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> Mario Roots, Jr Koopa AI
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OniLink10
Posted: Oct 6 2008, 09:27 PM
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THe Purple Ball part is easy. If you stand still it wont hurt you.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Tuna Unleashed
Posted: Oct 6 2008, 11:03 PM
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Well, usually anyway.


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kirbyhi5
Posted: Oct 11 2008, 02:05 AM
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Thank you all who playtested. The fixes came in handy. Now for minor update.

October 11th , 2008 Hub Worlds + Quests

NEWS
Considering I've finished up the level portions of the ncfc demo, I have some spare time to tidy things up. Thinking about previous RPG's, I realized I needed Hub worlds and quests.(Although in MMORPG's I absolutely dread quests).

HUB WORLDS
Basically, these are small portions that consist of adventure plains. They serve as a connector point to other levels to make things feel more open-ended. The adventure field does not contain any enemies. Mainly they are for quests, and puzzles that will later open up different levels. Think of it as Sonic Adventure 1.

QUESTS
Side-quests in which if completed, you are awarded. They may not always be healing items. When the equipment system is added, those also will be embedded.

Anyway to start a quest, you'll have to talk to various NPC's that need help. I'll use this one as an example.
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Depending on the quest, the clues will be pretty obvious if you speak with other npcs in the area. This guy wants me to find an "orange butterfly" for his crush.
user posted image

Basically, the toad kid says he sees something above him. Now how do we get up there to see? Oh that's right, a a rock was along the way.
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Turns out a swinging vine was here.
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You get the picture. Once you have the quest item, go back to the NPC and speak with them. They will reward you.
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That's about it for now. I'm really anxious to add the equipment system but it's best to wait until ncfc is over. Besides, bug testing still needs to be done, and I need to play through the entire thing multiple times. Considering I speed demon through every level, it still takes around 20 mins :/

This post has been edited by kirbyhi5 on Oct 11 2008, 03:06 AM


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kool
Posted: Oct 11 2008, 02:54 PM
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Wow really, really nice.
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OniLink10
Posted: Oct 11 2008, 07:50 PM
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Wewt. This game shall be awesome.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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metwars
Posted: Oct 24 2008, 11:49 PM
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well I played your latest demo of the game and let me tell you it was really great but I had a few glitches.

1. In the first level where its a tutorial are you suppose to be able to gain experince ever time you press the z button?

2.It sometimes wouldn't allow me to load my game after I got a game over.

3. when I got to the huge mario coin at the end of the peachs castle level it didn't say that the level was completed and eventually said error and the game turned off

last one.....when I was mario the hammer disseapered once and whenever I tried to use it, it would show the animation for it but it wouldn't even effect anything.....besides these glitches the game was really good
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Thingy
Posted: Oct 25 2008, 06:17 AM
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So long MFGG 2.0~
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I was just about to ask metwars' first question...


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Hey, MFGG 3.0, it's me from the past.
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kirbyhi5
Posted: Nov 4 2008, 09:13 PM
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It was a debugging key btw : )


November 4th , 2008 New RPG Engine

NEWS
I've always wanted to make a full RPG, but for some reason I just never got around to making the actual RPG interface. I figured RPG platforming was cool and all, but I'd rather have it FF styled. So, I made the RPG interface, although it's extremely basic and non-dynamic.

Early RPG Revamp Video
Nothing fancy yet. Just a demonstration of an extremely early version of the layout. Only a few options work as of now, but of course after some months it'll be improved.

THE LAYOUT
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The layout has pretty much the same circular motion as seen in PM1 and such. It consists of Party, Items, Attack, and Run. Although the interface is the same, the actual RPG battle concept is not like Paper Mario's. Instead, I decided to use Mario&Luigi RPG concept of needing to dodge the enemies attacks. Of course, you'll be able to pull off combos and such, and you can damage enemies during the enemy phase aswell.


I haven't overwritten the platformer edition, but once this engine is complete..I'll probably compare the two and see which I find more interesting to play. Let's just say it's a 2d Paper mario but with M&L battle interface. Of course, this means bigger levels and more exploration too.


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FoxGuy(R)
Posted: Nov 4 2008, 09:27 PM
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QUOTE (kirbyhi5 @ Nov 4 2008, 10:13 PM)
So, I made the RPG interface, although it's extremely basic and non-dynamic.

Early RPG Revamp Video
Nothing fancy yet. Just a demonstration of an extremely early version of the layout. Only a few options work as of now, but of course after some months it'll be improved.

Arrghh..... I'm not liking this very much, it takes away the "sonic" feel and "thrill", regardless I shouldn't judge a book by its "cover" so good luck with that.


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kirbyhi5
Posted: Nov 4 2008, 09:34 PM
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QUOTE (FoxGuy(R) @ Nov 4 2008, 09:27 PM)
Arrghh..... I'm not liking this very much, it takes away the "sonic" feel and "thrill", regardless I shouldn't judge a book by its "cover" so good luck with that.

Nah I honestly sorta wasn't aiming for a sonic type game in the first place.However if a bunch of people prefer Pure Platformer vs Pure RPG then I'll stick to it.


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metwars
Posted: Nov 4 2008, 09:50 PM
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to be honest I am kinda sad that its going into turn based because then we can't have those awesome boss fight like demon mario.....at the same time happy since it was a little bit easy to kill all of the enemys that way
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FoxGuy(R)
Posted: Nov 4 2008, 09:51 PM
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QUOTE (kirbyhi5 @ Nov 4 2008, 10:34 PM)
Nah I honestly sorta wasn't aiming for a sonic type game in the first place.However if a bunch of people prefer Pure Platformer vs Pure RPG then I'll stick to it.

I'm not trying to say don't change it since, it is your game, but maybe it can be a hybrid (platform-rpg) or is it already one?


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Flamedragon
Posted: Nov 4 2008, 10:05 PM
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QUOTE (FoxGuy(R) @ Nov 4 2008, 09:51 PM)
I'm not trying to say don't change it since, it is your game, but maybe it can be a hybrid (platform-rpg) or is it already one?

Well since he added the turn based then ya its already a hybrid.
It doesn't matter to me if its a turn base or not. There both fine IMO.


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OniLink10
Posted: Nov 4 2008, 11:39 PM
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Yay Turn-Based! Will Boss Fights be Turn-Based as well?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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kirbyhi5
Posted: Nov 4 2008, 11:59 PM
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QUOTE (OniLink10 @ Nov 4 2008, 11:39 PM)
Yay Turn-Based! Will Boss Fights be Turn-Based as well?

Yeah, but they'll be using the same attack pattern(and maybe more) as the bosses I already previously have. It's just so I don't have to re-do all the bosses AI again.

Basically nothing really changes except you take turns attacking and dodging, so you can actually plan moves and such.

But as of now it's just very raw and plain, since I'm more concerned with getting the basics to work right before I add other goodies.


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FoxGuy(R)
Posted: Nov 5 2008, 07:04 PM
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QUOTE (kirbyhi5 @ Nov 5 2008, 12:59 AM)
I'm more concerned with getting the basics to work right before I add other goodies.

Never realized that...


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demon_masta
Posted: Nov 5 2008, 08:24 PM
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QUOTE (metwars @ Nov 4 2008, 09:50 PM)
to be honest I am kinda sad that its going into turn based because then we can't have those awesome boss fight like demon mario.....at the same time happy since it was a little bit easy to kill all of the enemys that way

Devil Mario will still be there, but he won't be as epic. Maybe you can make the boss battles non-RPG.


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kirbyhi5
Posted: Nov 5 2008, 08:47 PM
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QUOTE (demon_masta @ Nov 5 2008, 08:24 PM)
Devil Mario will still be there, but he won't be as epic. Maybe you can make the boss battles non-RPG.

yeah but if it's non-rpg you won't be able to pull off the cool partner combo specials and specials in general I have planned. :<



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demon_masta
Posted: Nov 5 2008, 08:58 PM
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QUOTE (kirbyhi5 @ Nov 5 2008, 08:47 PM)
yeah but if it's non-rpg you won't be able to pull off the cool partner combo specials and specials in general I have planned. :<

Whatever. It's your game, do what you want to it.


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kirbyhi5
Posted: Nov 5 2008, 09:09 PM
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Yeah but I'm still open to suggestions.

Anyone else please feel free to give input and I'll somehow incorporate them based on an overall response.

This post has been edited by kirbyhi5 on Nov 5 2008, 09:10 PM


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