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> WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
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Sturm
Posted: Mar 23 2008, 10:58 AM
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QUOTE (OniLink10 @ Mar 22 2008, 10:17 PM)
Ugh, how did u turn that into a Script?! I turned it into a Script and replaced the Code, but all it did was give me Errors. -_-

You need to put the external script (scripts folder) and a command inside the objects that calls it.
I.E = scripts/hits.xxx
in hits add this :
CODE
instance_create(x,y,obj_stomped)
if other.hitpoint = 0
{
sound_play(snd_kick)
instance_create(x,y,obj_200pts)
}

if other.hitpoint = 1
{
sound_play(snd_kick2)
instance_create(x,y,obj_400pts)
}

if other.hitpoint = 2
{
sound_play(snd_kick3)
instance_create(x,y,obj_800pts)
}

if other.hitpoint = 3
{
sound_play(snd_kick4)
instance_create(x,y,obj_1000pts)
}

if other.hitpoint = 4
{
sound_play(snd_kick5)
instance_create(x,y,obj_2000pts)
}

if other.hitpoint = 5
{
sound_play(snd_kick6)
instance_create(x,y,obj_4000pts)
}

if other.hitpoint = 6
{
sound_play(snd_kick7)
instance_create(x,y,obj_8000pts)
}

if other.hitpoint > 6
{
sound_play(snd_kick)
instance_create(x,y,obj_1uppts)
}

other.hitpoint += 1

Then in objects. go to enemy. inside its config it appears obj_mario (the colision)
replace it like this:
Execute a file inside it and inside it put this code.
CODE
if instance_exists(obj_invincibility)
exit
if other.y < y-27
{
hspeed = 0


if keyboard_check(vk_shift)
other.vspeed = -8
else
other.vspeed = -4
other.jumpnow = 2
instance_destroy()
}
//Begin Hurt Code
else if other.invincible = 0
{
if global.state = 0
{
instance_create(other.x,other.y,obj_deadmario)
with (other) instance_destroy()
exit
}
if global.state = 1
{
global.state = 0
other.invincible = 1
sound_play(snd_warp)
sound_play(snd_ow)
other.alarm[3] = 60
other.alarm[1] = 1
}
if global.state > 1
{
global.state = 1
other.invincible = 1
sound_play(snd_warp)
sound_play(snd_ow)
other.alarm[3] = 60
other.alarm[1] = 1
}
}
//End Hurt Code

then close it and put a exec script and select script. it does work

This post has been edited by Sturm on Mar 23 2008, 01:36 PM
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Black Boo
  Posted: Mar 23 2008, 02:35 PM
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O_O...Wow...I'm kinda confused, but I kinda get the idea...


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JudgeSpear
Posted: Mar 23 2008, 03:12 PM
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@sturm. I also put the "hurt Mario" code into its own function script. Plus, the 1 second of invincibility is far too short, so I increased it to 3 seconds (180 steps instead of 60).


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Sturm
Posted: Mar 23 2008, 03:59 PM
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QUOTE (JudgeSpear @ Mar 23 2008, 03:12 PM)
@sturm. I also put the "hurt Mario" code into its own function script. Plus, the 1 second of invincibility is far too short, so I increased it to 3 seconds (180 steps instead of 60).

Oh thanks! thats what i was searching for. Also I am making a level and it runs 60 fps everytime with the moving background. The best way to get nice fps its just dont use excessive tiles, simple code and just the necesary to make it look good.

This post has been edited by Sturm on Mar 23 2008, 04:00 PM
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JudgeSpear
Posted: Mar 23 2008, 06:50 PM
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NEWS FLASH!

Making the new levels that I want is taking far too long. Plus, I've gone 6 weeks since the last update.

What does this mean? I'm going to be releasing a Release Candidate version of v0.1 within the next two hours. This version will have all of the features I've discussed so far, plus seven all-new levels.

This will help satisfy people until I get all of the levels that I want for v0.1 Beta done. Expect the final release of v0.1 Beta to exceed 30 levels.

Stay tuned!


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Sturm
Posted: Mar 23 2008, 06:55 PM
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QUOTE (JudgeSpear @ Mar 23 2008, 06:50 PM)
NEWS FLASH!

Making the new levels that I want is taking far too long. Plus, I've gone 6 weeks since the last update.

What does this mean? I'm going to be releasing a Release Candidate version of v0.1 within the next two hours. This version will have all of the features I've discussed so far, plus seven all-new levels.

This will help satisfy people until I get all of the levels that I want for v0.1 Beta done. Expect the final release of v0.1 Beta to exceed 30 levels.

Stay tuned!

YEAH! and check errors before its real release beta.

This post has been edited by Sturm on Mar 23 2008, 08:03 PM
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DR. Demon Lizardman
Posted: Mar 23 2008, 08:33 PM
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QUOTE (JudgeSpear @ Mar 23 2008, 06:50 PM)
NEWS FLASH!

Making the new levels that I want is taking far too long. Plus, I've gone 6 weeks since the last update.

What does this mean? I'm going to be releasing a Release Candidate version of v0.1 within the next two hours. This version will have all of the features I've discussed so far, plus seven all-new levels.

This will help satisfy people until I get all of the levels that I want for v0.1 Beta done. Expect the final release of v0.1 Beta to exceed 30 levels.

Stay tuned!

Aw yeah, I WILL LOOK FORWARD TO IT BRAVE SOLDIER and I hope you use the sprite I gave you.


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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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JudgeSpear
Posted: Mar 23 2008, 09:45 PM
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And it's official.

Super Mario Fusion has been updated to v0.1 Beta RC1! Download links:
Game EXE: http://www.sendspace.com/file/nj00wz
New MP3's: http://www.sendspace.com/file/984id7 (NOTE: You still need the original MP3 music pack. This pack contains just the new MP3's)
Source for Game Maker 7 Pro: http://www.sendspace.com/file/g81lpl

Here's the full changelog:
v0.1 Beta RC1 (March 23, 2008) - "One Halo of an Update!"
NEW FEATURES:
-Added frame skipping option in-game. This should allow the game to run without lag on older computers.
-Added customizable controls.

NEW LEVELS:
-World 1-2 (The Transitway). This is a recreation of the SMB Lost Levels competition level from the ultra-rare PowerFest '94 SNES cartridge.
-World 2-1 (The Grand Canyon)
-World 2-3 (Verdant Plain)
-World 7-1 (Tetropolis)
-World 7-7 (King Watinga's Revenge). WARNING! THIS IS A HARD OPTIONAL BOSS!!
-World 9-6 (The Library)
-World 9-7 (Covenant Thy Veggies)

BUG FIXES:
-BUG FIX: In Hammer Bro Hideout, code overhaul to fix problem of door not appearing at times when a player kills all the Bros in a scrolling area.
-BUG FIX: Fixed Mario getting hurt when he hits an upside down pipe containing a Piranha Plant.
-BUG FIX: Fixed the stuck-in-pickup state when an object Mario is picking up is destroyed before he picks it up.
-BUG FIX: Fixed being able to revisit Mushroom Houses and Wandering Hammer Bros by moving on the map or pressing a button immediately.
-BUG FIX: Fixed picking up a Subcon enemy (Shy Guy, Snifit) while invincible, which would cause Mario to be stuck forever in the pickup state.

REBALANCE UPDATES:
-Redesigned World 1-1 (The Entryway) to fix some unbalanced areas in the level.
-The second pipe's height has been lowered significantly.
-Before the checkpoint, removed the lake and the Cheep-Cheeps in it. It is now a giant pit with moving platforms.
-Replaced the problematic green flat hills with mushroom platforms.
-Starman pool completely redesigned. It is now a shallow lake with a floating platform.
-Replaced the ground tiles.
-BALANCE FIX: Hammer Suits are now rare again. Removed many overpowered Hammer Suits from Storm Canyon, Tower of Babel Cyberdemon Room, and multiple places in Covenant Assault.
-BALANCE FIX: Replaced the Hammer Suit with the Raccoon Leaf in the common Mushroom Houses.
-BALANCE FIX: Storm Canyon
-There were too many enemies in the first large area of this level. Removed many of them.
-BALANCE FIX: Lair of the Leviathan
-Placed checkpoint before moving platforms in Area 3.
-Added second checkpoint in stomach acid section.
-BALANCE FIX: Mystic Forest, Area 3:
-Added coins to mark out remaining hard-to-see pits.
-Removed one Banzai Bill from the "totem pole".
-Brightened up the shadows slightly.
-BALANCE FIX: 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.

OTHER UPDATES:
-Storm Canyon moved from World 1-2 to World 1-9.
-Hammer Bro Hideout moved from World 1-6 to World 1-8.
-New world map for World 5 (Ocean of Oblivion). Lair of the Leviathan moved to World 5-3.
-New world map for World 7 (Realm of Nintendo).
-World map warp pipes now warp Mario to the proper locations on the maps.
-Game now starts in windowed mode on boot-up.
-Message boxes no longer freeze gameplay. Quickly advance through pages of messages by pressing the Shift key. This fix was done to eliminate the control problems after hitting

a message box.
-Removed powerup and powerdown pauses, since they cause problems with player control.
-Added save point to World 1-1.


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Black Boo
Posted: Mar 23 2008, 09:56 PM
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Man, this is good news. The funny thing is that I just updated Nintendo Kart about 7 minutes ago! But it's late, I have Dialup. I'll do it tomorrow.


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JesseRoo
Posted: Mar 23 2008, 10:59 PM
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QUOTE
Source for Game Maker 7 Pro:

Umm... the only thing going through my mind when I read that:
ASDFASDFGSGDF

This post has been edited by JesseRoo on Mar 23 2008, 11:07 PM


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Sturm
Posted: Mar 24 2008, 08:35 AM
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great updates and upgrades!

This post has been edited by Sturm on Mar 24 2008, 08:35 AM
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StarsimsUniverse
Posted: Mar 24 2008, 09:38 AM
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I am most impressed. Particularly now I can see Cutman's stage in motion. I can now reveal that Cutman was the secret contribution I was helping JS with. And now the stage has been revealed on YouTube I suppose I can now reveal some of the design mockups I made...

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

... and finally the boss sprite I helped make.

user posted image

Its a shaded and enhanced version of the original NES sprite of Cutman. I never did care much for the weird looking Wily Wars version of Cutman. He now has more frames of animation and few poses taken from Neo Geo Pocket Colour's Rockman Battle and Fighters.

This post has been edited by StarsimsUniverse on Mar 24 2008, 09:46 AM


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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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OniLink10
Posted: Mar 24 2008, 01:42 PM
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Yay. biggrin.gif I'm going to give u feedback soon.


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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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OniLink10
Posted: Mar 24 2008, 01:56 PM
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I lost the old music, my compy deleted em from both the Music folder and the Recycle Bin. O.o


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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 24 2008, 02:03 PM
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QUOTE (OniLink10 @ Mar 24 2008, 01:56 PM)
I lost the old music, my compy deleted em from both the Music folder and the Recycle Bin. O.o

Get the MP3 music pack at: http://breakmanx.com/smfusion/smfusion-mp3pack.zip
Or from MegaUpload: http://www.megaupload.com/?d=DRTX58UK

This is the original music pack.


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OniLink10
Posted: Mar 24 2008, 02:18 PM
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QUOTE (JudgeSpear @ Mar 24 2008, 02:03 PM)
Get the MP3 music pack at: http://breakmanx.com/smfusion/smfusion-mp3pack.zip
Or from MegaUpload: http://www.megaupload.com/?d=DRTX58UK

This is the original music pack.

K, thx! biggrin.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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OniLink10
Posted: Mar 24 2008, 02:26 PM
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K, found a glitch. On the Map, it draws the Name of the level ur on top of a little too far left. I mean, like on top of the Score. XD


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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 24 2008, 02:27 PM
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QUOTE (OniLink10 @ Mar 24 2008, 02:26 PM)
K, found a glitch. On the Map, it draws the Name of the level ur on top of a little too far left. I mean, like on top of the Score. XD

That does not happen to me.


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Yoshbert
Posted: Mar 24 2008, 03:51 PM
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Eat your veggies.
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QUOTE (JudgeSpear @ Mar 24 2008, 02:27 PM)
That does not happen to me.

The font, perhaps.


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JudgeSpear
Posted: Mar 24 2008, 03:53 PM
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QUOTE (Yoshbert 1-Ups @ Mar 24 2008, 03:51 PM)
The font, perhaps.

It seems to happen when you load a saved game. I'll wait until more people report this error to ensure that this is not an isolated incident.


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