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> WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
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M. C. Productions
Posted: Mar 27 2008, 12:17 PM
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Mario series' gals = #1!
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QUOTE (StarsimsUniverse @ Mar 27 2008, 10:42 AM)
Thanks for the credit JS in your latest beta release video.

I've put together a qwerky little Video Poll for the Megaman fandom of Mario Fusion Players. Get some comments and feedback on what Robot Masters they'd like to see featured in SMF.

Super Mario Fusion: Megaman Robot Master Video Poll

That video is great; but now I'm beginning to wonder where can I find those said tunes featured in it. laugh3.gif (Especially the first, second, and third ones).

This post has been edited by M. C. Productions on Mar 27 2008, 12:17 PM
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StarsimsUniverse
Posted: Mar 27 2008, 12:38 PM
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QUOTE (M. C. Productions @ Mar 27 2008, 12:17 PM)
That video is great; but now I'm beginning to wonder where can I find those said tunes featured in it. laugh3.gif (Especially the first, second, and third ones).

Galbadia Hotel is my main resource for these tunes. http://gh.ffshrine.org/

The first one is the "Stage Select.mp3" from: Megaman 8 Original Soundtrack (Saturn Version).

The second one is the "Cossack Citadel Level 2.mp3" from: Megaman 4 Arranged Album.

And the Third is "Dr. Wily Stage.mp3" from: Rockman 5 Complete Works Remix.


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Starsim's Universe: Megaman Realm Contributor.
Mushroom Kingdom Fusion (formerly Super Mario Fusion)

OFFICIAL WIP TOPIC
Current version: v0.2 Beta RC1 (June 15, 2008)
MP3 Pack: http://www.sendspace.com/file/6i1wev
Next version: v0.2 Beta
Megaman Levels to be completed for the next version: 5/20
Megaman Levels currently in progress: 3. (Lvl 3-1: Guts Man Quarry. Lvl 3-4: Wood Man Forest. And Lvl 3-16: Megatropolis)
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Black Boo
  Posted: Mar 27 2008, 08:20 PM
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I swear when I get my hands on him...
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Well, thanks for the sets. I will see what I can do.
PS: It may have only been a bug fix, but you may want to change your sig from RC1 to RC2.


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Sturm
Posted: Mar 28 2008, 02:28 PM
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i installed vista and the game runs even better then XP! no problems, everything runs fast and it has better graphics. Weird. In xp it run me slower

This post has been edited by Sturm on Mar 28 2008, 02:28 PM
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Yakibomb
Posted: Mar 28 2008, 05:57 PM
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I have three things to say:
- Shouldn't the Nintendo overworld be more like the Special world in Super Mario World? You know, black background and Famicom symbols in the background.

- For the Tetris level in the Five Level Showcase, you could make one part where Tetris block are falling on Mario, but not preset to fall in a certain order, so they're actually attacking. Also the rocket should be taking off.

- Half-life. wink.gif
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JudgeSpear
Posted: Mar 28 2008, 06:16 PM
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QUOTE (Yakibomb @ Mar 28 2008, 05:57 PM)
I have three things to say:
- Shouldn't the Nintendo overworld be more like the Special world in Super Mario World? You know, black background and Famicom symbols in the background.

- For the Tetris level in the Five Level Showcase, you could make one part where Tetris block are falling on Mario, but not preset to fall in a certain order, so they're actually attacking. Also the rocket should be taking off.

- Half-life. wink.gif

-The Nintendo background is there until I can find a better picture for the World 7 map.

-If I make a Dr. Mario level, it'll have a Tetris sub-area with what you mentioned.

-Ravenholm. Crowbar. Vortigaunts. Headcrabs.


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JudgeSpear
Posted: Mar 29 2008, 01:16 AM
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NEWS FLASH!

Here is Mario's all-new power-up suit, Megaman Mario:

http://www.youtube.com/watch?v=H7sUWSKe2H4


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Dr. Chaos
Posted: Mar 29 2008, 03:12 AM
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And in the image of Megaman's classic 1-up too, perfect.

Do you plan on setting a limit for yourself soon?

The game seems like it's becoming surprisingly huge.


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OniLink10
Posted: Mar 29 2008, 01:36 PM
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I have an Idea to Compress it. Turn the MP3s into MIDIs. Although I dunno what program you would use. ohmy.gif Download from VGmusic.com anyone?


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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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JudgeSpear
Posted: Mar 29 2008, 01:53 PM
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QUOTE (OniLink10 @ Mar 29 2008, 01:36 PM)
I have an Idea to Compress it. Turn the MP3s into MIDIs. Although I dunno what program you would use. ohmy.gif Download from VGmusic.com anyone?

It is impossible to directly convert mp3's to MIDIs. Do you know what a MIDI file is? It's just a sequence of note-on's and note off's sent to a MIDI device to play instruments. No sound data is stored in a MIDI file. I would know, because I used to be a big member of the VGMusic.com community. I was Alluro95 and I made a ton of Super Mario RPG MIDI files. They are still there on VGMusic.com.

To make a MIDI file, I will have to listen to the mp3 and put down the notes manually, and that takes a long time.

Finally, MIDI files are just antiquated these days.


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Guinea
Posted: Mar 29 2008, 02:30 PM
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QUOTE (JudgeSpear @ Mar 29 2008, 07:53 PM)
Finally, MIDI files are just antiquated these days.

*cough*

For fangaming, midis are just good enough, if they're well done.
Only a really good fangame should boast with MP3s IMO, because it better be worth the additional megabytes.
Talking about really good, I think your game's big enough to be ok with MP3s.
Still sometimes the movement doesn't work as good as it could and so far the game looks a bit boring as you can visit every stage that exists right from the start.
But until the final version comes out, I'm sure there's a lot to be changed anyway. So keep going!
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OniLink10
Posted: Mar 29 2008, 02:42 PM
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QUOTE (JudgeSpear @ Mar 29 2008, 01:53 PM)
It is impossible to directly convert mp3's to MIDIs. Do you know what a MIDI file is? It's just a sequence of note-on's and note off's sent to a MIDI device to play instruments. No sound data is stored in a MIDI file. I would know, because I used to be a big member of the VGMusic.com community. I was Alluro95 and I made a ton of Super Mario RPG MIDI files. They are still there on VGMusic.com.

To make a MIDI file, I will have to listen to the mp3 and put down the notes manually, and that takes a long time.

Finally, MIDI files are just antiquated these days.

Oh, ok. Thanks. I was told that MIDIs did store music, I guess I didn't understand them though. ohmy.gif


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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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Black Boo
Posted: Mar 29 2008, 03:35 PM
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I swear when I get my hands on him...
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I don't have time to download a 15MB MP3 pack. So I came up with a better Idea. Split up the pack into several downloads so people with Dial-up can get a little at a time.


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DR. Demon Lizardman
Posted: Mar 29 2008, 03:59 PM
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So, where is that thing I gave you going to be anyway?


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Black Squirrel
Posted: Mar 29 2008, 04:28 PM
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MIDIs are not "good enough" in this day and age. Everything's a better choice than they are, quality wise, and modules are a better choice if anything has to be sacrificed.

IIRC converting mp3s into OGGs reduces the filesize without messing with the quality, but honestly it's not much of an issue. What is an issue however is the lag which is creeping back in. XP was bugging me with low virtual memory windows while this thing was running... which although is completely windows' fault, it really shouldn't be anywhere close to that. I know it's probably at a stage where it can't be avoided, but just a heads up because the Tetris level was running at 18FPS on this computer thus ruining it entirely.

Also a little task perhaps: since you've amazed me at being able to remove so many of the Hello engine problems howabout tackling one the annoying rendering "bugs" that so many GameMaker games share when windowed. Don't know if it's my computer but a few GameMaker games seem to do this and you seem to have a knack for fixing this stuff:
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I mean I'm not going to be losing sleep over this but I might as well throw it out there just in case it is a problem with the Hello engine and not GameMaker games in general.

You might also want to put in that "Mario slides down a hill when holding down" feature in, since Hello left it out. And I don't think the Tetrads in the Tetris level can crush you, which is a bit strange IMO.

Nevertheless keep up the good work.


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Sturm
Posted: Mar 29 2008, 04:36 PM
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its a problem of the engine. it works uber slow in xp. (I NEEDED FRAMESKIP), now i am on vista, and everything runs fast (60 fps)
Here its a view:

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This post has been edited by Sturm on Mar 29 2008, 04:49 PM
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JudgeSpear
Posted: Mar 29 2008, 05:09 PM
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QUOTE
Still sometimes the movement doesn't work as good as it could and so far the game looks a bit boring as you can visit every stage that exists right from the start.


That's for beta purposes. Once worlds become complete, I'll put map path blockers (they are already coded into the engine). The open map is meant for people to test out the levels.

@Black Squirrel
I am also annoyed by the drawing glitches you pointed out. I have not figured out what causes it to do that. I'll look into it, and hope to be able to figure it out. As for the lag, the frame skipping is something I added as a workaround for the lag on some computers. Hello's engine may be full-featured, but it's full of unoptimized code that I'm STILL trying to fix.

On another subject, once Stencyl comes out, I hope it has a decent engine that does not hog resources and memory like Game Maker does. I may end up porting SMFusion to Stencyl along its development life.


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Guinea
Posted: Mar 29 2008, 05:31 PM
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QUOTE (JudgeSpear @ Mar 29 2008, 11:09 PM)

That's for beta purposes. Once worlds become complete, I'll put map path blockers (they are already coded into the engine). The open map is meant for people to test out the levels.

@Black Squirrel
I am also annoyed by the drawing glitches you pointed out. I have not figured out what causes it to do that. I'll look into it, and hope to be able to figure it out. As for the lag, the frame skipping is something I added as a workaround for the lag on some computers. Hello's engine may be full-featured, but it's full of unoptimized code that I'm STILL trying to fix.

On another subject, once Stencyl comes out, I hope it has a decent engine that does not hog resources and memory like Game Maker does. I may end up porting SMFusion to Stencyl along its development life.

Did you try to draw the sprites at their rounded position? I mean, you've done so much stuff and it looks like you have some experience with GM, so it feels silly to propose you this, but I do it anyway, as I don't think the sprites would get messed up like that if the drawing was rounded..
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JudgeSpear
Posted: Apr 1 2008, 01:11 AM
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I'm making an open call for coders to assist with Super Mario Fusion. I basically am seeking people to help with the technical aspects of the game engine, such as:
*Memory and resource management.
*Balance issues.
*Long-standing glitches.

The current issues plaguing the game are slowing down my level designing tasks. Anyone who can assist will receive credit and the source to work off from.

Level design submissions are also welcomed.



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Trasher
Posted: Apr 1 2008, 04:47 AM
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Quick question: Where does the SML2 Athletic remix come from?
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