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> DOKIME v0.3.1, slopes
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exenefevex
Posted: Aug 2 2008, 03:56 PM
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DOKIME -- Dokidoki Mario Engine v0.3.1

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This is a little engine I've been working on recently.

It's an extremely early version -- heck, you can't even die yet -- but it's very open-ended and most (read: some) of the important scripts have been written already.

Current features:
  • Small Mario
  • (NEW) Moving jumps go higher than resting jumps
  • Duck (no super jumps yet)
  • Stand on, pick up, and throw enemies
  • Thin floors
  • (NEW) Slopes
  • Shyguy Red / Blue / Gray
  • (NEW) Tweeter
  • Grass
  • Sprouts
Known issues:
  • Sprites appear to hover above the ground
  • Many important features (such as death) haven't been implemented yet
  • Sprite draw order hasn't been implemented yet
  • Sprites are occasionally placed one half pixel off. This is believed to be caused by roundoff behavior in the built-in GameMaker functions
  • Enemies no longer eject correctly from walls after you throw them
  • Kagoball. Believed to have been fixed in v0.2, but you never know

Bugfix: Shyguys Red/Blue no longer throw an error when you toss them at the ground. Whoops...

This post has been edited by xn--e5x on Aug 21 2008, 06:14 PM

Attached File ( Number of downloads: 18 )
Attached File  DOKIME_0_3_1.zip


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Sergeant DeeY
Posted: Aug 2 2008, 04:00 PM
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Wow, Awesome.... Is like the original one!


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exenefevex
Posted: Aug 7 2008, 11:29 PM
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Version 0.2 is up. Kagoball has been fixed, to the best of my knowledge. I also added some new enemies and items. The drag&drop AI system is starting to fall into place, but I'd still recommend waiting for the next version before you go adding in any new stuff. We're still in the bugtesting phase here.

Given that there were 13 downloads of v0.1 and nobody mentioned the kagoball glitch, I must conclude that all of you are either: a) indifferent towards DOKIME or b) very poor bugtesters. sad.gif


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OniLink10
Posted: Aug 7 2008, 11:45 PM
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Looking pretty good!


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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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Zero Kirby
Posted: Aug 7 2008, 11:57 PM
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Hey. In an attempt to try and get some comments flowing in these unfortunately ignored topics, I'm going to comment on this.

First of all, it might help to actually list the controls. They aren't always obvious. Shift and CTRL are common, but it always helps. wink.gif

Secondly, the engine is great, I just don't like how the veggies are thrown. I thought they moved outwards a bit more, and didn't fall quite so quickly. Then again, I haven't played Super Mario Bros 2 in a while, so I wouldn't know about that.

Otherwise, keep it up!


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Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
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General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
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KGladiator
Posted: Aug 8 2008, 12:09 AM
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*nods at ZK* Yeah, there are a few open ends here and there that need fixing, but it has some good potential =]


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OniLink10
Posted: Aug 8 2008, 12:22 AM
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K, here's what I've noticed, but it was prolly on purpose.
1: Veggies dont hurt enemies
2: Throwing Enemies at other Enemies doesn't hurt them
3: You can get stuck in the Thin Floor*
4: If you pick a Veggie while an Enemy walks through you, you float on top of the Enemy*
*: Actual Glitch

This post has been edited by OniLink10 on Aug 8 2008, 12:25 AM


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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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exenefevex
Posted: Aug 8 2008, 04:55 PM
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QUOTE (Zero Kirby)
First of all, it might help to actually list the controls.
Added to FAQs. The controls are now adjustable via Global Game Settings > Constants. Scroll down and change the customkey_ values to whatever you like.

QUOTE (Zero Kirby)
I thought they moved outwards a bit more, and didn't fall quite so quickly
You're the first person ever to complain about an SMB2 fangame where veggies move downwards too quickly. =D
But seriously though, this gives me a good excuse to implement Max Fall Speed. There are still some variables to deal with, but I'm not going to worry much about the throwing system until I'm ready to implement moving throws and block throws.

QUOTE (OniLink10)
1: Veggies dont hurt enemies
2: Throwing Enemies at other Enemies doesn't hurt them
QUOTE (Known issues)
Many important features (such as death) haven't been implemented yet.

QUOTE (OniLink10)
You can get stuck in the Thin Floor*
QUOTE (Known issues)
Thin floor implementation is a bit sloppy during the gravity check. Don't worry, we know how to fix this.
fixed.

QUOTE (OniLink10)
If you pick a Veggie while an Enemy walks through you, you float on top of the Enemy*
good find. This was a side effect of fixing the jump-after-picking-up bug. Max Rideable Height has since been implemented, so this is now fixed.

And finally, maxrideableheight made something else painfully obvious: Mario wasn't actually landing on enemies, rather he fell through them and was then placed on top. That's been fixed too.


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OniLink10
Posted: Aug 8 2008, 07:02 PM
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Searching for Bugs. And lol at the Mario fall through Enemy Glitch. XD And what is Kagoball?

This post has been edited by OniLink10 on Aug 8 2008, 07:05 PM


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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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Dex
Posted: Aug 8 2008, 08:45 PM
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woah what?!
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I really like this engine. Nice work, xn. You really seem to know how to make games. :]


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exenefevex
Posted: Aug 21 2008, 03:53 PM
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Version 0.3 is up. This one introduces a lot of changes to the object layout, but you probably won't notice. Also it has slopes.

In the next update, I'll show you how to actually add things to the engine. Maybe. Or not. I'm tired.


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tri0nex
Posted: Aug 21 2008, 03:54 PM
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Looking good so far.


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