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> WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
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Irock
Posted: Mar 10 2008, 03:13 PM
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What about The Nintendo universe?

I have and idea:

Electric mountain:

A Pokemon level.

ENEMIES:
Pichu
Raichu
Chingling

Miniboss: Zapdos and Pikachu (Pikachu would just spurt out of nowhere while Zapdos heals halfway. You must defeat Pikachu and stop Zapdos healing by hitting him.)


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SuperMarioMaster
Posted: Mar 10 2008, 04:32 PM
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QUOTE (Irock @ Mar 10 2008, 04:13 PM)
What about The Nintendo universe?

I have and idea:

Electric mountain:

A Pokemon level.

ENEMIES:
Pichu
Raichu
Chingling

Miniboss: Zapdos and Pikachu (Pikachu would just spurt out of nowhere while Zapdos heals halfway. You must defeat Pikachu and stop Zapdos healing by hitting him.)

Cool Idea, but in my opinion the boss should be a pokemon trainer.
(Also I don't like healing bosses)


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Yoshbert
Posted: Mar 10 2008, 04:46 PM
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I have an idea for the Kirby stage in the Nintendo world.
The enemies should be replaced with Waddle Dees, Waddle Doos, Bronto Burts, Poppy Bros, and Gordos. And have Meta Knight of King Dedede as a boss.

This post has been edited by Yoshbert 1-Ups on Mar 10 2008, 04:46 PM


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JudgeSpear
Posted: Mar 13 2008, 08:31 PM
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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. wink.gif

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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StarsimsUniverse
Posted: Mar 13 2008, 09:50 PM
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Hey gang. I suppose this is relevant to Mario Fusion. I recently called out for requests for a Blimp sprite in another thread to help with one of the Megaman Stages I'm designing for Judgespear... Well suffice to say it led to me trying my hand at an original sprite for the first time ever. I started from scratch and ended up with this. What do you guys think? I'm hoping the viewscreen will display moving imagery. If thats possible JS?

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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 13 2008, 10:41 PM
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QUOTE (StarsimsUniverse @ Mar 13 2008, 09:50 PM)
Hey gang. I suppose this is relevant to Mario Fusion. I recently called out for requests for a Blimp sprite in another thread to help with one of the Megaman Stages I'm designing for Judgespear... Well suffice to say it led to me trying my hand at an original sprite for the first time ever. I started from scratch and ended up with this. What do you guys think? I'm hoping the viewscreen will display moving imagery. If thats possible JS?

user posted image

Displaying video clips can be done by making the frames into an animation. It can be done rather easily.


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DR. Demon Lizardman
Posted: Mar 13 2008, 10:45 PM
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So, did you get the PM about the boss?


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JudgeSpear
Posted: Mar 13 2008, 10:55 PM
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QUOTE (DR. Demon Lizardman @ Mar 13 2008, 10:45 PM)
So, did you get the PM about the boss?

Yeah. I got your PM about Uterus from Jazz Jackrabbit 2.

I'll use it in another level, not the second Leviathan stage. What I'm looking for is somewhat more realistic and more menacing-looking. Kind of like a typical Ghouls & Ghosts or Demon's Crest Boss.


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DR. Demon Lizardman
Posted: Mar 13 2008, 11:12 PM
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QUOTE (JudgeSpear @ Mar 13 2008, 10:55 PM)
Yeah. I got your PM about Uterus from Jazz Jackrabbit 2.

I'll use it in another level, not the second Leviathan stage. What I'm looking for is somewhat more realistic and more menacing-looking. Kind of like a typical Ghouls & Ghosts or Demon's Crest Boss.

PM'd you again to show you what I have in store for you.


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StarsimsUniverse
Posted: Mar 14 2008, 09:05 AM
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QUOTE (JudgeSpear @ Mar 13 2008, 10:41 PM)
Displaying video clips can be done by making the frames into an animation. It can be done rather easily.

Sounds like lots of animated gif frames for the viewscreen might make the file size alot bigger. I'll keep whatever I make for the viewscreen down to a minimum.
Basically have a 5 second clip repeat.


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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 14 2008, 02:31 PM
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QUOTE (StarsimsUniverse @ Mar 14 2008, 09:05 AM)
Sounds like lots of animated gif frames for the viewscreen might make the file size alot bigger. I'll keep whatever I make for the viewscreen down to a minimum.
Basically have a 5 second clip repeat.

Another idea:

Have it in a slideshow format. Take stills from various episodes of the Megaman anime and display each frame for about 2-3 seconds.


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Koopakirby
Posted: Mar 16 2008, 03:02 PM
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Hey JS. Starsims isn't the only one with Mega Man stage ideas. What about a Megaman Battle Network stage? You Run around in a main area, then sort of Jack-in to machines where you can find keys to unlock real doors. And the data world looks like a battle scene from battle network, where you can drop through the holes in each panel to drop to a panel underneath. But you can't step on red panels. If you do, you'll take damage. You fight viruses and such until you get to the last area where the boss is. The boss is GutsMan.EXE which attacks by using shockwaves.
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Megamanlan
  Posted: Mar 16 2008, 10:51 PM
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Did u get the Megaman Mario and the rest of the levels done yet?
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Megamanlan
Posted: Mar 16 2008, 11:21 PM
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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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JudgeSpear
Posted: Mar 17 2008, 01:56 AM
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QUOTE (Megamanlan @ Mar 16 2008, 10:51 PM)
Did u get the Megaman Mario and the rest of the levels done yet?

If I did, I would announce it or show a video of it, wouldn't I? Please be patient.


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Megamanlan
Posted: Mar 17 2008, 11:05 AM
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So can you do my sugestions?
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Megamanlan
Posted: Mar 17 2008, 11:34 AM
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Will there be a Sonic Suit?
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Black Boo
Posted: Mar 17 2008, 02:42 PM
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QUOTE (JudgeSpear @ Mar 13 2008, 08:31 PM)
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.

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.


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JudgeSpear
Posted: Mar 17 2008, 03:37 PM
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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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Twistendo
Posted: Mar 17 2008, 03:42 PM
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I have a idea for a level, but am I too late to tell it?


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