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> Ultramario engine (FINISHED), DOWNLOAD NOW!
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EDGE
Posted: Nov 13 2006, 07:48 AM
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then the only answer is to make a coin block that gets hit and becomes into another coin block and so on, you know what I mean?


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Ultramario
Posted: Nov 13 2006, 11:05 AM
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The way multi-coin blocks work is: after you bump it first time you have limited amount of time to bump and gather as many coins as possible.

This post has been edited by ultramario on Nov 13 2006, 11:06 AM


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Netherlands
Neopolis
Posted: Nov 13 2006, 11:40 AM
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QUOTE (ultramario @ Nov 13 2006, 05:05 PM)
The way multi-coin blocks work is: after you bump it first time you have limited amount of time to bump and gather as many coins as possible.

And if you hit it enough you get a Mushroom?


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Finland
Ultramario
Posted: Nov 13 2006, 12:23 PM
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QUOTE (Neopolis @ Nov 13 2006, 06:40 PM)
And if you hit it enough you get a Mushroom?

In NSMB, yes.

Others, no.


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MegaTailzChao
Posted: Nov 13 2006, 06:26 PM
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Just make it set a varible to how many coins you want it to sprout on create, and when the coin is made, decrease said variable by one. Then check if it's 0. If it is, make it go boom.

This post has been edited by MegaTailzChao on Nov 13 2006, 06:27 PM


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Zero Kirby
Posted: Nov 13 2006, 06:38 PM
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Or set it on a timeline. That works too.


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Finland
Ultramario
Posted: Nov 14 2006, 12:59 AM
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QUOTE (MegaTailzChao @ Nov 14 2006, 01:26 AM)
Just make it set a varible to how many coins you want it to sprout on create, and when the coin is made, decrease said variable by one. Then check if it's 0. If it is, make it go boom.

I know, but that's not the way I'm going to do it.

I have the code like this:
CODE
Step event:
If there is collision with blockcoin at position 0,-16,
If variable coiny is equel to 2
<Set variable coiny to 1
Set alarm 0 to 300 (aka 5 seconds)>

Alarm 0 event:
Set variable coiny to 0

If have found out, that variable coiny sets to 1 but not to 0.

This post has been edited by ultramario on Nov 14 2006, 01:00 AM


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Treeki
Posted: Nov 14 2006, 07:42 AM
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Does GM have something like "every ##th of a second"?
If yes, you can use something like this:
every hundredth of a second,
if variable coinhit = 1 (that is when Mario has hit the block once)
add 1 to variable cointime (how much time has passed)
if variable cointime = 500
set variable coinhit to 2 (that is when the block cannot be hit any more)


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Finland
Ultramario
Posted: Nov 14 2006, 08:09 AM
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It's 300 frames which is 5 seconds with room speed of 60.


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Netherlands
Guss
Posted: Nov 14 2006, 10:20 AM
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i found a new problem(i think).
just look at the score.(i did nothing else, than jump on the koopa.)
i think you forgot the time limit for the multi-coin blocks. ph34r.gif

This post has been edited by chargin shock on Nov 14 2006, 10:26 AM

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Finland
Ultramario
Posted: Nov 15 2006, 01:25 AM
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QUOTE (chargin shock @ Nov 14 2006, 05:20 PM)
i found a new problem(i think).
just look at the score.(i did nothing else, than jump on the koopa.)
i think you forgot the time limit for the multi-coin blocks. ph34r.gif

Here's more cool glitches I've noticed.

Hold a koopa shell near the block that's bumping and Mario is holding a stack of point signs instead of a shell. The shell gets bumped higher and higher.

+

If you hold shell and hit it to another one, Mario gets stuck on holding pose until you release the button.
Game thread like you're holding something:
You can't climb on vines/fences
You can't spinjump
You can't grab objects

+

If you hit shell into "?" block while holding another above it and there's more block above, The shell you're holding gets bumped and stuck inside the upper blocks. You can then jump on it to gain points, but there's a little delay in between jumps.

This post has been edited by ultramario on Nov 15 2006, 01:26 AM


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Uruguay
EDGE
Posted: Nov 29 2006, 10:12 PM
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Are you still working on this engien ro is it gonna be dead like some other ones?
I really like to see a game made with this so please continue it nod.gif


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Ultramario
Posted: Nov 30 2006, 12:47 AM
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I got infinite coin block glitch fixed. biggrin.gif

And yes I'm still working on this.


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Ultramario
Posted: Nov 30 2006, 10:59 AM
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New version uploaded!

Sorry to double post.


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Treeki
Posted: Nov 30 2006, 12:35 PM
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This works great.
But the music is still weird, it crackles a lot when you're climbing on fences and standing on moving platforms.
Also, can you make it so on vines you can move off? In normal mario games you can just walk off by going right enough. Here, you have to jump off (and it doesn't always work right)


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Ultramario
Posted: Dec 3 2006, 07:32 AM
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LOL! new awesome glitch.
user posted image
How did I do that? I swam under the screen, so I was able to swim in the ground. Then I swam through the ground and was able to swim in air. But I know an easy way to fix this glitch.


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Uruguay
EDGE
Posted: Dec 3 2006, 10:03 AM
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this is turning better and better, yesterday I just found out you could pick up the shyguys xD.
I have one question, when climbing in the backside of whatever you climbing, and doing the move that you do in SMW, can you kill enemies or not yet?


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Ultramario
Posted: Dec 3 2006, 11:31 AM
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The move exists, but you can't kill with it yet.


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Ultramario
Posted: Dec 6 2006, 01:45 PM
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Updated and now there's mushroom as a powerup.

I need mario hanging on flagpole sprite (big, hammer, raccoon)


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Uruguay
EDGE
Posted: Dec 6 2006, 02:30 PM
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QUOTE (ultramario @ Dec 6 2006, 01:45 PM)
Updated and now there's mushroom as a powerup.

I need mario hanging on flagpole sprite (big, hammer, raccoon)

in whats style? smb3?


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