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Some Super Mario Land, Comp entry
FREAK51 |
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Golem |
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Really short legs
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Fun stuff here. I'd say that you should make jumping depend on the distance of the cursor to Mario, too, but after playing it that seems like it might turn out for the worse.
However, the control is a disorienting at the moment. Because you use views, the meaning of Mario's distance from the cursor changes. For example, if you are on the left side of the room, moving the cursor to the left of Mario means that he'll walk to the cursor and stop--the view is perfectly still. However, if you move the mouse to the right of Mario, he'll chase it without end. The view shifts right, meaning the cursor is taken away from Mario even when he keeps walking right. This second mode of control (having to move the cursor back over Mario) is hard to play with, and it gets worse when the control scheme keeps changing between the first (Mario comes to the cursor) and second (Mario never reaches cursor) style. I heavily suggest, for the controls' sake, that you use rooms with a view that doesn't move. While it would be a bit of a drastic measure, if you need help putting a lot of things into one static view, you could use SML1 sprites.
This post has been edited by Golem on Jan 13 2007, 12:29 PM
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