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> Super Mario Universe...meh., Screens and demo.
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William
Posted: Oct 13 2006, 04:08 PM
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Yes. I've been working on this for a few days now, and i have 1.5 levels done so far. I will release a demo now. And to meet the Fangame Discussion rules, here's some screens:
user posted image user posted image user posted image user posted image

Features so far:
* Wii-Mote mode. Use the mouse cursor to move objects such as logs to form bridges, clear paths, and find secrets.

* All counters and events are functional.

* 1 level currently playable.

Controls:
Left / Right arrows: Move
Left / Right + Up arrow: Jump
Shift: Enter Wii Mode.
Backspace: Get cursor
CTRL: Grab object w/ cursor (Hold button and slowly move cursor to easily move object)
Down arrow: Drop / place item with cursor.

Known Problems:
*Sometimes the things you make with the logs will disable you from movement..just keep jumping until it releases you.
*Koopa shellls go up and diagonal instead of the intended side to side...i have no idea why.
* Whem on mushrooms stay in the very center when using the Wii-mote power. For some reason, mario will slip through the platforms for no apparent reason. :<

NOTE!:
When you see a red arrow sighn (as seen in picture four on the bottom right corner) Stop and enter Wii mode to see waht you need to do. Also, when on a moving platform. Walk with it. Otherwise, you will fall off.

What i plan on doing:
* Making more uses for the Wii-mote mode. That item box next to the Wiimote's power bar will be used to reserve Witems. You can grab special boxes with your Wii-mote, brake them, and use the item inside. I also plan on making HUGE puzzles with this feature, like reassembling a castle enterence to go inside, or using a pen feature to fin all the boos to open a door (etc)
* Some form of a saving feature.
* A Map screen.
* Minigames.
* Mini-events like 3D sliding minigames and card games.

Please not any problems or errors and hopefully you enjoy it! :>

This post has been edited by Adan on Oct 13 2006, 04:33 PM

Attached File ( Number of downloads: 118 )
Attached File  Super_Mario_World_2_Demo_1.1.zip


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Ultramario
Posted: Oct 13 2006, 04:21 PM
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Dan Dan Dan!
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Nothing that great. Mario moves slowly, you can pass through block O.o, no level music and default and crappy movement engine.


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William
Posted: Oct 13 2006, 04:28 PM
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WHAT IT DO WHAT IT DO


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QUOTE (ultramario @ Oct 13 2006, 02:21 PM)
Nothing that great. Mario moves slowly, you can pass through block O.o, no level music and default and crappy movement engine.

Thank you for your comment. I've been having problems working with the movement aswell. The whole jumping through blocks thing: I've tried everthing i can, relocating posistion after hiting blocks, making the blocks "stop" movement (which resulted in you getting stuk.) and Mario is slow for a reason....No level music? Funny, i remember putting some in there. O.o


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Hatman
Posted: Oct 13 2006, 04:30 PM
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The astro craaag
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The "Wii Mode" was a too annoying function. If you can alter it a little though, it might work... wink.gif
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William
Posted: Oct 13 2006, 04:32 PM
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WHAT IT DO WHAT IT DO


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QUOTE (Hatman @ Oct 13 2006, 02:30 PM)
The "Wii Mode" was a too annoying function. If you can alter it a little though, it might work... wink.gif

How so?


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Hatman
Posted: Oct 13 2006, 04:37 PM
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QUOTE (Adan @ Oct 13 2006, 04:32 PM)
How so?

Perhaps an easier way to control things. Like a drag and drop with the mouse alone. And an easier way to activate and deactive it.
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Sploder
Posted: Oct 14 2006, 07:04 AM
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The wii-mote mode froze up my mouse. You need to put in a way to exit the game...
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William
Posted: Oct 14 2006, 02:54 PM
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WHAT IT DO WHAT IT DO


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QUOTE (Sploder @ Oct 14 2006, 05:04 AM)
The wii-mote mode froze up my mouse. You need to put in a way to exit the game...

huh.gif Just press Alt + F4


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Xgoff
Posted: Oct 14 2006, 03:08 PM
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<):|
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oh god mouse movement

xmouse and ymouse pls


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Frogjester
Posted: Nov 5 2006, 03:48 PM
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To stop mario moving through question blocks make an event when mario collides he stops then make an event with mario collision with question block animation jumping is playing and make the question block get hit.
If he gets stuck do set direction to down.


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Mariotroid
Posted: Nov 5 2006, 03:58 PM
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QUOTE (Vex @ Nov 5 2006, 03:48 PM)
To stop mario moving through question blocks make an event when mario collides he stops then make an event with mario collision with question block animation jumping is playing and make the question block get hit.
If he gets stuck do set direction to down.

Holy crap big bump.


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William
Posted: Nov 5 2006, 04:03 PM
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WHAT IT DO WHAT IT DO


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QUOTE (Vex @ Nov 5 2006, 01:48 PM)
To stop mario moving through question blocks make an event when mario collides he stops then make an event with mario collision with question block animation jumping is playing and make the question block get hit.
If he gets stuck do set direction to down.

Tried it, Doesn't work.


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Explosive Shroom
Posted: Nov 5 2006, 05:34 PM
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Okay, before I even play it, I must say that the HUD is both way too big and just plain ugly. Try to size it down and use less clash-y graphics, okay? user posted image


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DJ Yoshiman
  Posted: Nov 5 2006, 05:46 PM
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My post is to the right.
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QUOTE (Explosive Shroom @ Nov 5 2006, 03:34 PM)
Okay, before I even play it, I must say that the HUD is both way too big and just plain ugly. Try to size it down and use less clash-y graphics, okay? user posted image

I'd like to add onto this and say that it might be best just to get rid of the HUD background all together, and just have the items on the frame. Or at least if you're going to have a background, try making the items in the HUD smaller, compact them together, and create a solid coloured, 50% transparent background, rather than the criss-cross effect you have currently.


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Explosive Shroom
Posted: Nov 5 2006, 05:56 PM
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user posted image
Whoops. I just noticed that this was bumped from half a month ago.


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