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> Super Mario Legacy [DEMO 1 RELEASED], A 3D fangame
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FireStar
Posted: Dec 10 2007, 03:33 PM
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This is better than the last engine test, but,
I STILL WANT CAMERA CONTROL!
Also fix the brick blocks(the break when you jump on thier side)
and make a musgroom come out of ? blocks.

@anyone who wants to see sindii's work.
You can find the lastest realsesed engine test here.


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MrGuy
Posted: Dec 10 2007, 03:38 PM
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QUOTE (The Damizean @ Dec 10 2007, 01:06 PM)


By the way, MrGuy, how are you handling collisions for the player entity?

For regular collisions (e.g. player colliding with non-moving solids or moving platforms), I use the regular Collisions command, combined with a LinePick to fix the sticking-to-wall bug. For collisions with enemies and mushrooms, I use EntityDistance.

Firestar: it's in, but really shaky. Press CTRL. (My new camera method screwed the camera control up and made it shaky when you're in camera control mode.)

Irock: Again, I need 3D models, not sprites.

sindii: This is still in very early stages, so obviously nothing too impressive is going to come out yet. I'm still working on the basics, and I've only been working on this for about a month while you've been working on yours for a year.

This post has been edited by MrGuy on Dec 10 2007, 03:39 PM
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Irock
Posted: Dec 10 2007, 03:46 PM
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Do Shells even need models?


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Namadu
Posted: Dec 10 2007, 04:57 PM
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About models and sprites, models are actually 3D and look different from all angles. Sprites are 2D and, in 3D games, can either be shown to look the same from all sides, or flat from sideway views. At least, that's how I THINK it works.

Now prepare for the big glitch list!

About the glitched tree, it was the one after the long row of Koopas, and after the course first goes into water. I was just walking (not jumping) into the tree, and suddenly it errored. But when I tried it again, nothing happened.
Another glitch is when you jump towards a wall, you'll usually hang onto the wall until you release the arrow key. I'm assuming the collision masks are the same as the models of the characters instead of just a separate rectangle mask.
One other complaint I have is that the course is too hard (for me) to complete. A bit too long, and easy to fall off and die. But it could just be my bad platforming skills.

I know I might sound really negative with all these glitch comments, but I'm just trying to help make the game better. Sorry if I'm being too negative. (I love this game, notice how this is just about the only topic I EVER posted in. laugh3.gif )


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sindii
Posted: Dec 11 2007, 01:29 AM
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@MrGuy im not having a go, sorry, people just seem to get very excited t0o easily.

I think what you are doing is great ie even attempting a 3d mario game and all credit to you.
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The Damizean
Posted: Dec 11 2007, 07:09 AM
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Sticking to wall? I've used the default ellipsoid->triangle collision methods before and never had that problem with them. Specially since I've found out I could read each of the collisions check the ellipsoid performed :s


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DJ Yoshiman
  Posted: Dec 11 2007, 12:13 PM
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QUOTE (MrGuy @ Dec 8 2007, 06:49 PM)
I just uploaded a new version where some stuff is optimized (also the slope bug is fixed, so Mario can walk up slopes; it was a bug in my wall detection subroutines). The problem was that I was using an unnecessary amount of CPU cycles for each map object, e.g.

CODE

For MapObjs.MapObj=Each MapObj
  If x then do y
Next

For MapObjs.MapObj=EachMapObj
  If z then do a
Next


where it could just have been:


CODE

For MapObjs.MapObj=Each MapObj
  If x then do y
  If z then do a
Next


sfsgfsgsdfs well yeah, combining the two For loops is definitely going to make a difference


I'll have to wait until the next demo to see if it doesn't screw up my computer this time.


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Grant
Posted: Dec 11 2007, 10:00 PM
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I tried it yesterday or something, and ended up with it running at around 5 fps, and eventually the graphics completely glitched somehow - I think it had to do with Mario turning back from Mega Mario.

I think it's probably just my computer with its relatively small amount of game-running resources that caused it to run so slow, though. So there could be no lag problem with people actually equipped to play 3D computer games.

This game overall is looking really awesome so far. It probably would have been a lot of fun for me to play if the stuff that happened to me hadn't happened.

This post has been edited by Grant on Dec 11 2007, 10:01 PM


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cyberkid
Posted: Dec 12 2007, 12:40 PM
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needs luigi please.


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Irock
Posted: Dec 16 2007, 08:57 AM
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Take the Koopa troopa as it's model. Then, flip it. Take the KP's out of their shell. Take them as two seperate models! Where did you get the Koopa?


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MrGuy
Posted: Dec 21 2007, 06:34 PM
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I've made a lot of progress. (The basic mechanics of Mario still haven't been expanded yet though, since I'm focusing more on the levels for this update.)

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This is the second level, which is reminiscent of the 8 red coins levels of SM64. Basically the concept is the same; there's a barrier blocking the star and you have to get 8 red coins to break it.

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The next level is the first part (entrance part) of a fortress, which will hold the first boss. Currently due to lack of models, it'll have to be a giant Koopa (currently the name is Megakoopa, but that's obviously really unoriginal and is tentative =P).

Also, I've decided to release an actual demo. I'll probably submit this one to MFGG for Christmas, because it has more than two levels now.

Demo 1

This post has been edited by MrGuy on Dec 21 2007, 06:43 PM
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Fawfulhasfury
Posted: Dec 21 2007, 08:17 PM
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The level is sweet, but kind of short. It could stand to be a bit higher, with more platforming elements. wink.gif

Great design though.


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MrGuy
Posted: Dec 22 2007, 01:52 PM
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oops, I forgot to make the program start on level 1 instead of 3. (It started on 3 for debugging purposes). Redownload it and you can play the red coin hunt in 1-2 as well.
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Fawfulhasfury
Posted: Dec 22 2007, 02:28 PM
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All right. The red coins level was quite good. I actually love what you're doing here, as it's more in line with the original Mario games. You've made levels which each have a goal to get a star. The only problem is that the levels are kind of small. But for first levels, they're very good. or maybe I'm just happy to see some original 3D Mario levels. biggrin.gif

I don't like the fortress. There was basically nothing to it. It could've gone much higher, but the design was great. All in all, you're off to a great start. laugh.gif


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esteban
Posted: Dec 23 2007, 03:59 PM
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In the third level i only get 1-2 fps , while in the first level i get30 fps.
Any idea what could be the cause

i have windows vista
i use a nvidia geforce 6200Turbocache
i got a pentium IV 3.00ghz


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MrGuy
Posted: Dec 25 2007, 11:31 PM
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Okay, new update: Level 1-4!

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Basically, your typical lava level, including steam emitters. It's still pretty short, but it takes longer because of the lava, and I'm lazy because indoor levels are harder to design than outdoor ones.

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Hoj
Posted: Dec 26 2007, 08:08 AM
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For some reason all I get when I start the first level it a black screen but with coins. & I can make mario run about but just can't see anything XD


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esteban
Posted: Dec 26 2007, 08:18 AM
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QUOTE (Hoj @ Dec 26 2007, 02:08 PM)
For some reason all I get when I start the first level it a black screen but with coins. & I can make mario run about but just can't see anything XD

Bad graphics card or you don't have the latest DirectX ( or linux )


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Irock
Posted: Dec 26 2007, 11:25 AM
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There should be a level where you run around blind. like the 1 FPS thing.


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maxfreak
Posted: Dec 26 2007, 03:50 PM
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Awesome game bro, does anyone know if this game will run fine on a 128mb GeForce Fx 5200?
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