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> WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
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JudgeSpear
Posted: Mar 3 2008, 07:26 PM
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QUOTE (Megamanlan @ Mar 3 2008, 05:26 PM)
What is left to do for v.01?

I'm making one new powerup for Mario, then I'll make 5 or 6 more levels. That's what's left before I release v0.1 beta.


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Bigbowsa
Posted: Mar 3 2008, 07:32 PM
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lol showbiz bowser
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Man why haven't I commented on this huh.gif

I love how polished this game is, even though it's made with HEIII.

And nice job on "The Tower of Babel"


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DR. Demon Lizardman
Posted: Mar 3 2008, 08:12 PM
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QUOTE (JudgeSpear @ Mar 3 2008, 07:26 PM)
I'm making one new powerup for Mario, then I'll make 5 or 6 more levels. That's what's left before I release v0.1 beta.

What powerup?


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JudgeSpear
Posted: Mar 4 2008, 12:38 AM
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QUOTE (DR. Demon Lizardman @ Mar 3 2008, 08:12 PM)
What powerup?

Mega Man Mario. With Charged Buster Cannon and slide kick.

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This spritesheet is made by an editor from destructoid.com. He is the same person who provided the sprites for Spartan Mario.

The numbered frames show Mario recoiling when he fires off a fully-charged Buster Cannon Shot. This will be Mario's most powerful projectile-based attack, but it comes with a risk. Mario could easily recoil straight into a pit to his doom.

I will introduce this powerup in a new Mega Man level I will make.

This post has been edited by JudgeSpear on Mar 4 2008, 12:39 AM


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DR. Demon Lizardman
Posted: Mar 4 2008, 08:33 AM
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QUOTE (JudgeSpear @ Mar 4 2008, 12:38 AM)
Mega Man Mario. With Charged Buster Cannon and slide kick.

user posted image

This spritesheet is made by an editor from destructoid.com. He is the same person who provided the sprites for Spartan Mario.

The numbered frames show Mario recoiling when he fires off a fully-charged Buster Cannon Shot. This will be Mario's most powerful projectile-based attack, but it comes with a risk. Mario could easily recoil straight into a pit to his doom.

I will introduce this powerup in a new Mega Man level I will make.

I somehow knew that for some reason, don't ask why.
Also, did you get the PM of the boss suggestion I sent you?


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JudgeSpear
Posted: Mar 4 2008, 01:31 PM
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QUOTE (DR. Demon Lizardman @ Mar 4 2008, 08:33 AM)
I somehow knew that for some reason, don't ask why.
Also, did you get the PM of the boss suggestion I sent you?

Yeah. I got your PM of the boss suggestion. It's a bit too cartoony than what I'm looking for.


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StarsimsUniverse
Posted: Mar 6 2008, 09:32 PM
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Greetings Mario Fusion fans. I'm StarsimsUniverse.

I've been a fan of Judgespears videos on Youtube for over a year now. Its he who got me into Mugen. And I recently started making my own original char for it. But recently he has sidetracked me with this beautiful game: Super Mario Fusion.

After seeing the Bubbleman Level I fell in love (being a Megaman fan) and was dying to contribute in any way I could. Thankfully Judgespear is open to contribution and he's already been inspired to create another new Megaman level, ready for the next beta. I've provided him with the boss and baddie sprites for that level. But sorry I cannot say which one it is. Its a secret. wink.gif

But in the mean time, JS said I was welcome to give some more level ideas.. so I thought.. Hey, what about a Dr Wily Level? a Nice original one with aspects from all the classic games. And here are some preview shots of the layout. Its called "Megatropolis". Basically you take the train from Dr Lights Lab into the City. I've already shown JS the complete layout. I've taken elements from Megaman 4, Super Rockman Adventure, Megaman Power Battle, and more.

user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image

This post has been edited by StarsimsUniverse on Mar 9 2008, 07:20 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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JudgeSpear
Posted: Mar 7 2008, 04:08 AM
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V0.1 report:

I cannot say when it will be out, because when I get to work on this game depends on how much free time I have. Here is what to expect for the v0.1 beta when it's released:

*Frame-skipping to allow the game to run fast even on older computers.
*Customizable controls.
*Save stations on the map
*A new powerup for Mario.
*A metric ton of new levels:
  • World 1 complete (all levels opened up)
  • New original levels in World 2 (like The Grand Canyon)
  • A Sonic level.
  • At least one new Megaman level. If I have the time, I'll try to implement StarismsUniverse's Dr. Wily level idea from the post above.


This post has been edited by JudgeSpear on Mar 7 2008, 04:14 AM


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StarsimsUniverse
Posted: Mar 7 2008, 02:09 PM
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I've been pondering about what Mario style levels you plan to show in Fusion. Here's an idea for something you could try in future. You have tons of Shyguys and Sniffits walking about.

Is it at all possible Mario can return to Subcon? But not the Subcon we know.. the PROPER Subcon, From Doki Doki Madness? The game that spawned Super Mario 2 (USA). I've done a bit of spriting yet again. (I love doing it) And I've managed to find the original graphics for Doki Doki Madness; all the objects that differed from SM2, and transformed them into a Super Mario Allstars quality sprite.

I've already made a sprite sheet for the whole of World 1 in case you're interested.
And check out my latest preview in my previous post above. Thats how it'll end up looking.
(Notice the Black grass and strange mask? Those are original Doki Doki sprites.)

This post has been edited by StarsimsUniverse on Mar 7 2008, 02:10 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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SuperMarioMaster
Posted: Mar 7 2008, 03:26 PM
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It's been real
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QUOTE (JudgeSpear @ Mar 7 2008, 05:08 AM)
V0.1 report:

I cannot say when it will be out, because when I get to work on this game depends on how much free time I have. Here is what to expect for the v0.1 beta when it's released:

*Frame-skipping to allow the game to run fast even on older computers.
*Customizable controls.
*Save stations on the map
*A new powerup for Mario.
*A metric ton of new levels:
  • World 1 complete (all levels opened up)
  • New original levels in World 2 (like The Grand Canyon)
  • A Sonic level.
  • At least one new Megaman level. If I have the time, I'll try to implement StarismsUniverse's Dr. Wily level idea from the post above.

YES!


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JudgeSpear
Posted: Mar 7 2008, 03:33 PM
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QUOTE (StarsimsUniverse @ Mar 7 2008, 02:09 PM)
I've been pondering about what Mario style levels you plan to show in Fusion. Here's an idea for something you could try in future. You have tons of Shyguys and Sniffits walking about.

Is it at all possible Mario can return to Subcon? But not the Subcon we know.. the PROPER Subcon, From Doki Doki Madness? The game that spawned Super Mario 2 (USA). I've done a bit of spriting yet again. (I love doing it) And I've managed to find the original graphics for Doki Doki Madness; all the objects that differed from SM2, and transformed them into a Super Mario Allstars quality sprite.

I've already made a sprite sheet for the whole of World 1 in case you're interested.
And check out my latest preview in my previous post above. Thats how it'll end up looking.
(Notice the Black grass and strange mask? Those are original Doki Doki sprites.)

I was just planning for a "Return to Subcon" level. Using the Doki Doki Panic graphics are a nice touch. However, there are some DDP graphics I should not use. Namely, what the Koopa Shell replaces (a blackfaced head) should not be used because it may be offensive to some people. Also, the SMB2 Phanto must be used instead of the DDP version, since the SMB2 version looks much more menacing.


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Koopakirby
Posted: Mar 7 2008, 03:40 PM
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What do you think about the levels I PM'd you about? I might as well tell one here.

Mission Street(City Escape)
World: Sonic's World
Game/s: Sonic Adventure 2
Background Music: First part: City Escape Second part: City Escape, being chased by a SUV!
Description: The return of the first Sonic stage in Sonic Advenutre 2. The majority of the level is a platforming level with many ramps. But at one point you'll find a grappling hook that pulls you into the action packed second part. A obstacle course where you are being chased by a large van. Keep running and odging lots of objects. eventually you'll come to the goal and win!
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JudgeSpear
Posted: Mar 7 2008, 03:44 PM
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QUOTE (Koopakirby @ Mar 7 2008, 03:40 PM)
What do you think about the levels I PM'd you about? I might as well tell one here.

Mission Street(City Escape)
World: Sonic's World
Game/s: Sonic Adventure 2
Background Music: First part: City Escape Second part: City Escape, being chased by a SUV!
Description: The return of the first Sonic stage in Sonic Advenutre 2. The majority of the level is a platforming level with many ramps. But at one point you'll find a grappling hook that pulls you into the action packed second part. A obstacle course where you are being chased by a large van. Keep running and odging lots of objects. eventually you'll come to the goal and win!

It's a great idea. It'll be fun to recreate that big rig chase from Sonic Adventure 2 in Mario Fusion.


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Koopakirby
Posted: Mar 7 2008, 09:14 PM
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Thank you! I'll be standing by with more ideas for the game. I'd just like to prove the "Kirby" side of my username with this.

Green Greens
World: Realm of Nintendo
Game/s: Kirby Series
Background Music: Regular Stage: Vegetable Valley(Kirby's Adventure) Bosses(Except Dedede): Kirby Boss theme medley (Super Smash Brothers Brawl) King Dedede: King Dedede's Theme(Super Smash Brothers Brawl)
Des.: This level is rediculously long. You start out in a forest area and you make your way through Kirby and Mario enemies until you reach a building. Go inside to find a door with a symbol of a tree on it. Go in too face the first of four bosses.
BOSS: WHISPY WOODS
You are fighting the tree boss of Kirby! He attacks by blowing gales of wind and dropping apples and Gordos on you. Jump on the apples and pick them up like shells and throw them at whispy to do damage. Repeat this until his defeat.
Then you will be transported to another room. This one with a door with a cloud on it. Enter to face....
BOSS: KRACKO
For this fight you will be in a Lakitu cloud, with a Hitbox. And occasionally Kracko will drop a Fire Flower, so you regain fire power if you lose it. And Kracko is similar to Watinga, except with No Bullet Heck mode and no ground. Keep shooting Kracko until he drops off the screen.
Now you are in another new room. This door has a sword symbol. Go in.
BOSS: META KNIGHT
Kirby's rival is apart of the evil group! Or something like that. Meta Knight flies high above you and fire sword blasts. His crew, which attack you, can be used as projectiles to hit him. After taking enough damage, he will drop to the ground and try to catch you in a massive sword combo. You can jump on him to attack. Did I mention that during this Bullet Bills will be flying and Shotzos(Kirby Cannons) will be aiming at you? But they also hurt Meta Knight and his crew. After slicing Meta's mask, to a new room you will go!
Last room. This one has a image of some sort of a bunny.....What? Go in to face the level boss.
LEVEL BOSS: KING DEDEDE
Ah yes, the self-proclaimed King of Dreamland! He fights vary similar to how he does in the Kirby Superstar, except with a few differences.
1. The stars he leaves after his attacks can be picked up.
2. When Dedede trys to inhale Mario, Mario will fall towards Dedede.
3. When he leands from a big leap, Mario will be stunned for a second if he is on the ground.
After giving Dedede what he deserves, the level is finally done.
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JudgeSpear
Posted: Mar 9 2008, 01:31 AM
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New video up:

http://www.youtube.com/watch?v=c6hTmzaLJ4Y

This one shows off the new customizable controls option, which is based on the code from djrellik's SMB3 engine.

Also, there is one new level in World 2 (Alternate Earth): Verdant Plain.


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StarsimsUniverse
Posted: Mar 9 2008, 07:21 PM
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Work continues on my original Wily Stages. My picture post is updated. What do you guys think?


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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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dl316bh
Posted: Mar 9 2008, 08:15 PM
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New level looks great. But boy do those Klaptraps look out of place. Which is odd; everything else foreign in the game works pretty well.
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JudgeSpear
Posted: Mar 9 2008, 08:35 PM
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QUOTE (dl316bh @ Mar 9 2008, 08:15 PM)
New level looks great. But boy do those Klaptraps look out of place. Which is odd; everything else foreign in the game works pretty well.

I know. If someone can edit the Klampons to look not-3D, it'll be appreciated. Spriting is not my strong suit.


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DR. Demon Lizardman
Posted: Mar 9 2008, 09:37 PM
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Will any more brawl music be in the game?


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Black Boo
Posted: Mar 10 2008, 12:38 PM
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I swear when I get my hands on him...
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You DEFINATELY need to put in the ARK in Sonic's world. I'm a big fan of the ARK levels from Sonic Adventure 2 and Shadow the Hedgehog. They're just so high-tech and cool looking. And of course, you'll need Artificial Chaos in there as well. The ARK's not the ARK without an Artifical chaos!

And I can help with some of the spriting. wink.gif

This post has been edited by Black Boo on Mar 10 2008, 12:39 PM


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