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kirbyhi5
Posted: Jun 25 2008, 08:45 PM
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Update 7

Not really an update, but I got bored and decided to make a full-level video. Shows the double bounce, enemy hp, and OMG PLATFORMING WITH STATIC ENGINE(major success) in works. also, JUMPING ENEMIES(Took me FOREVER to make them jump)


GAMEPLAY 4
http://www.youtube.com/watch?v=OJPwMkxTWa8


Don't forget to check my entry out at the drawing comp!


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Sparker the Pikachu
Posted: Jun 25 2008, 08:54 PM
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I fell.
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Wow! It's like Sonic Rush! But it's Mario Rush!


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FoxGuy(R)
Posted: Jun 25 2008, 08:57 PM
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Nice video although you made things seem so easy.


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M. C. Productions
Posted: Jun 26 2008, 11:10 AM
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QUOTE (FoxGuy(R) @ Jun 25 2008, 08:57 PM)
Nice video although you made things seem so easy.

I think it's easy from HIS end (since he's developing the game); but the big question is will it be easy on OUR end when he finalizes the full version and releases it. tongue.gif
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kirbyhi5
Posted: Jun 26 2008, 11:17 AM
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QUOTE (M. C. Productions @ Jun 26 2008, 11:10 AM)
I think it's easy from HIS end (since he's developing the game); but the big question is will it be easy on OUR end when he finalizes the full version and releases it. tongue.gif

yeah if anyone playtests the same level for 1month+ 2,000 times, im sure you would be surperb at it too ohmy.gif

I still consider that stage the breeding grounds for my engine tests. why havent I massfully added more levels? well, MMF2 doesn't have a good functional global editor(qualifers don't work, and many things will not work). that means if I want to make another stage, I would have to copy all the code from stage 1, and so on.

so you may ask, what's wrong with this?....well what if I wanted to add a new move, or make improvements to the engine? guess what, i'm going to have to Re-paste ALL the codes in ALL the levels again, which sometimes will interfere with my other codes, and it all just comes to be a mess.

so my plan is to have this engine 100% to what I want, then continue. believe me im tired of the same level too(but not tired of making new add-ons cool2.gif )


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FoxGuy(R)
Posted: Jun 27 2008, 10:27 PM
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It sounds a hard to have to make the engine on one level.


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Alba Garcia Clerigues
  Posted: Jun 28 2008, 06:35 AM
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I downloaded this game in the main site, I played it, I like it and I would like play the full version.


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kirbyhi5
Posted: Jun 28 2008, 10:22 AM
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QUOTE (Alba Garcia Clerigues @ Jun 28 2008, 06:35 AM)
I downloaded this game in the main site, I played it, I like it and I would like play the full version.

Nice, thanks. Gives me more of an incentive to work on this more.

QUOTE
It sounds a hard to have to make the engine on one level.


its not if your engine isn't that complex. But if your like an expert and can use lua or code an engine in 10 events, then I don't think you should worry too much. I think they were aiming for you to use lua(since its external, and all you have to do is make changes to that .txt file, and it can be used for all levels).

but im nearly done making any big changes. just need to make some things more stable .

This post has been edited by kirbyhi5 on Jun 28 2008, 02:04 PM


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Datt
Posted: Jun 30 2008, 12:33 AM
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This looks good, I'll download the demo whenever I'm near hi-speed internet.


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Yakibomb
Posted: Jun 30 2008, 01:16 AM
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Could you please add some sort of basic getting off your feet beginners' system? What I mean is, helping a person actually learn how to time the buttons correctly instead of just throwing them into the game, because that was a pain on my part playing the demo. I couldn't time the bonus jumps for my life! What I would think is that maybe Luigi (or any other character, Toad is a good one), to help to time the jumps accordingly.
i.e.: If you ever played Super Mario RPG, do you remember the teachings of timing attacks? The screen would stop and say "Press A here" or whatever and you would do that, and that would give the player the basic idea of when to hit A to get bonus damage.

Besides that, this game looks absolutely awesome. I like the idea of Azure Barrier, but it makes me think of Sonic too much... Good game anyway.
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Xgoff
Posted: Jun 30 2008, 11:13 AM
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QUOTE (kirbyhi5 @ Jun 28 2008, 09:22 AM)
its not if your engine isn't that complex. But if your like an expert and can use lua or code an engine in 10 events, then I don't think you should worry too much. I think they were aiming for you to use lua(since its external, and all you have to do is make changes to that .txt file, and it can be used for all levels).

well you could always put your non-qualifier events in global events or behaviors

also the lua objects are third-party extensions and quite far from being "intended" to be used, sure it's quite nice but it doesn't give you 100% control over MMF *coughcollisionscough*

This post has been edited by Xgoff on Jun 30 2008, 01:28 PM


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kirbyhi5
Posted: Jul 15 2008, 07:56 PM
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QUOTE (Xgoff @ Jun 30 2008, 11:13 AM)
well you could always put your non-qualifier events in global events or behaviors

also the lua objects are third-party extensions and quite far from being "intended" to be used, sure it's quite nice but it doesn't give you 100% control over MMF *coughcollisionscough*

yeah but im sure it allows for alot more flexibility. And I just realized, I don't think I ever found out what behaviors do.

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I made new logo for future NCFC website(if I can even make that)
user posted image


Not really an update, but I just wanted to point out that I changed the window size to 500 x 300. It was somewhat experimental, but I think it turned out great.

Anyway, I completely changed the story to make more sense, and also took count bleck out. Therefore, cutscene was changed.

user posted image

500 x 300 doesn't really look too different, but it does allow for more room, and bigger boss fights.

user posted image

Well, back to polishing for NCFC. Gonna need a website, and I suck at html.

This post has been edited by kirbyhi5 on Jul 15 2008, 10:44 PM


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Xgoff
Posted: Jul 15 2008, 08:21 PM
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QUOTE (kirbyhi5 @ Jul 15 2008, 06:56 PM)
yeah but im sure it allows for alot more flexibility.

not really, unless you're planning on customizable content... in fact the lua+ object is really pissy and likes to crash for absolutely no reason

lua's tables are far better than MMF's array objects, though

QUOTE
I don't think I ever found out what behaviors do

they're basically just a "private" event editor that's attached to objects, so the events will go with the object if you paste it into a different frame or even a different application

problem is, object groups don't work in them like they don't work inside global events, which kinda limits them (nor can they be attached to the groups themselves)


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kirbyhi5
Posted: Jul 16 2008, 05:56 PM
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QUOTE
they're basically just a "private" event editor that's attached to objects, so the events will go with the object if you paste it into a different frame or even a different application


ah I see. I don't see too much discussion about their uses so I figure it must not be something that would work out too good. (even though I did make some nice special effects done with behaviors)

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anddd since i bumped this,
Another minor update, I added 3 new default moves.

SLIDING
Although most mario games probably already had this, I think it's worth mentioning. You can slide under narrow spaces.
user posted image

CLIMBING
You can grab on to vines/ropes and climb up, or down them. I may add swinging vines or swinging ropes in the future.
user posted image
user posted image

WALL KICK
The wall kick works just like any Megaman X game wall kick. You can also slide down walls slower if you hold shift down.
user posted image
user posted image

Well, since I added in so many default moves that are essential for gameplay, I may add a tutorial or training mode. This will allow you to become comfortable with the gameplay.

anddd b2mmf2

This post has been edited by kirbyhi5 on Jul 16 2008, 06:17 PM


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FoxGuy(R)
Posted: Jul 16 2008, 06:31 PM
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QUOTE (kirbyhi5 @ Jul 16 2008, 06:56 PM)
Well, since I added in so many default moves that are essential for gameplay, I may add a tutorial or training mode. This will allow you to become comfortable with the gameplay.

I hope you do.I never could figure out how to do air tricks.


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kirbyhi5
Posted: Jul 19 2008, 03:25 AM
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QUOTE (FoxGuy® @ Jul 16 2008, 06:31 PM)
I hope you do.I never could figure out how to do air tricks.

Yeah I've already made a full tutorial stage and all. I plan to make good use of slide/wall climb.
--------------
UPDATE

FIRST BOSS BATTLE
http://www.youtube.com/watch?v=jOJVINkggW4


Well as you know, I have been working ALOT on this recently for NCFC. Because I changed the storyline, I had to have certain events take place. That's right, you fight the first boss on the first stage now. Although he is easy(well I cant really say that, since i played it about 100 times), but I do believe he has a nice element to him. Also, it shows you wall climbing and sliding, one of his new default moves.



anddd there you have it, spent about an entire day doing the codez for it which looks like it could be done in 10 mins. oh well, pretty basic ight? :/

oh, and i'll get to those swinging vines...maybe later..

This post has been edited by kirbyhi5 on Jul 19 2008, 03:26 AM


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Alba Garcia Clerigues
  Posted: Jul 19 2008, 05:01 AM
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I saw this video about the first boss battle, I think this boss battle is too hard for being in the first level, and I think the first boss should be an easy boss, because I think a beginner will have this battle too hard for beat it.


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FoxGuy(R)
Posted: Jul 19 2008, 03:17 PM
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The boss didn't look so hard although i think i'd die a few times or so.


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Miaxis
Posted: Jul 19 2008, 03:19 PM
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it´d be hard if there wasn´t the damage multiplier

so yea with that hedoesn´t seem that hard


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kirbyhi5
Posted: Jul 19 2008, 03:46 PM
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yeah that's what I'm thinking. However, I recently changed it now. there is no block to stand on, but I changed some of his movements so that he swoops down on the ground every so often.(so that his movements wouldnt be so stale)

I also lowered his HP some(if you want to know, to 15). that should make it alot easier. I say the only thing that is hard is maybe dodging the giant cannon balls.

thanks for the feedback


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