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> Engine Thread (version 0-33-17), last executable: NCFC DEMO
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Guinea
Posted: Oct 12 2008, 01:44 PM
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QUOTE (Mariomanx4 @ Oct 12 2008, 04:10 PM)
because you couldnt do that in the games

In NSMB you can as far as I know.
Seriously, "because you can't do it in the games" is a bad argument about something.
Give me a valid reason why not-unducking-in-midair made SMB1,2,3 and World a better game than NSMB, and we remove it.
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Glukom
Posted: Oct 12 2008, 04:45 PM
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I think you should use the other tiles Pucifur has in the sheet, they look a little better.

I think they're under the ones you're using now, in the sheet.


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Guinea
Posted: Oct 12 2008, 04:51 PM
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QUOTE (Glukom @ Oct 12 2008, 10:45 PM)
I think you should use the other tiles Pucifur has in the sheet, they look a little better.

I think they're under the ones you're using now, in the sheet.

Oh.. the ones with outlines.
Ok. Next update gets those. (if someone else wants to replace them: go ahead. Just paste the outlined tiles over the current ones)
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exenefevex
Posted: Oct 12 2008, 05:14 PM
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QUOTE (Guinea @ Oct 12 2008, 02:44 PM)
Give me a valid reason why not-unducking-in-midair made SMB1,2,3 and World a better game than NSMB

Standing up in midair makes Mario a bigger target and makes it more difficult for him to land in narrow passages. There is no advantage to standing in midair, so the only practical result of enabling unducking-in-midair is that players are forced to hold the down arrow key for the entire length of their jump.

Any change which forces additional input from the player while granting no additional functionality will only make your game unpleasant. This is especially true for a computer game, as most players are limited to three keys pressed at once.

If you want a specific example, think of SMB2J World 8-4 and SMB3 World7-MiniFortress-2. Both of those levels had curve-in-midair jumps which were less difficult if Mario was ducking.


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Glukom
Posted: Oct 12 2008, 05:25 PM
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QUOTE (Guinea @ Oct 12 2008, 04:51 PM)
Oh.. the ones with outlines.
Ok. Next update gets those. (if someone else wants to replace them: go ahead. Just paste the outlined tiles over the current ones)

Actually, I meant the brownish-redish ones, as opposed to the yellow ones.

Though, the ones with the black outline might work better, I dunno.


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Guinea
Posted: Oct 13 2008, 02:52 AM
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QUOTE (xn--e5x @ Oct 12 2008, 11:14 PM)
Standing up in midair makes Mario a bigger target and makes it more difficult for him to land in narrow passages. There is no advantage to standing in midair, so the only practical result of enabling unducking-in-midair is that players are forced to hold the down arrow key for the entire length of their jump.

Any change which forces additional input from the player while granting no additional functionality will only make your game unpleasant. This is especially true for a computer game, as most players are limited to three keys pressed at once.

If you want a specific example, think of SMB2J World 8-4 and SMB3 World7-MiniFortress-2. Both of those levels had curve-in-midair jumps which were less difficult if Mario was ducking.

Here we go.
un-ducking in midair is eliminated when I get my hands on the thing next time.

Now that I think about it, I think the reason for unducking in mid-air in NSMB was to enable Mario's ground-pound or something.
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Guinea
Posted: Oct 13 2008, 03:18 AM
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Grabbing the engine again.
Since nobody seems to have time for this, I guess it's ok if I don't tell you how long it takes, because I don't really know what I'll add.
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Guinea
Posted: Oct 13 2008, 09:22 AM
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Here you go, guys:

- Removed unducking in mid-air
- Increased running-speed for all characters
- Added basic World Map engine for you to try
- Timer is now running
- Coins are now added to the Coin counter and increase your score

Description of the World Map:
To create a World Map:
- Only use objects from the World Map folder.
- Put objWorldMap in the room
- Put objFields in the room
- Connect objFields to your liking by using the objPaths and its children
- You can set "propLevel" (room id/name) in the Creation Code of the level editor for all objFields. Default is rmTest.
- Put objMapChar on top of an objField.
- You can create new path objects at any time by making sprites that fit with the other path masks, but you should probably not do this yet.

The world map engine is not complete, so only experiment with it yourself, do *not* create new worldmaps and submit them to this topic.

Attached File ( Number of downloads: 32 )
Attached File  cfp_engine_v0_8_10.gmk
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Mecha the Slag
Posted: Oct 13 2008, 09:28 AM
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Can we get an exe? :D


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Zenor
Posted: Oct 13 2008, 10:35 AM
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Here:

Attached File ( Number of downloads: 39 )
Attached File  cfp_engine_v0_8_10.rar


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Glukom
Posted: Oct 13 2008, 10:41 AM
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Engine's looking awesome so far.


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Bigbowsa
Posted: Oct 14 2008, 04:39 PM
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lol showbiz bowser
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I'll see what I can do.


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Razz
Posted: Oct 18 2008, 03:11 PM
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Could someone please convert the most recent version to gm6 for me, I'd appreciate it

This post has been edited by Razz on Oct 18 2008, 03:17 PM


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Noone
Posted: Oct 18 2008, 03:25 PM
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QUOTE (Razz @ Oct 18 2008, 02:11 PM)
Could someone please convert the most recent version to gm6 for me, I'd appreciate it

Coming up...

This post has been edited by Noone on Oct 18 2008, 03:34 PM

Attached File ( Number of downloads: 25 )
Attached File  cfp_engine_v0_8_10.gm6


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Razz
Posted: Oct 18 2008, 03:37 PM
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Thanks Noone biggrin.gif


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Guinea
Posted: Dec 23 2008, 11:27 AM
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Welcome back, guys.

Today I spent some time with a new behaviour script for the player (and a new animation, while we're at it):
player_ladder()

That does pretty much what it says on the box:
If you press UP next to a ladder, you can climb on it.
If you press JUMP on the ladder, you either jump or, if you hold DOWN, let drop yourself.
Mario also has his Climbing animation added, but Luigi doesn't. Instead, you will find five Luigi-Standing images in his sprite.

Attached File ( Number of downloads: 29 )
Attached File  cfp_engine_v0_9_10.gm6
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YForce 0X
Posted: Dec 23 2008, 01:48 PM
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good, but you can carry enemies on the ladders


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Guinea
Posted: Dec 23 2008, 02:08 PM
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QUOTE (Mariomanx4 @ Dec 23 2008, 07:48 PM)
good, but you can carry enemies on the ladders

I know. This will be fixed. This and more.
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Guinea
Posted: Feb 7 2009, 06:11 PM
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Engine Update

>>Added spikes to the blocks.
Special information: Spikes are independant sprites that are simply attached to the blocks who have the property "HURTS" on any of their sides.
That means that all blocks can get spikes, not only the ?-Blocks.

>>Added a block with clockwise rotating spikes.
Every second, the spiky side jumps 90 degrees clockwise. When you bump them, the spikes stay at the position where they are. Opens for puzzles.

>>Added a function to deal damage to the player.
For anyone but me this information is useless, but I still say it.

Also, the newest engine test is downloadable in EXE form in the first post.

Attached File ( Number of downloads: 28 )
Attached File  cfp_engine_v0_10_10.gm6
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Sergeant DeeY
Posted: Mar 19 2009, 01:23 PM
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Sorry for the bump... but I have a question

If I add an enemy, what number of the source should I change?


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