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> Mario Bros. VS, multiplayer test 9/7/09
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Ken Martin
Posted: Apr 7 2009, 08:34 PM
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QUOTE (Guinea @ Apr 7 2009, 03:30 AM)
Also, rev, you should actually have some updates then. So far I haven't seen any sad.gif

I know, this game is has been actually rather hard to develop. Basically every phase has to feel unique without feeling like a standard Mario platforming game. I'll try and post a new demo sometime in the next few weeks.

This post has been edited by rev2006 on Apr 7 2009, 08:45 PM


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Mecha the Slag
Posted: Apr 8 2009, 02:06 PM
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or you could feed us some screenshots now and everyone would be happy...!


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Ken Martin
Posted: Apr 8 2009, 04:03 PM
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The four screen shots on the first page are new screen shots...
The three below those are two screens from older versions of my game and one is new for comparison...I should have explained them better when I posted them.


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Taiki
Posted: Apr 8 2009, 04:17 PM
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Wow, this is looking really great so far. Keep up the good work!


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Ken Martin
Posted: Apr 13 2009, 02:43 AM
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I put a new demo up on the first page, tell me what you guys think.


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Mecha the Slag
Posted: Apr 13 2009, 03:38 AM
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A few bugs:
* Coins can pass enemies
* shells sometimes will be kicked instead of picked up when you want to pick it up. I think you should ignore that the player is above the shell and just allow him to pick it up, because it gets frustrating.
* Plants don't disappear after throwing fireballs. They just become really small.

Elsewise this is good! You've fixed a lot of the linear levels and made it interesting all the way through. Keep it up!


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Ken Martin
Posted: Apr 13 2009, 03:48 AM
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The plants are supposed to shrink once they shoot a fire ball so you have the opportunity to defeat them but if that's annoying I'll change it.


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Mecha the Slag
Posted: Apr 13 2009, 03:55 AM
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I thought it was a bug tbh because it was all tiny and stuff


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Taiki
Posted: Apr 13 2009, 10:31 PM
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This game is really good so far, but IMO the enemies all come way too fast.


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Elite Bavoomian
  Posted: Apr 15 2009, 07:44 PM
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This is a really good game, even though it would have been better if you can save. I didn't get very far because I lost my last life in the first boss fight. rolleyes.gif And I think grabbing the shell when you land on top of it while holding control is a good ideal. Love the music, special levels and all the other stuff you added from the original. I'll give a full opinion later if I ever manage to beat the demo...or at LEAST get to a decent phase. cool.gif but this is all I'll say for now.


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Ken Martin
Posted: Apr 15 2009, 09:36 PM
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Just so you know the phase with the boss is the last phase in the demo. ohmy.gif


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Elite Bavoomian
  Posted: Apr 16 2009, 08:59 AM
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Wait a minute! Were you working on this game for over a year? huh.gif I could of sworn this demo will be a least 3 worlds long. Just my luck...I lost at the last level...
or did you just take out all of the other levels for the demo?

EDIT:rev2006

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I got a few more levels, but the reason is because it went through 3 engine changes and I got bored for a while and started working on a different game which I didn't like which brought me back to this.


I see...good to know you have more levels.

This post has been edited by Elite Bavoomian on Apr 16 2009, 10:48 AM


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Ken Martin
Posted: Apr 16 2009, 10:17 AM
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I got a few more levels, but the reason is because it went through 3 engine changes and I got bored for a while and started working on a different game which I didn't like which brought me back to this.


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MONEYMAN
Posted: Apr 18 2009, 10:15 AM
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weeeeeee
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I really love this game. Its very nostolgic.


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Ken Martin
Posted: Sep 7 2009, 03:23 AM
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New demo on the front page.


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MONEYMAN
Posted: Sep 7 2009, 05:31 AM
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weeeeeee
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Cool, although to be honest I dont like the idea of picking enemies up when you kick them over and are running at them.


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Weston404
Posted: Sep 7 2009, 05:52 AM
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Cool beans
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Picking up enemies when running is a bit annoying, but I was very impressed. The pirahna plant stage was utter hell. In the full version, nipper plants and pirahna plants will be my worst enemies.


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Ken Martin
Posted: Sep 7 2009, 05:58 AM
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Is there a better way I can make players pick stuff up?


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MONEYMAN
Posted: Sep 7 2009, 06:12 AM
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QUOTE (Ken Martin @ Sep 7 2009, 06:58 AM)
Is there a better way I can make players pick stuff up?

maybe make it only for some enemies (like shy guys)
BTW I think the 4 legged koopa should be the one that goes into its shell, and the 2 legged one have a beach koopa pop out if you jump on it, like SMW.
Also another nitpick is I dont really like how the enemies just glow instead of changing colors.

This post has been edited by MONEYMAN on Sep 7 2009, 09:59 AM


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Weston404
Posted: Sep 7 2009, 11:10 AM
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QUOTE (MONEYMAN @ Sep 7 2009, 06:12 AM)
maybe make it only for some enemies (like shy guys)
BTW I think the 4 legged koopa should be the one that goes into its shell, and the 2 legged one have a beach koopa pop out if you jump on it, like SMW.
Also another nitpick is I dont really like how the enemies just glow instead of changing colors.

The 4-legged koopas are shellcreepers, from the classic Mario Bros.


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