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> Static Engine, UPDATE
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FREAK51
Posted: Aug 8 2007, 03:39 PM
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I just whipped this up at 10 this morning. C+C and it would be nice if you anyone can report any glitches. EDIT: Fixed Jumping on enemies, better gravity, added koopa and took out the second frame.

This post has been edited by FREAK51 on Aug 9 2007, 08:51 AM

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Attached File  Mario_WIP_engine.zip


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Elyk
Posted: Aug 8 2007, 03:53 PM
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you can get stuck in the corner of the building


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FREAK51
Posted: Aug 8 2007, 03:54 PM
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QUOTE (Elyk19 @ Aug 8 2007, 03:53 PM)
you can get stuck in the corner of the building

A little more specific please, if its from the part with the koopa don't mind that it was put there by a mistake.


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Elyk
Posted: Aug 8 2007, 04:03 PM
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QUOTE (FREAK51 @ Aug 8 2007, 03:54 PM)
A little more specific please, if its from the part with the koopa don't mind that it was put there by a mistake.

the gray one right after the goomba


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FREAK51
Posted: Aug 8 2007, 04:25 PM
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QUOTE (Elyk19 @ Aug 8 2007, 04:03 PM)
the gray one right after the goomba

Ok thanks.


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Elyk
Posted: Aug 8 2007, 04:26 PM
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QUOTE (FREAK51 @ Aug 8 2007, 04:25 PM)
Ok thanks.

Those masks are pretty clever wink.gif
And it would be nice if you jumped to full height by just tapping Shift rather than holding it in.

This post has been edited by Elyk19 on Aug 8 2007, 04:26 PM


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FREAK51
Posted: Aug 8 2007, 05:11 PM
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QUOTE (Elyk19 @ Aug 8 2007, 04:26 PM)
Those masks are pretty clever wink.gif
And it would be nice if you jumped to full height by just tapping Shift rather than holding it in.

The jumping is intentional. Let's say there are spikes or something on the ceiling and your in a small area if you jump full height to go onto of another platform you might take damage.


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Grant
Posted: Aug 8 2007, 06:22 PM
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QUOTE (Elyk19 @ Aug 8 2007, 05:26 PM)
And it would be nice if you jumped to full height by just tapping Shift rather than holding it in.

Huh? Variable jumping is better than non-variable jumping.

Unless you mean you should have to hold it down for a shorter time to get to full height.


Regarding the engine, first of all, the gravity doesn't seem quite right. As far as I can tell, Mario isn't accelerating gradually downward, but instead is moving at a fixed speed upward and then changing direction downward instantly to either the same or another fixed speed after the highest point of the jump. This should be changed, since gravity is supposed to exert a small but gradual force, slowing down the upward movement and speeding up the downward movement.

Also, I noticed that just tapping the Ctrl (run) key causes Mario to get to full speed, and he stays running after you let it go. He should only run while the key is being held.


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FireStar
Posted: Aug 8 2007, 06:47 PM
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Running is kinda sloppy. Mario doesn't stop very fast, he should stop when you let go of ctrl. And he should speed up gradualy.
And you should make it so that when you turn the other way when running, mario slows down then runs.
But the messed up running actualy made it fun.


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FREAK51
Posted: Aug 8 2007, 06:48 PM
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QUOTE (Grant @ Aug 8 2007, 06:22 PM)

Also, I noticed that just tapping the Ctrl (run) key causes Mario to get to full speed, and he stays running after you let it go. He should only run while the key is being held.

That was intentional it's because he deaccelerates and doesn't stop instantly, and I'm looking to add skidding in anyway. Unless you mean he shouldn't be showing a running animation while he's slowing down. I'll look into the other things you said.


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Alba Garcia Clerigues
Posted: Aug 9 2007, 05:13 AM
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I have played this engine.
The shell does not hurt Mario when Mario is small.

This post has been edited by Alba Garcia Clerigues on Aug 9 2007, 05:13 AM


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FREAK51
Posted: Aug 9 2007, 08:45 AM
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QUOTE (Alba Garcia Clerigues @ Aug 9 2007, 05:13 AM)
I have played this engine.
The shell does not hurt Mario when Mario is small.

That's because it was a different engine. It wasn't supposed to be added.


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