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> Super Mario 64 example: Alpha release (Updated), Gamemaker 7 Registered Only
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The Damizean
Posted: Jun 27 2007, 01:18 PM
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Greetings MFGGers:

As some of you may remember I've been working on a simple Mario 64 styled example/base over the last few weeks. As promised, I'm releasing what I currently have done so far, but please note the features in this version aren't the ones I excepted for the final release. The reason of releasing a premature version is due my current lack of motivation to work on it (it's been some weeks until I could do anything decent, been busy with exams and RL) and didn't want put to waste the work I've done so far.

What's implemented is what you see. However, if guys you need a more in-depth lecture of that I've done and how it works I can write it. Enjoy, and remember to give credit to the people at the splash screen.

So... click on the image and have fun!
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Side notes: Remember that releasing the input while moving makes Mario brake. However, I didn't have an animation for this, so it just displays the jump animation. Nevermind this. And yeah, remember the level is just a testground. If you see some problems in some triangles it's due Xtreme3D being a ***** with alpha blending or two triangles overlapping.

This post has been edited by The Damizean on Jun 28 2007, 07:09 AM


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DJ Yoshiman
  Posted: Jun 27 2007, 01:32 PM
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My post is to the right.
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Awesome, I'll be checking it out when I get some free time.


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Bigbowsa
Posted: Jun 27 2007, 01:36 PM
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lol showbiz bowser
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It's awesome!, too bad my computer can't run it very fast sad.gif.

edit: ooops, I tried to walk on a hill and fell through the ground, never saw that glitch when I first tried it.

This post has been edited by Bigbowsa on Jun 27 2007, 01:39 PM


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The Damizean
Posted: Jun 27 2007, 01:39 PM
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QUOTE (Bigbowsa @ Jun 27 2007, 01:36 PM)
It's awesome!, too bad my computer can't run it very fast sad.gif.

No problem with that. Logic and movement is done using time based methods, so it should work practically the same on all the computers... of course this will never be true at all, since the sphere sliding depends on Xtreme 3D, wich does it per frame. But it's a nice antilag system, anyway. And yeah, the hill problem is also a sphere sliding problem. I'll have to work around that :3

How many FPS are you getting? It started to happen that on my comp once I switched to 10-20 fps...

This post has been edited by The Damizean on Jun 27 2007, 01:41 PM


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T-man
Posted: Jun 27 2007, 01:46 PM
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MFGG? As if!
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Wow only 1fps for me. :(
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MegaTailzChao
Posted: Jun 27 2007, 01:50 PM
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Wow this is really great.

Oh and I'm getting framerates of 78 to 86 fps.

Am I special? :3


But that jumping animation looks terrible. Like it's too stiff or something.

This post has been edited by MegaTailzChao on Jun 27 2007, 01:50 PM


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The Damizean
Posted: Jun 27 2007, 01:51 PM
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I get 250 fps with my computer with a common Nvidia Geforce 6600 and 100 fps on my laptop (wich uses a ATI Radeon X1100 through HyperMemory (meaning it's ultra slow)). T-Man, unless you're using a toaster as graphics card, that's impossible. Try out updating your drivers to have a decent OpenGL support.

This post has been edited by The Damizean on Jun 27 2007, 01:52 PM


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MegaTailzChao
Posted: Jun 27 2007, 01:53 PM
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So long, and thanks for all the fish.
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Oh wow.

Anyways is there any chance of seeing double/triple/wall/etc. jumps?

And is there a way to get on the castle's roof in the demo?

EDIT: and there's a floating tree here for some reason.
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This post has been edited by MegaTailzChao on Jun 27 2007, 01:55 PM


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The Damizean
Posted: Jun 27 2007, 01:59 PM
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Have you never seen a floating tree?


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MegaTailzChao
Posted: Jun 27 2007, 02:01 PM
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QUOTE (The Damizean @ Jun 27 2007, 01:59 PM)
Have you never seen a floating tree?

No actually. They don't seem to grow very well in Canada. Might be because it gets too cold in the winter.


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Elyk
Posted: Jun 27 2007, 02:05 PM
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I have to figure out how to use this sad.gif Its amazing biggrin.gif


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ZeldaFreak108
Posted: Jun 27 2007, 02:06 PM
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Awesome demo, I got a steady frame rate of around 30 fps but it looked really smooth and nice. Mario seemed a little slow even if you held the run button, but the physics seems pretty good, it's cool! You should definately continue working on it


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Ultramario
Posted: Jun 27 2007, 02:07 PM
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QUOTE (T-man @ Jun 27 2007, 09:46 PM)
Wow only 1fps for me. sad.gif

Don't feel bad. It doesn't work for me at all.


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Ndsfreak
Posted: Jun 27 2007, 02:09 PM
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After the title screen, it gives me this error.
CODE

___________________________________________
FATAL ERROR in
action number 1
of Create Event
for object objController_Level:

scrLevel_Load -> Level file 'Resources\Levels\CastleOutside\Level.xml' doesn't exist.


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Spritanium
Posted: Jun 27 2007, 02:13 PM
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Why are you guys getting such low FPS's? I have 139.

Is there any way to run or can you just walk?


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MegaTailzChao
Posted: Jun 27 2007, 02:15 PM
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QUOTE (ndsfreak @ Jun 27 2007, 02:09 PM)
After the title screen, it gives me this error.
CODE

___________________________________________
FATAL ERROR in
action number 1
of Create Event
for object objController_Level:

scrLevel_Load -> Level file 'Resources\Levels\CastleOutside\Level.xml' doesn't exist.

You have to unzip it.

QUOTE
Why are you guys getting such low FPS's? I have 139.

Is there any way to run or can you just walk?

Hold X.


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ZeldaFreak108
Posted: Jun 27 2007, 02:15 PM
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QUOTE (Spritanium @ Jun 27 2007, 02:13 PM)
Why are you guys getting such low FPS's? I have 139.

Is there any way to run or can you just walk?

I'm at work, therefore the computer here is a little dated.


You hold down X to run and Z to jump, or it may be the other way around, I've forgotten already


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Blue Screen of Death
Posted: Jun 27 2007, 02:17 PM
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It runs excellent for me, never drops below 80, usual is 100.
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Spritanium
Posted: Jun 27 2007, 02:19 PM
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I like how you did the trees. Where's the Mario model from?


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Elyk
Posted: Jun 27 2007, 02:23 PM
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QUOTE (MegaTailzChao @ Jun 27 2007, 01:53 PM)
And is there a way to get on the castle's roof in the demo?

Yes, if you jump up the wall to the right, follow it around the top past the waterfall, you can get close enough to jump on the roof.


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