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Super Mario 64 example: Alpha release (Updated), Gamemaker 7 Registered Only
The Damizean |
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Group: Members
Posts: 73
Member No.: 3744
Joined: 8-May 07
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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!  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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