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> Boo's Fortress: Possession (First Demo Released)
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Strong
Posted: Sep 7 2007, 05:02 PM
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yeah cool whutevar
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A while ago, during one of my midnight "brainstorm" sessions, I had the idea of "What if Boos could possess other enemies?" From that, I made a puzzle game in which you possess other enemies. Thus, Boo's Fortress: Possession was made.

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I only have two levels right now (and they're short, puzzle game levels) and only have four enemies (a goomba, a koopa, a bob-omb, and a pirahna plant), but I think the idea is good enough and am going to keep working on it.

Edit: I just made the first demo of the game. There are some bugs in it (especially in the second level), and the levels there are mostly just engine tests. However, I still think it's pretty good.

This post has been edited by strong414bad on Oct 7 2007, 11:19 AM

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Attached File  Boo__s_Castle_Possession.exe
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Sploder
Posted: Sep 7 2007, 05:05 PM
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Hey, that's a cool idea! I hope this turns out well.
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Razz
Posted: Sep 7 2007, 05:51 PM
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I like the idea, it fits. You could get some seriously deviouse puzzles going there dude,
just imagine possesing a thwomp to break through these blocks that let you continue ...

or using an amazee dazee to sing a giga koopa to sleep that is blocking a passage, then
using a bomb omb to destroy it before it wakes up ...

OR, using one of those things in SMW (The things that hide in the lava then submerge
after a while to dip back in.) to swim in lava to reach a switch that can lower the gate so
you can use goomba to get across and squeeze through a tight passage (Goombas are
squishy.)

Wow, I am hyped.


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FireStar
Posted: Sep 7 2007, 06:48 PM
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Nice idea.


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Elyk
Posted: Sep 7 2007, 07:08 PM
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QUOTE (King Razz @ Sep 7 2007, 06:51 PM)
OR, using one of those things in SMW (The things that hide in the lava then submerge
after a while to dip back in.)

Blarggs


I was going to do this, oh well.


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XutaWoo
Posted: Sep 7 2007, 08:26 PM
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this didn't go as planned
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I want to test it out, even with only two levels.


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fujiko
Posted: Sep 7 2007, 08:28 PM
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SHUT UP MIKAU; CANADA ROCKS
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Awesome!


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Strong
Posted: Sep 7 2007, 09:23 PM
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yeah cool whutevar
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The levels I have so far are pretty much just tests for the engine and stuff. There's very little actual puzzling in them, and if you can't solve them I'm worried for you.

However, I just programmed a Bob-Omb and am working on a Pirahna Plant, which will hopefully make it easier to make the game harder.
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Elyk
Posted: Sep 7 2007, 09:26 PM
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QUOTE (strong414bad @ Sep 7 2007, 10:23 PM)
The levels I have so far are pretty much just tests for the engine and stuff. There's very little actual puzzling in them, and if you can't solve them I'm worried for you.

However, I just programmed a Bob-Omb and am working on a Pirahna Plant, which will hopefully make it easier to make the game harder.

How are you doing the movement of the Piranha Plant?


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Strong
Posted: Sep 7 2007, 09:31 PM
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yeah cool whutevar
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QUOTE (Elyk19 @ Sep 7 2007, 09:26 PM)
How are you doing the movement of the Piranha Plant?

He lets you teleport between pipes, getting past previously uncrossable walls.
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Littlink
Posted: Sep 7 2007, 09:34 PM
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hip 2b square
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This is brilliance!

Go make it awesome!


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Elyk
Posted: Sep 7 2007, 09:37 PM
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QUOTE (strong414bad @ Sep 7 2007, 10:31 PM)
He lets you teleport between pipes, getting past previously uncrossable walls.

Oh, wow. What are you making this in?


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Strong
Posted: Sep 7 2007, 09:38 PM
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yeah cool whutevar
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QUOTE (Elyk19 @ Sep 7 2007, 09:37 PM)
Oh, wow. What are you making this in?

MMF2. The Pirahna Plant thing is just an idea I have, but I think it'll work if I screw around with internal variables enough.
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Strong
Posted: Sep 12 2007, 03:16 PM
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yeah cool whutevar
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Sorry for bumping, but I just made the first demo. Check it out.
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Dan*
Posted: Sep 12 2007, 03:29 PM
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blip..bleep..blip..bleep...blearp!


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One thing, when the koopa shoots the shell, fix the action point position. He's shooting shells out of his head. Other than that, this is going to be great!


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Elyk
Posted: Sep 12 2007, 03:39 PM
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The collisions need a lot of work, as you frequently get stuck. Also you shouldn't die when hitting the gray pipe.

Also for what Dan said, you can change the Koopa into a shell and then pop out when you are done.

This post has been edited by Elyk19 on Sep 12 2007, 03:39 PM


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Dan*
Posted: Sep 12 2007, 03:43 PM
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blip..bleep..blip..bleep...blearp!


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and I noticed in half the levels it's 8-direction, the other half it's 4-direction.


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Elyk
Posted: Sep 12 2007, 03:53 PM
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QUOTE (Dan* @ Sep 12 2007, 04:43 PM)
and I noticed in half the levels it's 8-direction, the other half it's 4-direction.

only the first one was 8-direction


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Strong
Posted: Sep 12 2007, 04:05 PM
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QUOTE (Elyk19 @ Sep 12 2007, 03:39 PM)
The collisions need a lot of work, as you frequently get stuck.  Also you shouldn't die when hitting the gray pipe.

Also for what Dan said, you can change the Koopa into a shell and then pop out when you are done.

I'll work on the collisions soon, because I really only made what I had to test the characters and stuff. I tried making the Koopa turn into a shell, but it was very buggy and didn't work at all. I'm considering changing the Koopa into a Hammer Bro and re-using the Koopa somewhere else. All of the levels have been changed to 8-Direction (I have no idea why there were 4-Direction in the first place), and the gray pipe thing (supposed to be a spotlight, but I have no spriting skill) has been fixed.

This post has been edited by strong414bad on Sep 12 2007, 04:07 PM
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Razz
Posted: Sep 12 2007, 05:32 PM
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I am still hyped, this may be the best MFGG game we have had in a while, right up
there with Yoshi Land (Or whatever it's called.)


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