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> TBBE-The Best Bowser Engine, Update 8-10-07
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Littlink
Posted: Aug 9 2007, 08:23 AM
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I have the right to call this engine The Best Bowser Engine because I have never seen any better (cept Toodles, but that was based off of Nintendo's Bowser engine). cool2.gif

Screenshots
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I'd like to see Mario get past him now.

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Fwoosh! Firebreath.

Controls
Z for jumping
X for firebreath (only when standing)
DOWN for buttstomp (when in the air)

Stuff
Grab meat to add to your hp.
Buttstomp breakable blocks.

Notes
I dunno about any glitches or bugs, so POST them with detail so I may fix them. Also, the level is not complete. Heck, it's just a place to mess around in.

Download
Click

*NOTE*
The new link has been provided so there shouldn't be an error when running this version.

Update 8-10-07
Version 1.3

Stuff this version
* Variable Jumping
* Functional Clown Copter (press DOWN to enter and JUMP to escape)
* Faster animations, recoil and pre-jump
* Press DOWN when on the ground to enter WHIRLING FORTRESS (use JUMP to exit and UP to do a mini-jump)

Download here: TBBE_1_3

This post has been edited by Littlink on Aug 10 2007, 04:55 PM


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paper_man
Posted: Aug 9 2007, 08:36 AM
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wow that is really, really good! me likey


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my "REF" (Note: it's not the best)

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mr.mario
Posted: Aug 9 2007, 09:02 AM
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and you people thought Mugen coded in GML would never work
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reminds me of a scrapped game of mine.


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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Elyk
Posted: Aug 9 2007, 09:30 AM
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well, if you fall off you dont die...


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Littlink
Posted: Aug 9 2007, 09:33 AM
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QUOTE (Elyk19 @ Aug 9 2007, 02:30 AM)
well, if you fall off you dont die...

A good example of why this is an Alpha Test. cool2.gif


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mr.mario
Posted: Aug 9 2007, 10:55 AM
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and you people thought Mugen coded in GML would never work
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needs enimies and a power up that lets you throw hammers


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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Ultramario
Posted: Aug 9 2007, 11:08 AM
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Dan Dan Dan!
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Great stuff. I couldn't find any glitches.

I like Bowser's rather clumsy movement. It makes this engine feel very Bowser-ish.


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OmegaK
Posted: Aug 9 2007, 11:25 AM
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Hey look its that girl that doesn't move her arms
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That was extremely awesome.


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Debug_Mode
Posted: Aug 9 2007, 11:27 AM
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Excellent. No glitches, smooth gameplay, and the screen shaking effect when Bowser lands is pretty cool. Great work!


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Grant
Posted: Aug 9 2007, 11:31 AM
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John Freeman said
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Dude, this rules. I couldn't see any glitches in it, and the animations and movement are just great.


I kind of think Bowser could do with jumping a slight bit less high, but that's just my opinion. Also a variable jump would be cool.


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mr.mario
Posted: Aug 9 2007, 11:33 AM
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and you people thought Mugen coded in GML would never work
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heres a little trick I use, make the room bg color match the topmost color of your background, then when the screen shakes no grey corners, other than that supurb, love it, hope to see a game made out of this.


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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Ultramario
Posted: Aug 9 2007, 11:35 AM
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Dan Dan Dan!
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I'd rather want Littlink to make the game out of this.


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Sonic_Penguin15
Posted: Aug 9 2007, 11:43 AM
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Since all the funny member title puns are taken!
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That was amazing! I can't wait to see the full game( if there is going to be one).


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Littlink
Posted: Aug 9 2007, 11:46 AM
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QUOTE (Grant @ Aug 9 2007, 04:31 AM)
Dude, this rules. I couldn't see any glitches in it, and the animations and movement are just great.


I kind of think Bowser could do with jumping a slight bit less high, but that's just my opinion. Also a variable jump would be cool.

Thanks. cool2.gif

I'm not sure how that would work, really. He pauses for a moment before jumping (prepping to spring) and that... wouldn't work really. Variable jumping is dependent on the character jumping immediately after pressing the button, right? Then again, I'll see what I can do.

Oh, and I had a buggy Clown Copter implemented. I just remembered. o_O

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heres a little trick I use, make the room bg color match the topmost color of your background, then when the screen shakes no grey corners, other than that supurb, love it, hope to see a game made out of this.


Figuring that out shouldn't be too hard.

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I'd rather want Littlink to make the game out of this.


Me too. We should ask him about that.

Wow, this got more attention than I bargained for. The masses like it, I MUST DO MORE! So, hammer tossing is a must. And I'll do something with the Clown Copter.


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Grant
Posted: Aug 9 2007, 12:19 PM
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QUOTE (Littlink @ Aug 9 2007, 12:46 PM)
I'm not sure how that would work, really. He pauses for a moment before jumping (prepping to spring) and that... wouldn't work really. Variable jumping is dependent on the character jumping immediately after pressing the button, right? Then again, I'll see what I can do.

I think it could work, as I have a vague idea in mind of how it could be done. You could probably use Ultramario's advice about variable jumps from an old topic that I linked to in a recent Help topic by Mechant, and just alter the method to work with the pausing before jumping.

EDIT: Here is the post of Ultramario's I was referring to. Remember, it's a really old topic.

This post has been edited by Grant on Aug 9 2007, 12:20 PM


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MegaTailzChao
Posted: Aug 9 2007, 04:45 PM
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Hey seems pretty fun to me, but I think the delay before Bowser's jump could be decreased a bit, also it would be nice if he turned jsut a little bit faster.

Also he needs to make a stomping sounds when he walks. It would also be nice if you could jump from the landing crouch, so you could basically perform multiple jumps in a row with minimal delay.


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Guinea
Posted: Aug 9 2007, 05:12 PM
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Not bad.
The animations are smooth, what else do you want?

Well, I'd like variable jumping and what MTC said above.
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Littlink
Posted: Aug 9 2007, 05:14 PM
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I've done some stuff. But it's not enough to warrant a new download.

-Press down to enter WHIRLING FORTRESS!
-Jump into your Clown Copter and fly around.

EDIT: Yes, dudes. I'll look into that. wink.gif

This post has been edited by Littlink on Aug 9 2007, 05:15 PM


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exenefevex
Posted: Aug 9 2007, 05:33 PM
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There's another way to implement variable jumps: have the height of the jump depend on the amount of time the jump key is held down BEFORE Bowser takes off. So if you just tap the key, Bowser would make a tiny hop right away. (Jet Force Gemini used this control system, iirc). It's not any easier to actually control, mind you...
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XutaWoo
Posted: Aug 9 2007, 05:34 PM
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this didn't go as planned
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Awesome.

But yeah, needs Clown Copter and enemies to burn/stomp.


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