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WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
JudgeSpear |
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| QUOTE (Black Boo @ Mar 10 2008, 12:38 PM) | 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. |
Sweet. I'm playing Sonic Adventure 2 right now to get inspiration for levels to add to the Sonic world. As someone suggested here, I will recreate the City Escape level, complete with the truck chase at the end. I found an instrumental version of the Escape from the City BGM, so I will use that as the BGM here.
Yes, the ARK will be a great level to include. Plus, the techno music used in the ARK stages kick ass.
In fact, here's what I have planned for the Sonic world:
*There has to be a Green Hill Zone level. That area is synonymous to the Sonic universe. *Levels will be based on those from Sonic games all the way up to Sonic Adventure 2. One planned level is the City Escape level from SA2, with the truck chase at the end. *All coins will be replaced by Rings, and they will have the same pickup sound. All items and powerups will be encased in computer monitors, like in the original Sonic games. *The Starman invincibility theme will be replaced by the original Sonic invincibility theme. *The SMW checkpoints will be replaced by the Sonic checkpoints. *The goal will be the spinning sign at the end of the original Sonic levels. *When Mario gets hit, he will lose all of his rings. If Mario is powered-up, he will drop power levels accordingly. *Rings allow Small Mario to take a hit. Small Mario will lose any rings he has, but will survive, when hit. *You know of 343 Guilty Spark in the upcoming Halo Library level? Expect another annoying robotic character to make an appearance in this world: Omochao. Fan service will be dealt by being able to pick Omochao up and toss him as a weapon at enemies. Omochao will whine incessantly while you do this. *The Chao World will be a secret level. *The main boss of this world is, of course, Dr. Robotnik/Eggman. He will show up several times throughout the world. The final fight against Robotnik will be a SHMUP battle in the Sky Pop.
And other updates for v0.1 Beta: *The big robot frogs in the Bubbleman level can now be defeated by one Shell; they still require four veggies (i.e. enemies Mario picks up overhead and tosses SMB2 style) to kill. Mario can now stand on the robot frogs safely. *The Hammer Suits are rare again. I removed all of them that are in easy reach in most levels. I even removed the Hammer Suit as a common random item in the Mushroom House, replaced by a Raccoon Leaf. Only when its use is required to do Hammer Suits appear in the normal levels (like in the first part of the last area of Tower of Babel). *Message boxes no longer pause the game. This fix was done to eliminate the control glitches caused by the message boxes (stuck in a crouch state, unable to climb ladders, running glitch, etc.).
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The Last Level in The Megaman World should have: 1.I would like to see these final bosses in this level: 1. Dr. Wily, (Megaman 1) 2. Sigma, (Megaman X) 3. Alpha, (Megaman Battle Network 3) 4. Nebula Gray (Megaman Battle Network 5) 5. Gregar & Falzar (Megaman Battle Network 6) 6. Bass (Megaman 1,Megaman Battle Network 6) 7. Andromada (Megaman StarForce)
And some suit idea's for Mario, Megaman X Suit, Falzar Suit(It would be close to a Leaf Suit but can shoot Feathers), Fire Leo Suit (It would have the Atomic Blazer shot), Sonic Suit, (Super Speed, Can roll into a ball)
And in the mixed universe World (World 0) Can There be a Transformers Level?
later,
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| QUOTE (Black Boo @ Mar 17 2008, 02:42 PM) | The music does kick ass. That's one of the reasons I recommended it. Anyhoo...I have a question: How did you do the color changing invincible mario thing? I may need that in the future. |
Unfortunately, color blending can be done only in the PRO edition. If you have Game Maker 7 Pro, here's how to set it up:
In Mario's Create event, I have these variables that handle color:
| CODE | invinc_color = 0 spr_color = c_white |
Mario has an Alarm event (Alarm 10 here) that calls itself when he's invincible. It changes his color. This changes Mario's color until invincibility wears off (the obj_invincibility object goes away). You can replace the multiple IF's with a switch statement.
| CODE | if invinc_color = 0 spr_color = c_blue if invinc_color = 1 spr_color = c_red if invinc_color = 2 spr_color = c_green if invinc_color = 3 spr_color = c_yellow if invinc_color = 4 spr_color = c_fuchsia if invinc_color = 5 spr_color = c_orange
invinc_color +=1 if invinc_color > 5 invinc_color = 0
if instance_exists (obj_invincibility) alarm[10] = 4 else { invinc_color = 0 spr_color = c_white } |
To actually get the color-changing function going, you need to call it at the appropriate time (in this case, I call it when Mario collides with the Starman, after the obj_invincibility object is created). To activate it, this line in the format shown is needed where you want invincibility to start:
| CODE | | (name of Mario object).alarm[0..11] = 2 |
Following the code above, that line would be:
| CODE | | obj_mario.alarm[10] = 2 |
Mario's Draw event:
| CODE | | draw_sprite_ext(sprite_index,-1,round(x),y,direct,1,0,spr_color,image_alpha) |
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