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> Mario Roots, Jr Koopa AI
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kirbyhi5
Posted: Dec 24 2008, 02:48 AM
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Will do, although I doubt I can test every possible combination of events that can take place. (There shouldn't be any game-breaking problems as of now anyway, and 90% of the time I play all the levels just fine.) However of course I'll play though a couple of times before releasing.


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kirbyhi5
Posted: Dec 24 2008, 05:27 AM
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Gonna go ahead and put this here: My ModDB page.(Newly made like 5 mins ago)

Mod DB Profile

I'll post all my future videos/updates there(and youtube, but youtube links won't be posted here to prevent spoilage) Of course this is all because I promised I wouldn't spoil anything beyond Chapter 1. I'll probably still post minor misc stuff here though just to show it's not dead.

Since update post was cut off, General Boss Battle video is in my signature.
user posted image

This post has been edited by kirbyhi5 on Dec 24 2008, 04:36 PM


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Fuzzy
Posted: Dec 27 2008, 12:14 AM
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QUOTE (kirbyhi5 @ Dec 21 2008, 02:20 PM)
I was thinking about doing that, but then realized how extremely tacky he looked with anything besides his usual clothes. Actually, I still have a back up that has his appearance changes...

user posted image


Yeah..Anyway if I manage to get some spriters to help me do all 50+ of them, then sure. I mean I don't really mind doing them all myself, but I just cant seem to make him have that "official" look when they are equipped.

I could probally help with that.


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kirbyhi5
Posted: Dec 27 2008, 12:42 AM
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QUOTE (Fuzzy @ Dec 27 2008, 12:14 AM)
I could probally help with that.

Sure. If you're interested Pm. There's only maybe 20 items. If I do make the changes, it's only going to change his appearance for his hats.(That's the most suitable way I think which can make him still "official".)

and I know I shouldn't be doing this but...
user posted image

Challenge mode #3 - angry sun is back. Ok yeah I think it's ok to post challenge mode levels since they are spoiler-free.


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kirbyhi5
Posted: Jan 2 2009, 01:15 AM
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January 2nd, 2009

NEWS: Besides working on the equipment properties and what not, I've also done some other misc things. Some collisions have been fixed, jumping is improved, and what not.

I decided to use some gameplay elements from SMW, so I added in the colored blocks. Of course they function exactly the same. (ie, if you hit the yellow block, it flips. You can pick up the purple ones and throw them). However I'm adding other colors as well, and they will do different things.
user posted image

Jumping gets tedious and repetitive I realized after awhile, so I'm adding "chain combo" moves in. These are different from your "skill" moves. Skills moves are all executed by pressing "Down + shift".However, chain combo moves work differently. They are executed based of a variety of moves you do, hence combination.

For example, here's a basic chain combo move you will learn.
user posted image
After you've executed the double jump, you can press "Ctrl"(If you have the hammer) while still in mid-air to perform the "Spinning Hammer" move. It's x2 more effective. This is where FP plays a role. Chain combos requires FP. Although it'll only be a small percentage.(Maybe 5 or 10% of your current fp)

Probably pointless to post, but I think if you are dealing with loads of ini values/array data, it's best to create a visual interface to make things easy.
user posted image

sure saves me the trouble of digging through 100+ values for 1 item in a group.

This post has been edited by kirbyhi5 on Jan 2 2009, 02:15 AM


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kirbyhi5
Posted: Jan 11 2009, 03:22 PM
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January 11th, 2009

NEWS: Finally, I have completed my newest additions. They consisted of a ton of active object collision fixes, gravity fixes and etc. Jump strengths has also been added, which at first I was against having. Now on to the main 3.

Hints: I received comments that people get stuck in a specific area and do not know what to do. So, I've made an easy hint helper. They are placed in various areas wherever you may be confused. A lily icon will pop up in the lower left corner. You simply press "Up"(Like you would for normal chats") to hear the hint.
user posted image


Coin Splash: I don't like clogging my levels full of coins up, so I decided to make enemies drop coins based on what enemy they are. When you defeat an enemy, a certain amount of coins will drop. Hopefully it'll help with the low coin amount, enabling you to buy more items.
user posted image

New Party Member?: Hm, Who could this be. Foe or Friend?
user posted image


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Mecha the Slag
Posted: Jan 11 2009, 04:31 PM
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Any download links?


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kirbyhi5
Posted: Jan 19 2009, 01:38 PM
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Nope none currently, sorry. Still doing some things before I release it.

January 19th, 2009

NEWS: Equipment system is 95% bug-free(the other 5% comes from me having not tested it under a few situations). I've recently play tested the entire thing maybe a few dozen times. The bug list is getting smaller(around 5 or so minor things.Nothing game breaking). In the meanwhile, I have a short short preview of Twinkle Town, the remote city.

Twinkle Town
Nothing special about this place, or so it seems. A screenshot would work better since there isn't much to show, but I like videos.

This post has been edited by kirbyhi5 on Jan 19 2009, 01:39 PM


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Keyser Soze
Posted: Jan 19 2009, 01:43 PM
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kirbyhi5, Mechabowser is kind of looking to review this on the podcast, so it might be, you know, conducive to your goals to release some sort of alpha copy of the game to him.

For the publicity. (because millions of people listen to the MFGG cast)


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QUOTE (
Raie @ Sep 18 2009, 08:55 PM)
Keyser you're the best person ever.
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Mecha the Slag
Posted: Jan 19 2009, 01:49 PM
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QUOTE (Keyser Soze @ Jan 19 2009, 07:43 PM)
kirbyhi5, Mechabowser is kind of looking to review this on the podcast, so it might be, you know, conducive to your goals to release some sort of alpha copy of the game to him.

For the publicity. (because millions of people listen to the MFGG cast)

I reviewed it already.

So too late for that, though.


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Keyser Soze
Posted: Jan 19 2009, 01:52 PM
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QUOTE (MechaBowser @ Jan 19 2009, 01:49 PM)
I reviewed it already.

So too late for that, though.

Shhh

I want a free demo


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QUOTE (
Raie @ Sep 18 2009, 08:55 PM)
Keyser you're the best person ever.
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kirbyhi5
Posted: Jan 19 2009, 09:20 PM
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Oh, had I known a podcast was being done, I probably could of whipped up a small demo. (although I hope the really old releases weren't reviewed).


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Adamgamer
Posted: Jan 19 2009, 10:37 PM
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Yeah the recording for the first podcast kind of screwed up so we're starting from scratch and doing a new episode in like 2 weeks I think? Anyways this game is looking amazing so far and I can't wait to see the final product.


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Keyser Soze
Posted: Jan 19 2009, 10:49 PM
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QUOTE (Adamgamer @ Jan 19 2009, 10:37 PM)
Yeah the recording for the first podcast kind of screwed up so we're starting from scratch and doing a new episode in like 2 weeks I think? Anyways this game is looking amazing so far and I can't wait to see the final product.

And it will (hopefully) feature the one, the only

ME


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Raie @ Sep 18 2009, 08:55 PM)
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Adamgamer
Posted: Jan 19 2009, 10:53 PM
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Yeah as long as you don't forget your mic this time wink.gif


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kirbyhi5
Posted: Feb 20 2009, 09:58 PM
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February 20th, 2009

NEWS: I've been tweaking the engine a bit more to be more clean. Technically, I did the following:
►Fixed Slopes. Made them completely smooth.
►Fixed Speeds. Mario runs at the same speed as regular Mario games.
►Skills added. Added Mario skills 2 and 3.
►Auto-item option.
►Flora, the tiny helper added.

I want to put emphasis on the Auto-item option & Flora for today.

Auto-Item Option

Previously everytime you obtained an item, it went straight to your inventory. However, this can become quite annoying always having to go through the menu to heal, especially during hectic situations. I've added the option to toggle the "Auto-Item" option. This allows items to take automatic effect upon collecting.
user posted image
You can easily switch it on or off. That being said, obtaining items obviously has it's pros and cons. Some obvious ones include:
Pros
-Don't have to waste time going through menu
-Can help in a dire situation

Cons
-If there's a long boss battle/stage, you're out of luck.
-Could potentially be wasted due to full hp/fp.

An example would be the POW item. With auto-item on, the POW is automatically triggered.
user posted image
----------------------------------------------------------------------------------------------------
Flora, the tiny fairy helper

Yes, she's a party member, but in an alternative way. She has her own AI and can be used in combination with any other party member.

user posted image

She has her own set of stats that are increased at a fix rate. She will only get experience points from her own kills. If any enemy is nearby, she'll go towards them and attack.

user posted image

Yes, she can take damage and die aswell. If she dies, she won't come back alive unless you use a 1-UP.(Healing items take effect on her stats aswell) Of course, you don't always have to have her help you. There will be an option to keep her Passive or Active. She'll gain a variety of moves aswell as she levels.

Well that's about it for now.


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OniLink10
Posted: Feb 20 2009, 10:06 PM
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Glad to see progress! I'm waiting for the next demo!


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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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cappy
Posted: Feb 20 2009, 10:48 PM
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This looks(Tony the Tiger) GREEEEEAT! Keep up the good work!

Can't wait for the first Demo. laugh.gif


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QUOTE (Mr. Aforcer @ Sep 21 2009, 09:51 PM)
Bootylicious even.
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kirbyhi5
Posted: Feb 21 2009, 03:06 PM
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QUOTE
Glad to see progress! I'm waiting for the next demo!


Yeah I've spent wayyy to much time to can it, although overall progress is pretty slow.(I'm waiting on clickteam to release to the next HWA beta update and then maybe I'll switch to direct X9.)

QUOTE
Keep up the good work!


thanks i'll try. comments much appreciated.

I also forgot to mention her attack speed is based off a stat.(Atkspd) This means the higher that is, the faster she'll execute moves. I would have loved to have the attack speed stat for mario..but that's not really possible considering he mainly jumps on enemies.

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kirbyhi5
Posted: Feb 22 2009, 04:45 PM
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February 22th, 2009

NEWS: Just finished making Flora, and now it's time for a video to show off just how useful she is.(Along with auto-items and etc)

Video
Flora joins the adventure.
(sorry about the quality. the &fmt=18 seems to not be working.

(Note: When you find her, she will not be at Lv.10 or have all her skills. I raised her stats extremely high + enabled various skills for video recording only.)

Another thing I forgot to point out are her emoticons. They're pretty basic.

Alert
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►An enemy has been detected and she plans to find out where.(Maybe in the future I'll have an option so she doesn't chase enemies, but only attacks enemies if they are near the player.)

Happy
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►Congrats, She lvl'ed up. You can check her stats at the party menu.

Tear Drop
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►She overworked herself and now she has fainted. She'll only come back if you 1-up her.

And yes, she plays a role in Chapter 2.


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