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> Super Mario (Working Title)
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Deathbringer Raikyo
Posted: Nov 5 2006, 04:02 PM
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My first game made with MMF2 (I still think MMF 1.5 is better >.<)

Its not a game.. its more like uh a test level, so what do you think (like I said, its just a test).

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(More infos in the ReadMe file)


Version 2 new: *click*


Version 1:

This post has been edited by Rive on Nov 6 2006, 10:45 AM

Attached File ( Number of downloads: 48 )
Attached File  Super_Mario__Working_Title_.zip


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EDGE
Posted: Nov 5 2006, 04:08 PM
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you should add an animation for the block when mario breaks it nod.gif
I like it!


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Explosive Shroom
Posted: Nov 5 2006, 05:33 PM
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Well, the graphics are nice, but it's really just not that fun. :\ It's a run-of-the-mill MMF-platform-movement game so far.


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Deathbringer Raikyo
Posted: Nov 6 2006, 07:04 AM
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thanks. well it is just an engine test and I played around with MMF2. I add some more things now =D


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  Posted: Nov 6 2006, 07:32 AM
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Can you add variable jumping heights and are you using the platform movement object or static? And a falling animation would be nice.


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Deathbringer Raikyo
Posted: Nov 6 2006, 08:50 AM
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QUOTE (FREAK51 @ Nov 6 2006, 01:32 PM)
Can you add variable jumping heights and are you using the platform movement object or static? And a falling animation would be nice.

I made my own engine. And I dont use platform movement


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Grant
Posted: Nov 6 2006, 10:27 AM
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It's a nice game with a lot of potential to turn out well. Unfortunately, this demo has several glitches:
  • In certain cases Mario gets stuck against solid objects. He gets stuck against tall things, like pipes, if he's falling and moving toward them at the same time, and comes into contact with them in the air. This can be fixed by pressing the opposite direction, but if you just let go of the arrow keys, he slides slowly down the side of the pipe.
  • The flanges on the ends of pipes (the ring-shaped parts that stick out to the side) stop Mario from jumping upward if he jumps up right beside a pipe. I don't know how MMF works, but if it's anything like GM in this respect, that might be able to be fixed by giving the pipe sprites rectangular collision boundaries rather than ones the same shape as the sprites.
  • When you land on the Nipper Plants on the very left of the room, you don't always get hurt. It seems you have to get in a certain position on top of them in order to get hurt.
  • You can walk off the edge of the screen and out of the room. Apparently when you try to walk back in after that, you walk while you're somewhere out of the room, causing the room to scroll. But there's no known way to get back into the room, except by starting the game over.
  • It's possible to break the brick block by touching it from the side when falling downward.
  • When Mario gets hit, it seems a number of glitches can occur. Try walking around between those two blocks and getting hit by the Goomba, and you'll likely see what I mean. For one thing, at least sometimes there's no or almost no invincibility time between hits from enemies. Also, Mario sometimes seems to jump from one position to another when he's hit sometimes. He might have even gone through one of the blocks once because of being hit by the Goomba.
  • When Mario stands against some solid objects, like the pillar-type thing at the left of the room, and tries to jump over them, he doesn't get over but rather jumps in place, even though you're holding the arrow key and he jumps high enough to get over the object. This same problem also appeared in the (otherwise incredibly good) Super Mario Epic 2.
  • The right one of the two blocks that the Goomba's between has something strange about it, because when approaching it from the right, Mario can walk into it and overlap it just a little bit. It may seem a minor issue, but you might want to check it out anyway.
Here are a few things which I would suggest that you consider, though they are don't have to do with glitches:
  • There is no horizontal acceleration or deceleration. This means that Mario can be moving fast on the ground or in the air and turn around immediately in the opposite direction, continuing just as fast in the other direction. There isn't any skidding to a halt as he turns around on the ground. This doesn't make the game hard to play, but it could be more realistic if there were some acceleration.
  • You might want to give Mario a bit of "invincibility time" after he hits an enemy, and make his sprite blink or be half-see-through to indicate this time. This would be so that he wouldn't be hit again immediately after being hit because he's still touching the same enemy (but the invincibility wouldn't be supposed to kill the enemy, of course).
  • You could give Mario a dying animation and dying music.
  • You could make Mario able to bounce off of enemies when he stomps them.
  • You could make bricks seem more solid - Mario could come right back down after breaking them from below - and you could give them a breaking animation (like EDGE already suggested).
  • You could make Mario able to jump at different heights, depending on how long the Jump button is held. (FREAK51 already suggested this.)
Hope this helps you.


EDIT: Also, I just noticed that the Piranha Plant comes out of the pipe even when Mario's on top of the pipe.

This post has been edited by Grant on Nov 6 2006, 10:29 AM


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Deathbringer Raikyo
Posted: Nov 6 2006, 10:38 AM
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QUOTE (Grant @ Nov 6 2006, 04:27 PM)
It's a nice game with a lot of potential to turn out well. Unfortunately, this demo has several glitches:



  • In certain cases Mario gets stuck against solid objects. He gets stuck against tall things, like pipes, if he's falling and moving toward them at the same time, and comes into contact with them in the air. This can be fixed by pressing the opposite direction, but if you just let go of the arrow keys, he slides slowly down the side of the pipe.



  • The flanges on the ends of pipes (the ring-shaped parts that stick out to the side) stop Mario from jumping upward if he jumps up right beside a pipe. I don't know how MMF works, but if it's anything like GM in this respect, that might be able to be fixed by giving the pipe sprites rectangular collision boundaries rather than ones the same shape as the sprites.



  • When you land on the Nipper Plants on the very left of the room, you don't always get hurt. It seems you have to get in a certain position on top of them in order to get hurt.



  • You can walk off the edge of the screen and out of the room. Apparently when you try to walk back in after that, you walk while you're somewhere out of the room, causing the room to scroll. But there's no known way to get back into the room, except by starting the game over.



  • It's possible to break the brick block by touching it from the side when falling downward.



  • When Mario gets hit, it seems a number of glitches can occur. Try walking around between those two blocks and getting hit by the Goomba, and you'll likely see what I mean. For one thing, at least sometimes there's no or almost no invincibility time between hits from enemies. Also, Mario sometimes seems to jump from one position to another when he's hit sometimes. He might have even gone through one of the blocks once because of being hit by the Goomba.



  • When Mario stands against some solid objects, like the pillar-type thing at the left of the room, and tries to jump over them, he doesn't get over but rather jumps in place, even though you're holding the arrow key and he jumps high enough to get over the object. This same problem also appeared in the (otherwise incredibly good) Super Mario Epic 2.



  • The right one of the two blocks that the Goomba's between has something strange about it, because when approaching it from the right, Mario can walk into it and overlap it just a little bit. It may seem a minor issue, but you might want to check it out anyway.


Here are a few things which I would suggest that you consider, though they are don't have to do with glitches:



  • There is no horizontal acceleration or deceleration. This means that Mario can be moving fast on the ground or in the air and turn around immediately in the opposite direction, continuing just as fast in the other direction. There isn't any skidding to a halt as he turns around on the ground. This doesn't make the game hard to play, but it could be more realistic if there were some acceleration.



  • You might want to give Mario a bit of "invincibility time" after he hits an enemy, and make his sprite blink or be half-see-through to indicate this time. This would be so that he wouldn't be hit again immediately after being hit because he's still touching the same enemy (but the invincibility wouldn't be supposed to kill the enemy, of course).



  • You could give Mario a dying animation and dying music.



  • You could make Mario able to bounce off of enemies when he stomps them.



  • You could make bricks seem more solid - Mario could come right back down after breaking them from below - and you could give them a breaking animation (like EDGE already suggested).



  • You could make Mario able to jump at different heights, depending on how long the Jump button is held. (FREAK51 already suggested this.)


Hope this helps you.


EDIT: Also, I just noticed that the Piranha Plant comes out of the pipe even when Mario's on top of the pipe.

wow, thank you!!!! Thanks for reporting the glitches! I fix them in the next version. Also thanks for the ideas! Awesome!

by the way, heres a new testversion.
There are some glitches (koopa and chomp is a bit buggy >.<)


EDIT: aww the new version is extremly buggy <.< cool.gif sad.gif

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This post has been edited by Rive on Nov 6 2006, 10:45 AM

Attached File ( Number of downloads: 53 )
Attached File  Super_Mario__Working_Title__V.2.zip


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EDGE
Posted: Nov 6 2006, 11:44 AM
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here is a good tip: before adding more stuff try fixing what you got so far.
something you should do is that when mario jumps on an enemy he bounces up a little.
the rest is on the list that Grant wrote


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Deathbringer Raikyo
Posted: Nov 6 2006, 12:04 PM
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okay.. thanks... ohmy.gif


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