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> New Classic Mario - DEMO UP!, ah, the olden times...
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Mewizkuit
Posted: Oct 19 2007, 01:08 PM
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I am currently working on a New Classic Mario game. It uses the sprites from the NES SMB. Its not an amazing super mario clone, but it is still fun. I can post some screenies:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4

...and a Demo Link:
Demo

This post has been edited by Mewizkuit on Oct 22 2007, 01:25 PM


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Grant
Posted: Oct 19 2007, 01:09 PM
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John Freeman said
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Zero Kirby already has made a game of this name.


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Mewizkuit
Posted: Oct 19 2007, 01:10 PM
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QUOTE (Grant @ Oct 19 2007, 01:09 PM)
Zero Kirby already has made a game of this name.

Really? Dam. I'll change the name :P
Name changed from Super Mario Classic to New Classic Mario. Has that been used? I hope not.

This post has been edited by Mewizkuit on Oct 19 2007, 01:11 PM


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QUOTE
whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Grant
Posted: Oct 19 2007, 01:12 PM
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John Freeman said
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Ah, OK then. I don't remember anyone using "New Classic Mario" before.


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XutaWoo
Posted: Oct 19 2007, 02:41 PM
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this didn't go as planned
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This better be a card game and it's not my filter doing that.


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{NPC} Astley puts an arm around Alex. "The bees polinate the flowers, then the hummingbirds eat the pollen and 9 months later the humming bird turns into a stork and brings a human baby fromt he cabbage patch to the hospital for the hummans to buy!"
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Zero Kirby
Posted: Oct 19 2007, 05:11 PM
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QUOTE (Mewizkuit @ Oct 19 2007, 11:10 AM)
Really? Dam. I'll change the name :P
Name changed from Super Mario Classic to New Classic Mario. Has that been used? I hope not.

WHAT WHAT WHAT

SOMEONE TRIED TO COPY MY FAN-CHISE?

I WILL TEAR OUT YOUR THROAT AND SHOVE IT UP YOUR

But anyway in all seriousness thanks for changing the name. And if anyone asks, we're not affiliated.

Anyway this is really looking pretty good, looking forward to the demo.


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Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO)
Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
Boss Fights: None in progress.
General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
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Mewizkuit
Posted: Oct 20 2007, 02:49 PM
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QUOTE (Zero Kirby @ Oct 19 2007, 05:11 PM)
WHAT WHAT WHAT

SOMEONE TRIED TO COPY MY FAN-CHISE?

I WILL TEAR OUT YOUR THROAT AND SHOVE IT UP YOUR

But anyway in all seriousness thanks for changing the name. And if anyone asks, we're not affiliated.

Anyway this is really looking pretty good, looking forward to the demo.

I'm sorry. I really didn't know that you made a game with that name.

XutaWoo: What is this talk about card games?


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whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Zero Kirby
Posted: Oct 20 2007, 03:07 PM
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QUOTE (Mewizkuit @ Oct 20 2007, 12:49 PM)
I'm sorry. I really didn't know that you made a game with that name.

XutaWoo: What is this talk about card games?

S'alright. The topic's December 2006 old anyway so yeah

But I am posting the game on MFGG.

Again, this is looking good, then again it's just SMB sprites. Look forward to a demo.


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

Visit Just Another Just Another Day - The Webcomic!

Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO)
Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
Boss Fights: None in progress.
General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
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Canada
Mewizkuit
Posted: Oct 20 2007, 03:09 PM
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QUOTE (Zero Kirby @ Oct 20 2007, 03:07 PM)
S'alright. The topic's December 2006 old anyway so yeah

But I am posting the game on MFGG.

Again, this is looking good, then again it's just SMB sprites. Look forward to a demo.

Ive only made 1 world so far. Maybe i'll post a demo once im done 2 of them.


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whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Mewizkuit
Posted: Oct 20 2007, 09:08 PM
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DEMO UP!
Only has 5 stages, but whatever.
Before you say "OMG THIS SUX I WAS EXPECTING WAY BETTER!", think twice about it, then say it anyways.
More to come soon :P


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QUOTE
whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Zero Kirby
Posted: Oct 20 2007, 09:34 PM
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Well...

- There seems to be a pause between stopping when hitting the ground and actually hitting the ground. Try to fix that.

- The movement is very unnatural, no acceleration or variable jumping.

- A complete lack of sound.

- The collision masks just seem to be a little off.

- Climbing is... odd, I could move all over the beanstalk.

- Landing on the ground from a jump seems to let me stay in a jump sprite and falling off while running has me falling in a run sprite.

Fix these problems and you could have a good game on your hands.


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

Visit Just Another Just Another Day - The Webcomic!

Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO)
Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
Boss Fights: None in progress.
General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
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JosJuice
Posted: Oct 21 2007, 08:35 AM
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If Mario destroys a block, it's just getting invisible.

This post has been edited by JosJuice on Oct 21 2007, 08:35 AM


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QUOTE (Darkyoshi @ Dec 19 2008, 05:09 PM)
I remading it to make a Free-Glitch version
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Thank god I thought I was going to have to PAY for my glitches!

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You know what they say toast is toast. ;3
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Mewizkuit
Posted: Oct 21 2007, 10:02 AM
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QUOTE (JosJuice @ Oct 21 2007, 08:35 AM)
If Mario destroys a block, it's just getting invisible.


No, its dissapearing...

And Zero Kirby:
Unfortunatly, the jumping bug cant be fixed. There is something wrong with my gamemaker or something, because when my brother makes a game using the same coding, it doesn't do that.

As for sfx, I will add those eventually. And that thing with the vine is supposed to happen.

This post has been edited by Mewizkuit on Oct 21 2007, 10:04 AM


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will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Noone
Posted: Oct 21 2007, 09:01 PM
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You win the prize!!!
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I'll take a look & edit post

EDIT: link it broken, or it just that it downloads nothing

This post has been edited by Best Games Forever on Oct 21 2007, 09:04 PM


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Grant
Posted: Oct 21 2007, 11:17 PM
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John Freeman said
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QUOTE (Mewizkuit @ Oct 21 2007, 11:02 AM)
There is something wrong with my gamemaker or something, because when my brother makes a game using the same coding, it doesn't do that.

That's not a bug, then. Why would a bug only cause something bad to happen with one user but not another (presumably on the same system)? There's evidently some other key difference between your and your brother's games that's causing that.


In my opinion a variable jump should be added, as ZK said. It's not too hard if one knows how to do it. There are old topics in the Help! forum you could find with the Search function to learn how to do it, or you could look at a pre-made engine.

Various issues I noticed:

- Mario can leaves of the screen in this demo. (Note: I am not intending to make fun of Alba by quoting her.)
- Piranha plants come out of pipes even if you're right by them or on top of them. This can be quite annoying sometimes.
- Collision glitches. For example, if Mario touches a block from the side while falling, he tends to get on top of the block, and sometimes when hitting the side of a block he stops with a gap between himself and it. Also, if he's touching a pipe from the side and you're holding the direction toward the pipe, and then make him jump, he jumps ridiculously high.
- With at least some pipes, the rim of the pipe can block Mario's jump from below it. This can probably be avoided just by turning precise collision checking off for the pipes.
- Mario keeps jumping back up whenever he touches the ground while you're holding down the jump key.
- When Mario lands on the ground and he's not moving horizontally, he keeps the jump sprite rather than switching to the standing one.
- Please credit the musicians who put together the MIDIs you used! Also, if anyone other than yourself ripped the SMB sprites you used, and they asked for credit for ripping, you should do that too.


As a final note, the level design could use general improvement. Although the levels are somewhat distinguishable, they still have somewhat too much of the "just moving forward along simple platforms and defeating repetitive enemies over and over" thing, in my opinion.

Yes, the original SMB did center a lot around moving to the right to get to the end of a level, but it included a lot of elements to make that more interesting, such as more power-ups (though you may well intend to add those in future), blocks with prizes in unexpected places, and - probably one of the most interesting things - shortcuts, via pipes or beanstalks.

Although it was an interesting idea of you to have hanging beanstalks you can climb on in the second world, that was one of the only interesting level twists (perhaps the only one) I've seen in this demo.

You could also make use of a greater variety of SMB-esque tiles. In the demo there were a lot of places that just had platforms made of simple bricks or solid blocks, aside from regular floors and pipes. The original SMB had things like those tree-type platforms in 1-3, bridges in the over-the-water stages, big mushroom platforms, etc. Might want to think about incorporating more of those things as well, as well as thinking of your own variations on the SMB formula in regard to this.

I think I'm done now.

EDIT: I'd also like to add that looking at Jeff Silvers' advice on level design in his topic in the vault (title was something like "How do I make my level design not suck?", though I'm not implying in mentioning this that I think your level design "sucks") may prove helpful in improving your skills.

This post has been edited by Grant on Oct 21 2007, 11:19 PM


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Super Deluxe Mario
Posted: Oct 22 2007, 02:26 AM
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OH NOES! MY AVATAR BROKE!
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Oh great, Grant's smashload of a post. Ahem, I don't have anything against him however.

Looks interesting, I must add.


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Ziso
Posted: Oct 22 2007, 04:54 PM
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Should I be concerned?
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Hmm, I can tell your new to game maker. First of all, NEVER use the built in score and life command. Instead, use the draw text functions and draw sprite functions. For x and y, just put wherever you want them on the screen plus view_xview and view_yview. also, go to global game settings and change the full screen options so it actually resizes.


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Super Deluxe Mario
Posted: Oct 23 2007, 02:28 AM
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OH NOES! MY AVATAR BROKE!
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[master hand voice]Download Failure. Archive is Corrupted.[/master hand voice]

EDIT: Downloading the game using Internet Exploiter 7...

This post has been edited by Super Deluxe Mario on Oct 23 2007, 02:30 AM


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Hohoo
  Posted: Oct 23 2007, 12:44 PM
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BAN AUTOTUNE
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That collision bug could maybe be fixed with this code.

CODE
vspeed = other.y-(y+sprite_height)


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cat /usr/share/icons/*/* > /dev/dsp
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