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New Classic Mario - DEMO UP!, ah, the olden times...
Grant |
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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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| QUOTE (Piemanthe3rd) | | Pie is not random. I wish people would realize this. |
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