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> Engine Thread (version 0-33-17), last executable: NCFC DEMO
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Alex
Posted: Oct 2 2009, 10:55 AM
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QUOTE (Shyguy Grey @ Oct 2 2009, 05:49 PM)
I honestly don't think Waluigi needs anything. Besides, it would add as a joke if nothing happens. Everyone else who has been adventuring can do fancy actions, and then he just takes a deep breath.

Imo, the first time he's doing it, there should be some dialouge where Wario says something nasty about how silly Waluigi is, who doesn't even have an own special effect.

EDIT: Btw, this should be in the Brainstorming thread.

This post has been edited by Alex on Oct 2 2009, 10:56 AM


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Shyguy Grey
Posted: Oct 18 2009, 09:15 PM
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I guess this would go here...

Guinea, in the secret level, if you get left behind on the moving platform part, you don't die, it just keeps going and leaves you off screen.


Also, maybe at some point in the secret level we could add more enemies, like having a fly guy go by or something. Nothing fancy, just something to keep it lively.


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Guinea
Posted: Oct 19 2009, 01:40 AM
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^ kk.
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Shyguy Grey
Posted: Oct 21 2009, 03:55 PM
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Oh yeah, Guinea, in the secret level, right after the spring on the moving platform part, there's a problem. Well... not really a problem... more of an inconvenience.
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That one ledge is nearly impossible to jump up to unless you duck while jumping, and with the platform constantly moving, there isn't much time to come to that conclusion.

Aside from that I have some other notes that you are probably on top of:
Brighter lantern in the cave. (maybe have the light pulse from small the larger so the player has to slow down at times).

Scrolling screen pushes you (and kills you if you get squished.)

Anvils hurt you.

And also nonpick up springs.



If you have the time of course.


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Alex
Posted: Oct 28 2009, 10:09 AM
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I found a bug!

When you get hit by an enemy, you turn invincible for a short amount of time. If you walk "inside" the enemy (which in my case was a goomba), you won't get hurt as long as you keep walking inside it.


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exenefevex
Posted: Oct 28 2009, 10:15 AM
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QUOTE (Alex @ Oct 28 2009, 10:09 AM)
I found a bug!

When you get hit by an enemy, you turn invincible for a short amount of time. If you walk "inside" the enemy (which in my case was a goomba), you won't get hurt as long as you keep walking inside it.


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Guinea
Posted: Oct 29 2009, 05:08 PM
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Nah it's not intentional, and it will no longer be there in the final version.
The thing is that due to the time limit of NCFC happening I didn't get around fixing this and forgot it while fixing everything else.

I have used a similar enemy collision algorithm in Raiders, and I fixed it there, so, a fix exists, I just didn't do it yet.
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Guinea
Posted: Oct 31 2009, 12:33 AM
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You can now download the NCFC version of the game from the first page.

http://www.cfp.mfgg.net/

=)
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fiDumppi
Posted: Oct 31 2009, 06:30 AM
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I found a bug.
An error appears when a Thwomp-looking-thing falls on a Shyguy.

CODE

___________________________________________
ERROR in
action number 1
of Begin Step Event
for object objAnvil:

In script mplat_passengers_push:
In script player_hurt:
Error in code at line 23:
  if (vItem != -1) item_letgo(vItem,1);

at position 6: Unknown variable vItem


And the player loses health


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Guinea
Posted: Oct 31 2009, 10:26 AM
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QUOTE (fiDumppi @ Oct 31 2009, 12:30 PM)
I found a bug.
An error appears when a Thwomp-looking-thing falls on a Shyguy.

CODE

___________________________________________
ERROR in
action number 1
of Begin Step Event
for object objAnvil:

In script mplat_passengers_push:
In script player_hurt:
Error in code at line 23:
  if (vItem != -1) item_letgo(vItem,1);

at position 6: Unknown variable vItem


And the player loses health

acknowledged.
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Alex
Posted: Oct 31 2009, 10:38 AM
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I don't know in which thread I should put this, but anyway:

In the level with the cheep-cheeps in the demo: If you swim just above the bottom of the screen, you can make it through the whole level without getting hit once.


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Glukom
Posted: Oct 31 2009, 10:54 AM
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Ok the demo is fantastic, but you have to change how the wallkick is executed. I haven't been able to use is 9/10 times trying it, and when I do get it I don't get anywhere.


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Shyguy Grey
Posted: Oct 31 2009, 10:55 AM
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QUOTE (Alex @ Oct 31 2009, 10:38 AM)
I don't know in which thread I should put this, but anyway:

In the level with the cheep-cheeps in the demo: If you swim just above the bottom of the screen, you can make it through the whole level without getting hit once.

We already know that.

If you swim in the water, you avoid the cheep cheeps, you get through easily, but you miss the chance to grab a star that helps on the Boss Bass part. So it's either the first part is hard, or the second.

QUOTE
Ok the demo is fantastic, but you have to change how the wallkick is executed. I haven't been able to use is 9/10 times trying it, and when I do get it I don't get anywhere.

I have to agree. I know it's like it was in NSMB, but in all honesty, I hated how they did it.


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Glukom
Posted: Oct 31 2009, 11:04 AM
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QUOTE (Shyguy Grey @ Oct 31 2009, 11:55 AM)
We already know that.

If you swim in the water, you avoid the cheep cheeps, you get through easily, but you miss the chance to grab a star that helps on the Boss Bass part. So it's either the first part is hard, or the second.


I have to agree. I know it's like it was in NSMB, but in all honesty, I hated how they did it.

It's a lot different on the DS, too. You're only using one finger to switch around buttons on a DS, but on a keyboard you're using all your fingers, and it's really easy to get all tangled up with them. I mean, first you have to jump, then let go of shift while still holding left or right, then you have to hit shift again once you get on a wall while switching from left to right or vice versa.

My suggestion, do it like SSBM did it. If you're going left, hit right when you get on a wall and if you're going right, hit left. And make it so you have to go a certain speed and distance, so you don't accidently hit the opposite button throwing off your entire wall kick sequence.

This post has been edited by Glukom on Oct 31 2009, 11:04 AM


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Shyguy Grey
Posted: Oct 31 2009, 02:06 PM
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Oh, two things. Wall jumping is easy with an Xbox controller, but I don't like how it's set up.

The run button and jump button feel backwards as to how they usually are (jump being bottom left, run top right)


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Alex
Posted: Oct 31 2009, 03:24 PM
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Another bug.

In the boss battle with the goomba-like creature (forgot its name), I somehow managed to make it go off the screen to the left (when it was a thwomp). Then the "transform" sound was played like 15 times in a row. And then the goomba appeared in the top-left corner, transforming to a thwomp, falling down, going up, falling down, and so on.


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Gamesmonkey
Posted: Oct 31 2009, 03:37 PM
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The demo causes me to bluescreen.


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exenefevex
Posted: Oct 31 2009, 03:48 PM
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The attached error log appears when I choose "Start Game" or "Load" from the title screen. I don't notice anything odd happening with the music though.

This post has been edited by exenefevex on Oct 31 2009, 03:48 PM

Attached File ( Number of downloads: 53 )
Attached File  bgm_error.log


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