just the ones with that particular face angle. ![]() I didn't write my own name there because I barely helped at all. I would like to help with spriting though, but you can decide if I'm even good enough by looking at my sig and avatar. |
| Posted by: NO Body Apr 22 2008, 04:48 AM | ||
you missed a few. and you didn't include the updated ones with the sword. but thanks still i'l keep the old couse the work i'v done, but you'r Free to fix that to when i'm done if you want X3 |
| Posted by: Quack Apr 22 2008, 04:55 AM |
| Damnit! Now I see the parts I missed! Once you post the finished/updated sheet, I'll change all the ones with that I missed plus the new ones if they have that head. I really want the fix to be in the game. Also, although this is a little offtopic, how's my spriting? (I mean in my sig and avatar) EDIT: Ah, screw it. UPDATED! Also, it must be the EXACT same angle with not the slightest bit of his other eye showing. ![]() I'll edit any updates you make! |
| Posted by: NO Body Apr 22 2008, 05:25 AM | ||
Oook,.... no Ofence but you broke the sheet. Pixels are messy & some missing. Now i'v taken my time to look at the 2 versions. some it looks better with the fix you did, and some looks better with out. but i'm just gonna keep it the way it is, since this fix isn't some Major diffrence. |
| Posted by: StarsimsUniverse Apr 22 2008, 05:46 AM | ||
I have to say, I really do prefer this style to NO Body's. Its more recognisable and fits with the SNES sprite style that Mushroom Kingdom Fusion has been using. Is there anyway you and NO Body could collaborate in merging the features of both your sprites? |
| Posted by: DR. Demon Lizardman Apr 22 2008, 07:31 AM |
| No, let Arthur turn into magic armor arthur. Make the gargoyle a boss or something. |
| Posted by: JDogindy Apr 22 2008, 09:27 AM | ||
Aquamentus is one of my FAVORITE bosses in video games. He's the first boss you ever faced in a Zelda game, so he makes good sense. It works with Watinga well. BTW, JudgeSpear, did you get my source code, and can you bring me the updated one with all the new updates so I can tinker with that? |
| Posted by: Demonic Jello Apr 22 2008, 09:57 AM |
| Having Kirby as the eight and final playable character would be nice, specially with all the ideas you have planned....plus, 7 is an odd number to end them on And speaking of Kirby....how about O2 from the N64 game as a boss? It's an admittedly freaky being and would fit in a game with a supposedly darker theme |
| Posted by: Black Squirrel Apr 22 2008, 02:46 PM |
| Why are all of you so desperate to put in Nintendo themed stuff all the time? It's boring! And it would be horrible to have to make a heap of 2D Zelda sprites. I certainly wouldn't want to do it. No if you scrap that Commander Keen character you definately need a Commander Keen stage. I'd personally go a bit further and do a Duke Nukem or Bio Menace stage as well but that's just me. Everyone's expecting the Mario/Zelda/Kirby/Whatever crossover - do the opposite and put in something nobody would expect, like I dunno, an Alex Kidd stage, a Jazz Jackrabbit stage or a Metal Slug one... something more interesting. As for Black Boo's sprite sheet there, wouldn't work. Well okay it would work, but perfectionists like me would be annoyed by it throughout because it's a map sprite, not a platform one, and the perspective shows this. |
| Posted by: JudgeSpear Apr 22 2008, 03:54 PM | ||
We do have three non-Nintendo characters in the roster: Sonic, Tails, and Arthur. Only two of the worlds deal with anything Nintendo: World 1 (Mushroom Kingdom) and World 7, which will have levels from many Nintendo games. The rest of the worlds are from Megaman, DOOM, Ghosts 'n Goblins, Castlevania, Metal Slug, Halo, Half-Life, and even all-original levels. Few of these levels will have Mario enemies mixed in to denote the Fusion of the Mushroom Kingdom with the other worlds, but that's really about it. If anything, this game is 30% Nintendo and 70% everything else. It simply has a Mario-centric storyline and a modified version of Mario gameplay. |
| Posted by: Demonic Jello Apr 22 2008, 03:57 PM |
| If Metal Slug is in this game, you SO have to include the Mars People as enemies there |
| Posted by: JudgeSpear Apr 22 2008, 04:27 PM |
| An idea I'm considering is for a "bank" to withdraw and deposit powerups. This building will be a massively upgraded version of Toad's House. That means that you can stockpile as many Megaman suit and Spartan suit powerups you want and access them anywhere. In the beginning, the bank will either have no powerups in stock, or it will have Mushrooms in stock only. To deposit a power up into the bank, you'd have to have it in reserve, and select a "Deposit" command in the bank. But to avoid turning into an easy way to get rare powerups all the time, there will be a withdrawal fee, depending on the rarity and the power of the powerups. Example withdrawal fees: Mushroom: 10 coins Fire Flower: 20 coins Leaf: 25 coins Tanooki suit: 30 coins Hammer suit: 50 coins Megaman suit: 60 coins Spartan suit: 75 coins Since you can carry 99 coins maximum each time, this is a great way to balance out coining up to get lives or saving up to withdraw the best powerups in stock. |
| Posted by: Demonic Jello Apr 22 2008, 04:33 PM |
| Interesting. Perhaps you could also buy the power-up that turns you -if it ends up in the game- into Akumario/Sonic/Whatever character you're playing as.....but, of course, it'd be a very rare event and very expensive |
| Posted by: JudgeSpear Apr 22 2008, 04:40 PM | ||
The Yashichi powerup (the one that turns you into Akumario, Super Sonic, etc.) is a rare temporary form. It will not even be put on reserve. Think of it as a Starman. It's a great idea to have it on sale in an unlockable secret area. I'll have it cost 99 coins, which is a hard coin amount to attain through normal play. Purchasing it will place it straight into a bank, where its withdrawal fee is 80 coins, possibly higher. |
| Posted by: Ben66 Apr 22 2008, 05:17 PM | ||
And then when you use it at the beginning of the following level, you fall straight into a pit. Great idea none-the-less. It'd be funny to have the Frog Suit as a power-up: FROG SUIT Power Gained: Makes levels unneccessarily harder, and causes boss battles to become a living hell. |
| Posted by: Demonic Jello Apr 22 2008, 05:18 PM |
| That would make players to try and not leave any coin behind, too Since Black Squirrel spoke about other franchises..There could be a level that goes almost entirely like the running part in The Library, but set inside a labyrinth with a monstrous rampaging Pacman right behind you |
| Posted by: JudgeSpear Apr 22 2008, 05:45 PM | ||
Frog Mario vs. Cyberdemon = Instant Italian frog legs. I never was able to beat any boss with the Frog suit in SMB3. Worse yet, Wendy is a beeotch in world 3, where the Frog Suit is common. |
| Posted by: Quack Apr 22 2008, 07:37 PM | ||
Oh, I cut off the end of his head in the sword poses, didn't I. Oh well, I guess it's only really a minor change. You know, I thought Link would use his sword beams, not a boomerang. It would probably be easier to do that anyway. Especially since this Link doesn't seem to based off a certain one, seeing as he uses WW art, Oot sprites and has a TP powerup. Then again, a boomerang is probably a better representative of Zelda and has a chance of working differently to Luigi's fireballs, like hitting enemies on the way back. That would actually be pretty cool now that I think about it. Or maybe it would just stun like in ALTTP. And if it had aiming, that'd be cool too. Playing as Sonic sounds like it would be completely different, mainly 'cause of the ring system and being able to kill flying enemies from the bottom. Sonic should have bad traction like Luigi, since he slides so much in the games. I'm glad you're giving him sprites that aren't completely overused, like the Mega Drive and Advance sprites, those are more than a bit stale. Not that they're bad, just used too much. Tails should be made easily, just like Luigi since it's pretty much just a stat change and flight. Does everyone get their own death jingle, since I'm pretty sure every character could have one.(Except maybe Link...) |
| Posted by: Black Boo Apr 22 2008, 09:51 PM | ||
I don't know. You want to join forces, NO Body? |
| Posted by: xhedgehogx Apr 22 2008, 10:42 PM |
| I have a few ideas, not quite sure if anyone mentioned anything similar, but here I go.. -Maybe a Resident Evil or Dead Rising stage with Zombies and stuff. And can get your character infected (Similar to Metal Slug when you become a zombie). Kinda like a special power up, but the only way to get it is when a zombie attacks. Here's an example I can think of for this: Mario is walking down the level, all of a sudden a zombie bites him, he immediatly becomes small mario with different color skin, maybe he moves slower, jumps lower, and the only thing that he can do to become normal again is grab any other kind of power up, or suicide. And anything could basically kill him, like normally, except zombies. -Pokemon themed items. Pull a pokeball out of the ground and throw it and unleash different pokemon from Super Smash Bros. Example. Luigis walking around and picks up a pokeball from the ground, throws it, and something comes out, we'll say Meowth comes out and he starts shooting coins the way he does in Smash Bros. I personally think the randomness to this idea is pretty cool. -Maybe Rayman could be a side character? Anyway, that's all I can think of now. |
| Posted by: NO Body Apr 23 2008, 01:58 AM | ||
well say'd my freind. you have my respect again ^^ as For LINK, here's the Update: i added 2 powerups (the rest are in the works) plus Mini Link, (mini's map sprites are on top right corner of the mini sheet) ![]() but tell me what sprites you will be useing and what not to use, that way making the powers will be quicker. and BTW if you add a MetalSlug stage, with mars people, i have an old sheet that might fit the style. (since it's smaler then the MS game ones) Edit: here http://img213.imageshack.us/img213/6231/martianmfggbattleom7.png http://i181.photobucket.com/albums/x63/NO-Body-The-Dragon/MartianUFOMFGGBattle.png |
| Posted by: JudgeSpear Apr 23 2008, 08:21 AM |
| I finally have a new level completed: http://www.youtube.com/watch?v=D8ZyHz7EuiU It's a secret level in World 8 (Sonic's Universe). Secret levels in World 8 will be from other Sega-made Genesis games. See if you can guess which game this level comes from... |
| Posted by: Dr. Bob-omb Apr 23 2008, 09:15 AM | ||
As long as it doesn't turn out to be "Mario's Adventures in the Land of the Forgotten" or something like that I'm fine with the idea of keeping only a bit of the game Nintendo-centered rather than completely or mostly Nintendo-centered. I'd like to see an 8-bit powerup of some sorts. Not sure what it would do, but I'd imagine it'd be easy to make the sprites |
| Posted by: Demonic Jello Apr 23 2008, 10:04 AM | ||
I already suspected what it was before the video spoiled it :P These kind of levels are kinda creepy, if you ask me |
| Posted by: Guinea Apr 23 2008, 10:05 AM | ||
Yea when I was making AME back then, I also had a 8-bit Mario powerup. It was mostly for laughs and was actually a power-down for Mario, but it'd be nice to see anyway. btw, that reminds me of 8-bit Simon Belmont in Castlevania: Harmony of Dissonance in Boss Rush Mode. He was exactly like he was in the first CV game on the NES, so it made the Boss Rush harder when playing as him. However his attacks and defense were very strong. So yea I see nothing wrong with 8Bit Mario in this. |
| Posted by: JudgeSpear Apr 23 2008, 10:06 AM | ||
I don't blame you. Clowns are scary. I could have put that level in The Demon Realm world, but it was too scary for that world. |
| Posted by: Demonic Jello Apr 23 2008, 10:13 AM |
| Say, I was checking the MKF forum, and how comes Bowser isn't on the villain alliance? You'd expect to have him around on the whole invasion |
| Posted by: OniLink10 Apr 23 2008, 11:03 AM | ||
._. I'm scared, no, TERRIFIED of Clowns. PUT THAT LEVEL IN THE DEMON REALM! |