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> WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
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JudgeSpear
Posted: Apr 11 2008, 10:40 PM
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QUOTE (dl316bh @ Apr 11 2008, 10:29 PM)
Out of curiosity, will the game have an inventory screen on the worldmap for collecting powerups like Super Mario Brothers 3?

That Akumario powerup is both unexpected and awesome.

I'm considering adding an inventory system to the game. It'll be different from the traditional SMB3 one. I'll create a special building that sends Mario to a stockroom level, where he can access any powerup he's collected.


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JudgeSpear
Posted: Apr 11 2008, 11:34 PM
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With the new multiple character system in the works, here are the characters set to be playable in Super Mario Fusion:

Sonic the Hedgehog:
Pros: Extremely high speed, Spindash attack available all the time. Can break bricks all the time. Has access to Castlevania weapons. Coins act as rings do in Sonic's own games, allowing him to take hits as long as he has rings/coins in his possession.
Cons: Cannot swim or fly without a specific powerup. Cannot use Mario projectiles (i.e. fireballs).

Arthur (Ghosts and Goblins):
Pros: Has extremely versatile firepower. Can double-jump. Has access to Robot Masters weapons (in place of the Megaman suit) and Castlevania weapons.
Cons: Very limited mobility. Cannot run, slide, or stomp enemies. Can withstand two hits at most before dying.

Abilities shared by all characters:
*Can pick up and use guns (Halo and DOOM weapons).
*Can use Starman for invincibility.

About Castlevania weapons:
This weapons set includes, but not limited to: Axe, Holy Water, Boomerang, and Dagger. It is only available in World 4 (Demon Realm). Castlevania weapons each have a limited number of uses, indicated by an on-screen meter.

This post has been edited by JudgeSpear on Apr 12 2008, 12:08 AM


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c0nker
Posted: Apr 12 2008, 02:41 AM
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my god, just saw the vids of this game.. i'm taken back.. i'm blown away..im obliterated with awe XD INSTA DOWNLOAD. this is gonna be great... ;~;


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Yakibomb
Posted: Apr 12 2008, 03:00 AM
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I have some more questions..:
- Are you going to make specific secrets for characters? i.e. You have to use Mario to melt ice, or Sonic has to run through a door before it a door closes.
- Are you going to have an option to disable the FPS?
- Is there a story..?
- Is this game a get from point A to point B kind of game? Are you going to have to do some things before you can go to the final world?

Also I have a suggestion, when you have a star, could you still be able to jump on enemies? And to me, I think the game is too fast...
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JudgeSpear
Posted: Apr 12 2008, 04:02 AM
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QUOTE (Yakibomb @ Apr 12 2008, 03:00 AM)
I have some more questions..:
- Are you going to make specific secrets for characters? i.e. You have to use Mario to melt ice, or Sonic has to run through a door before it a door closes.
- Are you going to have an option to disable the FPS?
- Is there a story..?
- Is this game a get from point A to point B kind of game? Are you going to have to do some things before you can go to the final world?

Also I have a suggestion, when you have a star, could you still be able to jump on enemies? And to me, I think the game is too fast...

-Once I get other characters in, then I'll make some secrets accessible by certain characters.

-There is an option already to disable the FPS counter in the latest released version (v0.1 Beta RC2). Press '3'. Reading the README would have told you that.

-There is a story. Once I get worlds further along, I'll incorporate the story into the game.

-World progression will be non-linear. For example, you have to complete a specific number of levels in all worlds to open up some worlds. The final world is accessible by beating all main bosses, as I have it planned out.

No. The star never allowed you to jump off enemies. You go through enemies touching them. And this is the normal speed of the game. It is supposed to be that fast.

This post has been edited by JudgeSpear on Apr 12 2008, 04:03 AM


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StarsimsUniverse
Posted: Apr 12 2008, 06:48 AM
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This gets more and more exciting. I'm curious. Because of all these unexpected add-ons to the coding, does this mean the beta release number won't be v0.1 Beta anymore? Sounds like all these new features should make it a higher number.


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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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StarsimsUniverse
Posted: Apr 12 2008, 08:15 AM
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Here's a small update on my progress with the Megaman Sprites for various stages of Super Mario Fusion's Megaman Realm. I've been getting help from JosephCollins to transform the classic NES sprites from Megaman 4-6 into Wily Wars Style graphics.

http://uk.youtube.com/watch?v=p_DqMXY6bT0 - A video showcasing some of the sprite edits.

I've also been doing the tedious job of mapping out the whole stages of Megaman 1-3 Bosses we chose before we did the Robot Master Poll. The final layout for these stages will have their differences to cater for coins and question blocks.

Gutsman's Stage

Woodman's Stage

Needleman's Stage

Gemini Man's Stage

Megaman 1 First Wily Stage

Megaman 1 Second Wily Stage

Megaman 1 Third Wily Stage

Megaman 2 First Wily Stage

This post has been edited by StarsimsUniverse on Apr 12 2008, 08:05 PM


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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 Squirrel
Posted: Apr 12 2008, 08:26 AM
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As great as adding extra characters sounds, I'm not entirely sure how you would go about adding in characters like Sonic. Though I suppose you could use GameGear sprites or something, I don't think he'd quite fit into this game as it stands at the moment - I have a feeling you'll have to do a lot of changes to the level design to accomodate it. Same with Arthur though not quite as much. Case in point - any water stages, because Sonic can't swim.

In my opinion you'd be better off just making a Sonic/Arthur suit for Mario... or better yet do a SMB3 on them and have say, a hedgehog powerup (raccoon) and a Sonic powerup (tanooki) and have the latter hidden away in a remote location somewhere. Arthur's very much the same as Mario in the sense he can only take a few hits before he dies - he could end up being an inferior character gameplay wise because of this (because in GnG he can't do any running or anything)... and at the other end of the spectrum Sonic would end up being far superior to Mario because that was his original purpose back in 1991 and his moves reflect this (i.e. he's faster, jumps higher, can spin to avoid taking damage etc.). Also it stops really being called Super Mario Fusion after a while if the main character doesn't have to be Mario.

Though it could work, there's no way in hell you could make all three characters "equal" without seriously editing them. I mean think about it, if you stuck Sonic into SMB1 there really wouldn't be any challenge, whereas if Arthur was in it, chances are he'd have some problems (unless you allowed him to stomp enemies). Why else do you think there hasn't been any hugely successful Mario/Sonic crossovers wink.gif

But hey, if you could pull it off then I'd probably be impressed. But even if you did it would still be better to have them as some form of unlockable, because then you've got replay value too.


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JudgeSpear
Posted: Apr 12 2008, 02:31 PM
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The non-Mario extra characters are still in the planning stages. We will do everything under the sun to ensure that any new characters will be balanced. Hence, some characters will be nerfed to help fit in to the Mario gameplay. Also, as you mentioned, these characters will not be available at the start. They are "rescued" after completing certain worlds or levels. This idea may be scrapped entirely, and extra characters may just include Luigi and Wario, and other Mario characters. Once again, this idea is still in the planning stages.

StarsimsUniverse:
You may be right. With the huge revisions done by other people, this version will very well be a higher version number than v0.1. Depending on how much is done by the time I receive the revisions, I'll announce here what the next version number will be.

If the game really evolves substantially from this point on, We may just drop the "Super Mario Fusion" name and call it "Mushroom Kingdom Fusion" or something similar to allude to the Mario gameplay involving many different characters.

This post has been edited by JudgeSpear on Apr 12 2008, 02:39 PM


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Koopakirby
Posted: Apr 12 2008, 05:14 PM
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In case you still want some, some more stage ideas.

Forest of Hope
World: Realm of Nintendo
BGM: Forest of Hope(Pikmin), Pikmin 2 World Map
Walkthrough: This level is a forest level with one big thing that's level exclusive. A Powerup that creates a Mario clone that does Exactly what you do, but if you get to far away it dissipears. In this level you'll need to use this to press to switchs at the same time and whatnot. Pikmin enemies will be standard enemies here and probably too massive to take out with stomping, so through things at it. Jump into a hole at the end to face against the boss.
BOSS: EMPOROR BUBBAPLAX
This guy it freaking HUGE! That doesn't mean he won't be easy though. Basically all you need to do is to destroy one of the big breakable walls on either side of the stage with bombs that he spits out so he'll roll right offa the stage. He attacks by rolling around, so use the platforms to dodge.

Final Destanation
World: Twisted Reality
BGM: Super Smash Brothers Brawl Boss
Walkthrough: The famous stage from SSB is a level in SMF! Now this gets really complicated, because instead of a regular stage, you have to face old foes who got revamped.
Round 1: Goomba
Faster. That's it.
Round 2: King Watinga
Starts out in Bullet-Heck mode. And after one round of bullets, he summons giant wasps that hurt you.
Round 3: Bubble Man
Bubble Man attacks very similar, except he has a move that knocks you back with a tidal wave. Plus there is no water.
Round 4: Hunters
From Covenant assult. They haven't Changed.
Round 5: Koopa Troopas
The Whole stage dissipears during this fight, you fight on falling Tetris Blocks. The last one is Boom Boom.

And so on.
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JudgeSpear
Posted: Apr 12 2008, 05:31 PM
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Thanks a lot, Koopakirby! Keep the ideas coming. I've been meaning to do a Pikmin level.

Final Destination sounds like a good boss rush-type level.


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Koopakirby
Posted: Apr 12 2008, 07:56 PM
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All right, you've fueled me to think of two more!

The Great Nintendo Dogfight
World: Realm of Nintendo
BGM: 1st. Airship Theme(SMB 3) 2nd. Revenge of Meta Knight (KSS) 3rd. Space Armada (A Star Fox Game) 4th. Theme of Samus Aran (Metroid) 5th. Famicom Medley (SSBB)
Walkthrough: This level is a Sky Pop level. It's not very difficult, but it's pretty wild! A ride through many worlds.
Airship: A simple area with Bullet Bills and Para-Koopas to shoot down. Nothing extreme.
Halbred: Meta Knight's ship is extreme. Watch out for cannonballs lasers, Scarfys, bombs, and the huge Combo Cannon.
Deep Space: From Star Fox. Navigate through asteroids while shooting down enemy fighters.
Zebes: This has almost no enemies except for Metroids that appear. Hurry and exit before the whole place blows!
Others: A small area showing a few other Nintendo shooters, also includes Duck Hunt.

Past, present, Future
World: Mushroom Kingdom
BGM: Past: Overworld theme(SMB) Present: Overworld theme(SMW) Future: Good Egg Galaxy (SMG)
Walkthrough: A amazing level with changing timelines. Get through each to pass.
Past: Go through Super Mario Brothers 1-1. Then go into the time machine at the end.
Present: Go through Super Mario World Castle 1. Then go into the Time Machine at the end.
Future: This time uses the SMG gravity. Defeat a plethora of enemies on a giant Yoshi's egg to win.
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dl316bh
Posted: Apr 12 2008, 09:40 PM
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I actually quite like the idea of being able to play as Sonic as a sort of secret character kind of thing. But I do agree that there would have to be some tweaking involved; considering.

Will Yoshi be involved in this game in any way? Even if it were only to be for a couple levels of the Mushroom Kingdom?

Also, which of the powerups from previous Mario games return? Like the fire flower or the feather/cape.
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Black Squirrel
Posted: Apr 13 2008, 10:27 AM
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QUOTE (Koopakirby @ Apr 13 2008, 01:56 AM)
Past, present, Future
World: Mushroom Kingdom
BGM: Past: Overworld theme(SMB) Present: Overworld theme(SMW) Future: Good Egg Galaxy (SMG)
Walkthrough: A amazing level with changing timelines. Get through each to pass.
Past: Go through Super Mario Brothers 1-1. Then go into the time machine at the end.
Present: Go through Super Mario World Castle 1. Then go into the Time Machine at the end.
Future: This time uses the SMG gravity. Defeat a plethora of enemies on a giant Yoshi's egg to win.

Now see if you took this concept and replaced it with a Sonic CD-like theme you'll end up with something a lot better, and a Sonic level. Mimic Palmtree Panic and have it so that you can unlock the good future just like in Sonic CD, allowing you to get secrets or something. Or better yet do a Mickey Mania and have Mario travel to and from various generations of video game consoles, so he starts off in an Atari 2600 style level fighting squares then goes to the future where things have been upgraded to NES graphics etc.

Anyway as far as Luigi and Wario sounds, that sounds more do-able, though you'd be better off without Luigi (because let's face it, he's the same as Mario but can jump higher and is slippy). If you left it as just Mario and Wario it could end up being quite cool, especially if you made them start in different places and take different routes (and have levels devoted to JUST Mario and JUST Wario). Then you could maybe have it so Mario can unlock Sonic and Wario can unlock Arthur, both of which would also start in different places and take a different route. The possiblities are endless, though it would require a LOT of work no doubt.

For example, Sonic would start in Sonic's world, and bypass a few levels he might not suit like the Nintendo realm but instead go to areas Mario can't access like the "Sega realm" or something. Maybe replace the Sky/Sub pop with Sega's Opa Opa from Fantasy Zone (with elements from Space Harrier or something too)... Likewise Arthur would start in say... that Doom world and have him go to a Capcom realm at some point. Maybe take it too far and have Vic Viper as a playable character, who goes through all the levels in a Shoot 'em up fashion. But I'm getting ahead of myself here. cool2.gif


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JudgeSpear
Posted: Apr 14 2008, 03:55 PM
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Huge news regarding Super Mario Fusion:

I received the revisions for Super Mario Fusion from Obreck2, who is aboard as a coder. Here is the list of revisions straight from the man himself:

QUOTE ("Obreck2 revisions")
- External Backdrop supported added. Allow the game to import background art from external files, saving load time.

- Starman sparkles now properly trail behind Mario when he moves

- Coin box detection should be fixed. No more striking them for the sides.

- Spartan Suit (Halo) now has a forcefield effect. (I'll leave the proper sfx to you wink.gif )

- Mario has been giving the following animation improvements:

  : Raccoon & Tanooki suit's tail animates when flying & gliding.

  : Fire Flower and Hammer Bros Mario know animates when shooting holding still or jumping.

  : Tanooki suit now produces a smoke puff when changing from statue & back

- Mario has been given the following play control changes:

  : Mario can now turn around while jumping

  : Mario does doesn't not change move speed while jumping (No losing run speed if let go of run button)

  : Mario can move while jumping & ducking at the same time.

  : Mario can fly/glide while ducking

- Added in a player class system. The base engine for playable characters is complete:

  : Each world map has a "Mario HQ" where you can save, powerup, and switch players.
    (Its up to you to add "HQ" spot in all but the first map and decide if they allow saving/powerups.

  : For now only Mario and an incomplete Luigi are playable. Luigi for now plays indentical to Mario and uses Mario's art for
    his Halo and Megaman suit. Those suits and his gameplay will be altered later.

  : Player art is now external to reduce load times. Users can also mod the art to make their own player sprites.

QUOTE ("Arthur Gameplay Concepts")
Compared to Mario Arthur would have way more fire power, but would lose alot in mobility and versitility. Arthur can only
take 2 hits before death at best, cannot run/slide/stomp and may have poor jump control if further nerfing is needed.

In areas like the Flood stage speed run Arhtur will gain an automatic speed boost to make up for his lack of running.
I'll probably add a sweat effect to show he's struggling to run at that speed :P

I'll be using his arcade, 16bit, Ghosts-n-Goblins sprites as a base. I'll be adding animations, giving him his trademark
boxers, and making his palette the more vivid arcade Ghosts-n-Ghouls palette.

Arthur will be able to shoot directly up and when jumping down, as in Ghost-n-Ghouls.

Arthur has to use his weapons to break blocks and use "?" blocks. Breakable blocks give him that "little mario" effect.

Arthur can pickup stuff just like Mario. Given he can't stomp his carrying options aren't as broad as Mario's.
If balancing is needed picking up shyguys and such can be disabled too.

Arthur will have his SNES double-jump, to clear distances Mario would bounce off an enemy to clear.

Arthur won't have his magic armor powers (Unless Mario is given a "God Tier" rare powerup). However while starman
invincible he'll be giving his magic armor sprite for cosmetic effect.

As in GnG Arthur cannot walk and shoot at the same time, or attack on a ladder.

Arthur will be given ducking crawl if are low spots he must clear to complete any stages. Mario has small and his Megaman
suit's slide to clear such problem, Arthur will need a ducking move if clearing low spaces in required to beat some stages.

Arthur's powerup system is very different from Mario's. Here's the list of replacement items Arthur gets.
Descriptions follow after:

Super Mushroom = Armor

Fire Flower = Random Arthur Weapon

Racoon Leaf = Hermes's Shoes

Tanooki Suit = Apollo's Shoes

Hammer Bros. Suit = Sun Shield

Halo Suit = Halo Armor

Megaman Suit = Random Robot Master Weapon

DESCRIPTIONS:

Armor = darrrr.... Arhtur's Armor

Hermes's/Apollo's Shoes: Arthur get's little wing's on his shoes, give him the same flying options as
Mario's Racoon/Tanooki suit. Apollo's shoes also allow arthur to turn into a statue like the Tanooki suit.
Arthur's Statue will be a Roman stlyed statue, as opposed to Mario's Asian styled one. Either are lost with Arthur's
armor if he gets hit. Apollo replaces Hermes of course.

Sun Shield: Gives Arthur a shield. It stop pretty much stop any projectile that doesn't explode
(shield < than Cyberdemon rocket :P) Lost with armor, no extra hit for arthur.

Halo Armor: Arthur's armor gets a Halo look and gains the Halo force field effect. No weapons gained.

Random Arthur Weapon: Produces a random GnG weapon. Most are retained after death. Arthur keeps weapons in his inventory box,
not armor too, thus he keeps any 2 at once. Here is the list I plan for his GnG choices:

() = number of shots at a time

- Lance(2): His traiditional & starting weapon. Slow but does hammer suit damage and can kill most enemies. Only stuns
respawning enemies like dry bones and CV blood skeletons.

- Dagger(3): Very fast and high rate of fire, but only has a Mario fireball damage effect.

- Axe(2): Spins in a wide, circular motion. exact killing power as a hammer suit shot.

- Torch(1 or 2): short range, but explodes on contact. A minimumal damage explosion that doesn't hurt arthur.

- Discus(2): Fast weapon that does fireball damage with lance kill range. Ducking shots ride the ground, for hitting lower
enemies.

- Sword(1): A melee weapon from Ghost-n-ghouls. A melee weapon with the same offense power as the Halo suit weapon. Limited
reach of course.


- Moon Shield: A slightly rare spawn. Just like the Sun Shield, but breaks if hit by any projectile that the Hammer suit
duck can't stop. Unless the Sun Shield could stop it either :P

- Goddess Bracelet(1): Very rare spawn. Masssive damage projectile that loses power over distance. Does not carry over
death, you die with it equipped it becomes a lance.

Random Robot Master Weapon: Same boat as Arthur weapons, but a list of robot master weapons instead. I was thinking from a
range 4 to 8. I plan to add Metal Blade, Crash Bomb, and Search Snake. The rest I'd like to hear from you, StarsimsUniverse, and fans. More than 8 can be added if needed, along with overpowerd rare spawns.

QUOTE ("Luigi Concepts")
Luigi will skid alittle further than Mario, and also takes longer to pick up carryable object (Turnips,Shyguys,Pows,etc.)

Luigi has 2 jumps. His normal jump is just like Mario's. By holding up+jump Luigi can also perform his SMB2 jump. It allows
him to travel higher and further, but suffers from akward play control.

Luigi's fire flower will behave like his Smash Bros fireballs. They are slower than Mario's and travel in a straight line.
Luigi can aim is fireballs downward but they won't bounce. The floor destroys them. They may also use a bigger spriteset.

Luigi throws his hammers underhand, giving them a more horizontal arc than Mario's

For now Racoon and Tanooki will be the same for Luigi. I considered replace the racoon with the SMW cape, but it would have
been too akward in areas like that speed run in the flood stage.

The Halo suit will be unchanged. However Luigi will wear a red one, since Mario wears a green one.

Luigi will get a Protoman man suit instead of Megaman. He has his shield out while holding still,
which deflects lesser projectiles. His megabuster shoots a smaller, less damaging charged shot though. It'll probably be
no stronger than a regular shot, just killing any extra things Mario's charged shot can.


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Koopakirby
Posted: Apr 14 2008, 07:09 PM
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Here's that Dr. Mario stage referenced a little while back.

Doc's Office
World: Mushroom Kingdom
BGM: Fever (Dr. Mario), Tetris A Type (SSBB), Chill (SSBB)
Walkthrough:
In this level you are put into a scrolling level full of pills that have to be navigated through or death. No enemies though. Eventually you'll get to a Tetris Sub-area with Tetris blocks that TRY to fall on Mario. After 3 minutes you'll get back up into that Pill filled area, but now it scrolls up! Eventually you'll come to a door! Home Free! Right?.....Not exactly....
BOSS(es): RED, BLUE AND YELLOW VIRUSES
These pesky Viruses want to kill you! They attack altogether, with different attack Paterns.
Red: Flies around in a cirle Pattern. Spits mini-versions of itself to attack.
Yellow: Jumps around the Screen. Attacks by making contact with you.
Blue: Casually walks around the stage, can pick you up and hurl you around, but he can also be picked up and thrown.
Method to Defeat: Pick up Blue and throw him at Red, who both will take damage and go flying around the stage, if he hits Yellow it does damage. Repeat as many times as Needed, If Red and Blue Die before yellow, use the Veggies growing in the stage, Occasionally some will resprout.

Also somethings I designed on my own.
Dunno where you could use them though...........

Diswitch The Robot
A evil robot designed to invade worlds and disguise itself as the inhabitants.

Banjo and Kazooie
A bear and a Bird ready for adventure!(Unlocked after Beating Spiral Mountain)

DK Mario
(Gained by getting 8-bit barrel) A variation of Mario that plays like in Donkey Kong, can use Hammers.
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JDogindy
Posted: Apr 16 2008, 12:58 PM
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QUOTE (Koopakirby @ Apr 12 2008, 05:14 PM)
In case you still want some, some more stage ideas.

Forest of Hope
World: Realm of Nintendo
BGM: Forest of Hope(Pikmin), Pikmin 2 World Map
Walkthrough: This level is a forest level with one big thing that's level exclusive. A Powerup that creates a Mario clone that does Exactly what you do, but if you get to far away it dissipears. In this level you'll need to use this to press to switchs at the same time and whatnot. Pikmin enemies will be standard enemies here and probably too massive to take out with stomping, so through things at it. Jump into a hole at the end to face against the boss.
BOSS: EMPOROR BUBBAPLAX
This guy it freaking HUGE! That doesn't mean he won't be easy though. Basically all you need to do is to destroy one of the big breakable walls on either side of the stage with bombs that he spits out so he'll roll right offa the stage. He attacks by rolling around, so use the platforms to dodge.

Final Destanation
World: Twisted Reality
BGM: Super Smash Brothers Brawl Boss
Walkthrough: The famous stage from SSB is a level in SMF! Now this gets really complicated, because instead of a regular stage, you have to face old foes who got revamped.
Round 1: Goomba
Faster. That's it.
Round 2: King Watinga
Starts out in Bullet-Heck mode. And after one round of bullets, he summons giant wasps that hurt you.
Round 3: Bubble Man
Bubble Man attacks very similar, except he has a move that knocks you back with a tidal wave. Plus there is no water.
Round 4: Hunters
From Covenant assult. They haven't Changed.
Round 5: Koopa Troopas
The Whole stage dissipears during this fight, you fight on falling Tetris Blocks. The last one is Boom Boom.

And so on.

That's a good concept. I have suggested a similar idea called "Boss Rush", where Mario has to defeat several bosses. Here's the confirmed bosses:

*Altima the Holy Angel (Final Fantasy Tactics)
*Marx (Kirby Super Star)

Here's a boss I would want to try to have for the stage:

*Mr. Burns (The Simpsons Arcade Game)- The problem is there aren't many Arcade sprites out there, and this'll probably mean having someone rip them. It'd consist of Mr. Burns' first phase, the walker form. The battle in which you face Burns is here: http://www.youtube.com/watch?v=FCpLnzJbqjU

Also, go to my YouTube account to see my WIPs, the Labyrinth Zone and the Sky Deck.


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JDogindy's Universe: Official Level Creator
Mushroom Kingdom Fusion (formerly Super Mario Fusion)
OFFICIAL WIP TOPIC
Current version: v0.1 Beta RC2 (March 26, 2008)
Next version: v0.2 Beta
Total levels completed: 2
Levels currently in progress: 4 (8-6 Stardust Speedway, 8-9 Death Egg Zone, 8-8 Ice Cap, 8-1 Green Hill Zone)
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JudgeSpear
Posted: Apr 16 2008, 04:18 PM
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Regular
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http://www.youtube.com/watch?v=zHbdOp5gQk4

This is just the first development update by Obreck2 and StarsimsUniverse. There will be a second one coming up in the next few days with even more new features.

The biggest new feature: Multiple characters to choose from. The roster includes five characters:
Mario
Luigi
Wario
Sonic
Arthur (Ghouls 'n Ghosts)

Once Arthur or Sonic become playable, I'm going to publicly announce a name change for the fan game that will drop Mario's name from the game title. Some names to consider for the new game title:

Super Fusion Force: Mushroom Kingdom Hearts

Mushroom Kingdom Fusion


This post has been edited by JudgeSpear on Apr 16 2008, 04:19 PM


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They're dogs! AND THEY'RE PLAYsmurfing POKER!!!
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Demonic Jello
Posted: Apr 16 2008, 04:46 PM
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OH LOOK WHAT CLEVER CHILDREN
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Okay, I've been following the progress for a while, and must say you guys are making a terrific work here. This could very well be one of the greatest fangames I've ever seen. Keep it up! =D

Say, I don't know if that idea of the Pikmin stage will be used, but if it does...what if, while in that level, you'd find Pikmin that follow you around as soon as you walk next to them? They could be used as projectiles or as the key to beat some obstacles


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DR. Demon Lizardman
Posted: Apr 16 2008, 04:47 PM
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Final Destination BOSS: Master hand
Just your ordinary SSB series boss, he grabs you and shoots ordinary bullet bills and all of his moves, when he is defeated, Taboo comes out of nowhere and you have to fight him for the final battle. In other words, I am saying Taboo should be the final boss cause he is the greatest.


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For best ref of all, check this one out, thanks Ashura.
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Ashura please don't tell me you've done what I think you've done
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