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> Super Mario Legacy, A 3D Mario Fangame [FULL WORLD 1 DEMO]
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MrGuy
Posted: Dec 29 2008, 12:15 PM
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QUOTE (MechaBowser @ Dec 29 2008, 11:30 AM)
Look at the original Paper Mario - everyone moves half the speed this game does. I think you could improve by trying that out.

Like I said before, 50% seems too slow. See for yourself:
Demo with Enemy Speed at 50%

70% speed seems a bit better.
Demo with Enemy Speed at 70%

(BTW, those demos have the feature with Alt turning the camera around, if anyone wants to see how that works; other than the enemy speed change, that's the only real difference.)


orange452: Yeah, I'll try and see if I can do that.

This post has been edited by MrGuy on Dec 29 2008, 12:16 PM
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Guinea
Posted: Dec 29 2008, 12:37 PM
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QUOTE (MrGuy @ Dec 29 2008, 03:43 PM)
I liked that scheme because all the buttons were fairly close to each other. I can't use the down button for pipes, for obvious reasons. If you have a better control scheme in mind, I would be glad to implement it.

I suggest this here:

D = Jump
S = Shoot
C = Duck/Down pipes

That would be a classic button layout.

(Note: You're supposed to hold the pointer on the D, middle finger on the S and for ducking (since you almost never need that) have your pointer go down to the C.
The C is obviously "below" the other two buttons to make the controls more intuitive.

Of course, this works with any other keys that are in a similar order.


PS: For what obvious reasons can you not use the down button to go down pipes?
SMRPG did that and it worked pretty well.
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Mecha the Slag
Posted: Dec 29 2008, 03:24 PM
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QUOTE (MrGuy @ Dec 29 2008, 06:15 PM)
Like I said before, 50% seems too slow. See for yourself:
Demo with Enemy Speed at 50%

70% speed seems a bit better.
Demo with Enemy Speed at 70%

I also said make Mario slower.


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MrGuy
Posted: Dec 29 2008, 10:46 PM
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QUOTE (MechaBowser @ Dec 29 2008, 04:24 PM)
I also said make Mario slower.

Reducing Mario's speed to 50% just makes it even worse (and even harder to hit enemies IMO, due to the jump parabola becoming a lot narrower). 70% is better (and seems a lot more accurate; I really don't think everyone in Paper Mario moved at 50%, at least judging from Youtube videos), but it's a little hard to jump over the one gap I have in the level (this can be easily fixed by shortening the gap half a unit, though).

Versions with Everyone's Speeds Reduced to 50/70%


Guinea:
Wow, I just implemented that scheme and it works pretty well! I'll also change the button for turning the camera around from Alt to A, since that's also near.
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Mecha the Slag
Posted: Dec 30 2008, 03:07 AM
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weren't forcing you to go for 50%, it was a suggestion.


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Guinea
Posted: Dec 30 2008, 05:07 AM
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QUOTE (MrGuy @ Dec 30 2008, 04:46 AM)
Guinea:
Wow, I just implemented that scheme and it works pretty well! I'll also change the button for turning the camera around from Alt to A, since that's also near.

Awesome ^-^
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MrGuy
Posted: Dec 30 2008, 12:10 PM
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Just got done implementing the world map system.

user posted image

user posted image

It uses the exact same code as the regular levels, except for Mario's. It also has branching paths, but that isn't shown in the screenshot.
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MrGuy
Posted: Jan 17 2009, 01:02 PM
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Video of World 1-3


This is a video of World 1-3, which is an autoscrolling level. You'll probably notice a few things that weren't shown before. The video has eventual desync due to HyperCam (though this is only noticeable in the end); sorry about that.





I didn't make a video of World 1-2 because I thought 1-3 was a better level to show, but here's a screenshot of 1-2 anyway:

user posted image

This post has been edited by MrGuy on Jan 17 2009, 01:06 PM
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Mecha the Slag
Posted: Jan 17 2009, 01:04 PM
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Glad to see this moving somewhere! And the graphics are great, too.


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TheFarmboy
Posted: Jan 17 2009, 01:36 PM
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Sweet, cant wait to try it :P


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Ronin180
Posted: Jan 17 2009, 01:42 PM
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Very nice, and I don't find it that hard to hit the enemies, like the other people.
Keep up the good work.


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MrGuy
Posted: Jan 22 2009, 10:38 PM
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Full Demo of World 1


This is a demo of SML containing World 1 (1-1 through 1-6). I plan on submitting it to the mainsite soon, but I'm just posting it here anyway (also, so I can fix any bugs people here report before submitting).






Here are some new screenshots (warning, big):

user posted image

World 1-4. This level is mainly based around moving platforms; most of the action on this level is on them.



user posted image

World 1-5. It's another autoscrolling level, except it goes up.



user posted image

World 1-6. The castle level! It's kind of short in the demo, but it's fairly challenging, and the boss also adds on to the play time for the level.



user posted image

World 1 Boss. It's a piranha that shoots fireballs and other things.

This post has been edited by MrGuy on Jan 22 2009, 10:38 PM
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Fawfulhasfury
Posted: Jan 23 2009, 12:45 AM
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The whole idea of moving forward isn't working. I can barely see where I'm going when I'm moving forward, vs. side scrolling. You've got to find a better way of working that view.


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Posted: Jan 23 2009, 04:21 AM
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As impressive as the engine for this looks, the graphics are a mish-mash of past and present Mario games slapped together into one package...

It lacks a general artistic theme and flair that a game like this really should have.


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Frogjester
Posted: Jan 23 2009, 10:20 AM
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This is actually really cool, but it often crashes mid-level for me(It comes up with a Memory Access Violation error). Also, would it be difficult to give enemies that 'paper flip' animation when they change direction and make Pirahnas come out of the pipe like they did in SPM? It would look quite cool.


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OniLink10
Posted: Jan 23 2009, 11:12 AM
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It works in WINE but... the MFGG Logo is flickery and slow...

EDIT: Oh, it was Space to enter levels. Memory Access Violation Error upon entering level.

This post has been edited by OniLink10 on Jan 23 2009, 11:13 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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MrGuy
Posted: Jan 23 2009, 12:14 PM
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QUOTE (Frogjester @ Jan 23 2009, 11:20 AM)
This is actually really cool, but it often crashes mid-level for me(It comes up with a Memory Access Violation error). Also, would it be difficult to give enemies that 'paper flip' animation when they change direction and make Pirahnas come out of the pipe like they did in SPM? It would look quite cool.

Hmm...Does this only happen when you're collecting an object (e.g. a coin or mushroom), or killing an enemy? It might have something to do with object deletion. If it happens at a certain point in the level, or just happens randomly, then I don't really know.

I could try making the paper flip animation. You'll have to refresh my memory on how piranhas come out of the pipe in SPM; I don't really remember.

QUOTE

It works in WINE but... the MFGG Logo is flickery and slow...

EDIT: Oh, it was Space to enter levels. Memory Access Violation Error upon entering level.


I have no idea why it would do that. Maybe it has something to do with the program I used to convert the .ZIP file with all the external resources in it to an exe.

Try downloading this new version, which has all the files in the ZIP instead of just one EXE file. (This is also slightly smaller, BTW). Link

Frogjester, maybe you should try this too.

QUOTE
As impressive as the engine for this looks, the graphics are a mish-mash of past and present Mario games slapped together into one package...

It lacks a general artistic theme and flair that a game like this really should have.


TBH I wasn't really focusing on graphics much for this demo (well, I had a little fun with the fortress I guess), but I don't know what you mean when you say it's a mishmash of graphics from other Mario games. The only things that are borrowed from games other than Paper Mario (and Paper Mario-styled customs) are the level backgrounds, P-switch/Q-switch sprites, and the rotodiscs. (A few level textures too, if that counts.) Though that might seem like a lot, it's really only a minimal amount of the graphics.

I will try to make some parts look better, though. I really wish Blitz3D could support antialiasing...


QUOTE
The whole idea of moving forward isn't working. I can barely see where I'm going when I'm moving forward, vs. side scrolling. You've got to find a better way of working that view.


The only part I could really see where moving forward would be a problem is the end of Level 1-1 (with the moving platform and the ledge in-between), which I plan to remove now. I tried to keep it relatively easy to see.

I guess pointing the camera at Mario might also help a little.

This post has been edited by MrGuy on Jan 23 2009, 12:36 PM
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Frogjester
Posted: Jan 23 2009, 01:20 PM
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QUOTE
I could try making the paper flip animation. You'll have to refresh my memory on how piranhas come out of the pipe in SPM; I don't really remember.

I can't find much good examples, but from 1.52 and onwards from this video should give
you a fairly decent idea(alternatively look up Super Paper Mario levels on youtube).
http://uk.youtube.com/watch?v=e19SrjTRGF8

QUOTE
The only part I could really see where moving forward would be a problem is the end of Level 1-1 (with the moving platform and the ledge in-between), which I plan to remove now. I tried to keep it relatively easy to see.
Is that really necessary? I thought that bit was quite easy.


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MrGuy
Posted: Jan 23 2009, 01:25 PM
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QUOTE (Frogjester @ Jan 23 2009, 02:20 PM)
I can't find much good examples, but from 1.52 and onwards from this video should give
you a fairly decent idea(alternatively look up Super Paper Mario levels on youtube).
http://uk.youtube.com/watch?v=e19SrjTRGF8

Is that really necessary? I thought that bit was quite easy.

Ahaha, that's my video =P (that was actually one of the worse segments of my speedrun)

So basically make them grow in size instead of just moving up, and have them spin when they come out?


Also, I thought that part would frustrate some people; with moving platforms that go left and right, you can see where the platform is, but at the end part there the ledge is covering up the moving platform because it's moving on the Z axis, so it's a little harder.


BTW, did the new .zip help the crashing problem you have?

This post has been edited by MrGuy on Jan 23 2009, 01:26 PM
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Tokinsom Software
Posted: Jan 23 2009, 01:40 PM
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Gaah, the pirhana plant still came up even when I was standing on top of the pipe q.q lol Anyways, very impressive game. This is one of the few 3-D fan games I'll be looking forward to laugh.gif Btw any chance you could just add a button config or something? I noticed a few ppl mentioned the controls and honestly I thought it was kinda difficult with space to jump and shift for fireballs. Is there a button to make mario run?


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