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> Super Mario Legacy [DEMO 1 RELEASED], A 3D fangame
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DJ Yoshiman
  Posted: Dec 4 2007, 08:00 PM
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QUOTE (Fawfulhasfury @ Dec 4 2007, 05:49 PM)
He already fixed some of that. Old and late.

Alrighty, so he apparently fixed collisions. The frame rate wasn't a problem for me. I can see the shadows in the screen, so that's good.


However, I still have yet to see him address the other issues I pointed out, and wait for a new engine to see if he actually has fixed the collision.


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MrGuy
Posted: Dec 4 2007, 08:59 PM
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QUOTE (DJ Yoshiman @ Dec 4 2007, 07:46 PM)
... meh. I'm not too impressed. It's good, if you're a beginner at the program, but contrasted against Sindii's beautiful 3d engine, this one plays horribly. Mario has no acceleration or deceleration at all. The collisions are extremely buggy. Mario doesn't have a shadow or some indiciation of where the hell he's going to land. His jump is way too quick and linear. I somehow got hurt by the enemy when I wasn't even close to him (this would go hand-in-hand with the collisions being buggy), and your skybox can be vastly improved by making the textures fuse tile nicely, we're supposed to barely notice the box part of the skybox.


Of that list, the only problem that hasn't been fixed yet is Mario's acceleration/decceleration, mainly because of laziness and wanting to add more features in gameplay. By buggy collisions I assume you mean the sticking-to-platform bug and Mega Mario's super-small collision radius, both of which are fixed. I also have a new skybox which is fully seamless (shown in the latest shot of Mega Mario running over Koopas in a new section of the level). AFAIK the reason the physics were so good in sindii's demo was because he bought the Nuclear Glory Physics Engine for B3D, but I don't have that and don't want to buy it now, so the physics can't be as good as sindii's demos.

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DJ Yoshiman
  Posted: Dec 4 2007, 11:21 PM
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QUOTE (MrGuy @ Dec 4 2007, 06:59 PM)

Of that list, the only problem that hasn't been fixed yet is Mario's acceleration/decceleration, mainly because of laziness and wanting to add more features in gameplay. By buggy collisions I assume you mean the sticking-to-platform bug and Mega Mario's super-small collision radius, both of which are fixed. I also have a new skybox which is fully seamless (shown in the latest shot of Mega Mario running over Koopas in a new section of the level). AFAIK the reason the physics were so good in sindii's demo was because he bought the Nuclear Glory Physics Engine for B3D, but I don't have that and don't want to buy it now, so the physics can't be as good as sindii's demos.

As far as I knew, the physics engine was used only for the items, not on Mario's movement, which can all be calculated easily with regression equations.


But you tell me you have fixed these, so once again, I shall hold out and wait until you release your next engine test before continuing my judgement.


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Grant
Posted: Dec 4 2007, 11:39 PM
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John Freeman said
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I've tried this game out while I was "inactive" on the boards. Great job with the graphical system. Also good to hear that you've fixed those issues (particularly the collision glitches and the lack of a shadow for Mario; shadows are a lot more important than they may seem wink.gif ). I look forward to the next engine test, if there is one.


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Thingy
Posted: Dec 5 2007, 02:47 AM
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So long MFGG 2.0~
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I can't wait for:
big levels
more enemies (when someone finds a good model for you)
better ?-block textures
coins


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sindii
Posted: Dec 5 2007, 09:31 AM
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i coded all marios mechanics myself, newton game dynamics is used for physics of objects. Also response for mario and collisions is done myself ie pushing objects, grabbing ledges etc

Blitz3d is capable of doing marios accel etc no need for other libraries.

My mario can idle, sneak, walk, jog, run, sprint, jump, land, grab edges, climb, slide on his belly or back, pickup stuff, throw it, dive + tonnes of other stuff which i haven't shown or will be for a long time. Hopefully i will fix swimming too!
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DJ Yoshiman
  Posted: Dec 5 2007, 03:13 PM
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QUOTE (sindii @ Dec 5 2007, 07:31 AM)
i coded all marios mechanics myself, newton game dynamics is used for physics of objects. Also response for mario and collisions is done myself ie pushing objects, grabbing ledges etc

Blitz3d is capable of doing marios accel etc no need for other libraries.

My mario can idle, sneak, walk, jog, run, sprint, jump, land, grab edges, climb, slide on his belly or back, pickup stuff, throw it, dive + tonnes of other stuff which i haven't shown or will be for a long time. Hopefully i will fix swimming too!

Yeah, precisely as I said before, you used the newton's engine only for the objects, and then you calculated Mario's movement engine yourself.


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MrGuy
Posted: Dec 6 2007, 09:53 PM
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Okay guys, another update.

Walking and running has been added (hold the Shift button to run), and Mario now has acceleration and decceleration. Also, the camera has been improved too.

I've also added coins...
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...and stars. When you collect a star, the camera zooms in on Mario and Mario does a twirly jump. When he lands, the level fades out.
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Fawfulhasfury
Posted: Dec 7 2007, 02:34 PM
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Really really good! Great update, looks like you're really getting the hang of things!


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MrGuy
Posted: Dec 8 2007, 01:55 PM
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Okay, I think this has gotten to the point that I can release a second engine test.

Engine Test 2
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Namadu
Posted: Dec 8 2007, 02:33 PM
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Flaws: Sometimes Mario goes right through the boat and dies, sometimes Koopas run off the edge, and sometimes Mario won't jump. Also, I got a fatal error when Mega Mario touched a tree. Also, Mega Mario lasts way too long.

Still, this is improving quite a bit. This could possibly become the best game on MFGG!


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MrGuy
Posted: Dec 8 2007, 02:56 PM
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QUOTE (Greenie @ Dec 8 2007, 02:33 PM)
Flaws: Sometimes Mario goes right through the boat and dies, sometimes Koopas run off the edge, and sometimes Mario won't jump. Also, I got a fatal error when Mega Mario touched a tree. Also, Mega Mario lasts way too long.

Still, this is improving quite a bit. This could possibly become the best game on MFGG!

A fatal error when Mega Mario touched a tree? Please elaborate so I can fix this (which tree, were you jumping, etc.)

The Koopas running off the edge thing is on purpose because I made them dumb, and I'll fix the Mega Mario time soon. I don't know why Mario doesn't jump on your computer, because it always happens over here or I would have fixed that. I'll try to find a fix for the boat error too (here Mario always stays on the boat unless he's on the edge of the boat).
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MrGuy
Posted: Dec 8 2007, 03:17 PM
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Sorry for the double post, but I just updated the demo after finding some bugs that Greenie mentioned:

- Mario can now jump consistently
- Collisions have been re-fixed
- Mega Mario now doesn't last as long

If you already downloaded the demo, please download it again.
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Blaze.128
Posted: Dec 8 2007, 03:37 PM
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I edited most of the tiles in the game because of boredom.
All tiles are now soveryhappy.gif smileys


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MrGuy
Posted: Dec 8 2007, 03:51 PM
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QUOTE (Blaze.128 @ Dec 8 2007, 03:37 PM)
I edited most of the tiles in the game because of boredom.
All tiles are now soveryhappy.gif smileys

Uh...okay?

(pixplz =P)
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Blaze.128
Posted: Dec 8 2007, 04:14 PM
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Ok, here you go:
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Still in Beta


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DJ Yoshiman
  Posted: Dec 8 2007, 04:59 PM
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QUOTE (Blaze.128 @ Dec 8 2007, 02:14 PM)
Ok, here you go:
Click here for pic

Still in Beta

... yeah, that's some really good effort there



As for you, MrGuy, good job on fixing some of the problems I and others noted. It runs smoothly now, though there can definitely be some improvements on certain aspects that you, as a 3d programmer, should be seeing at this moment.

But I'm not happy with the fact that as I ran the program, it randomly started decreasing in FPS. By the time it reached 6 (which popped up out of no-where, it suddenly happened as I was crossing the 2 wooden bridges after the stone-platform thing on the gross), I couldn't take it anymore, so I closed the program... which didn't close. So I had to end it's task... about 6 times, with no result until five minutes later, when it finally decided to close, meanwhile, my CPU Usage was in constant 100% during that time.


I'll try again later and see if that happens again. If it does, you may want to check something that could be causing the game to slow down and take up a vast amount of CPU resources.


EDIT: In fact, my computer is still somehow slow even after all the aftermath there.

EDIT2: Great. Now my computer is still extremely slow, and no trace of the process is even going anymore. I have no idea what the hell your game did, but now I'm-a go restart.


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Blaze.128
Posted: Dec 8 2007, 05:06 PM
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QUOTE (DJ Yoshiman @ Dec 8 2007, 04:59 PM)
... yeah, that's some really good effort there

I went kinda lazy...


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Irock
Posted: Dec 8 2007, 07:05 PM
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Mario, Your NOT going to heaven...

Seriously. The Mega mushrooms are too small. And we need a wing cap anyway! Cheeps could pounce up and try to hit you 'n all. I THINK there has been a 3D model anamation!

This post has been edited by Irock on Dec 8 2007, 07:39 PM


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Jason777123
Posted: Dec 8 2007, 07:07 PM
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looks good just try to find a regular star model to match the hud(if possible)
anyway looks awesome!


This post has been edited by Jason777123 on Dec 8 2007, 08:06 PM


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