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> Super Mario Legacy, A 3D Mario Fangame [FULL WORLD 1 DEMO]
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Black Squirrel
Posted: Jan 23 2009, 01:43 PM
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The graphics aren't too bad, the game just lacks... scenery.

Sure all the platforms are cuboids but we don't want to see that! Super Paper Mario used perfect cuboids for its foreground stuff but most of the time it was displayed as a 2D game so that's alright. Here... not so much. Even Hexagon platforms would be an improvement.

And generally SNES sprites don't look good as textures. There's just too much scaling up needed - you end up needing to re-draw them otherwise they look pixelated. Retriever II recently submitted a dozen texture packs of levels from Paper Mario 2 and SPM - perhaps use something from there instead?


Also the game feels a bit... slow. Not just because my crappy PC can't run it faster than about 40FPS at best, but I dunno, Mario just seems really slow. They all animate a bit too slowly too.


But regardless it's still quite a solid game and you'll probably get some decent reviews on the main site by hyperactive kiddies who are still wowed by the third dimention.


Mind you I think you should take some advice from Fez, i.e. have it so Mario can only move in 2 dimentions, but the world flips 90 degrees when you get to a certain place or something.


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MrGuy
Posted: Jan 23 2009, 01:44 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?


No, Mario can't run yet.

I'm going to add control setting options (as well as two default control sets, the one in the current demo and the one Guinea suggested) in the demo I submit to the main site. I'll probably add running, too; that should be pretty easy.

I plan to fix the Piranha Plant thing, unless people actually don't want me to.

This post has been edited by MrGuy on Jan 23 2009, 02:04 PM
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Mecha the Slag
Posted: Jan 23 2009, 01:51 PM
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running won't solve the problem at all


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MrGuy
Posted: Jan 23 2009, 01:59 PM
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QUOTE (Black Squirrel @ Jan 23 2009, 02:43 PM)
The graphics aren't too bad, the game just lacks... scenery.

Sure all the platforms are cuboids but we don't want to see that! Super Paper Mario used perfect cuboids for its foreground stuff but most of the time it was displayed as a 2D game so that's alright. Here... not so much. Even Hexagon platforms would be an improvement.

And generally SNES sprites don't look good as textures. There's just too much scaling up needed - you end up needing to re-draw them otherwise they look pixelated. Retriever II recently submitted a dozen texture packs of levels from Paper Mario 2 and SPM - perhaps use something from there instead?


Also the game feels a bit... slow. Not just because my crappy PC can't run it faster than about 40FPS at best, but I dunno, Mario just seems really slow. They all animate a bit too slowly too.


But regardless it's still quite a solid game and you'll probably get some decent reviews on the main site by hyperactive kiddies who are still wowed by the third dimention.


Mind you I think you should take some advice from Fez, i.e. have it so Mario can only move in 2 dimentions, but the world flips 90 degrees when you get to a certain place or something.


Yeah, I probably need to add some more scenery (bushes, trees, etc.)

Levels are made out of cuboids only because I don't really know how to use a true 3D modeler; I'm currently making the levels (and some other objects, like the pipes) with a CSG modeler called Maplet, which is mainly for interior levels. I could make the cubes have rounder edges or something like that, I guess (I don't want to completely have to redo the levels).

I thought that Mario wasn't slow, but it might just be because of your computer; at 40 FPS, the game will run at 2/3 the speed it's supposed to, which makes it seem a lot slower. (I don't have framerate catchup implemented.) At least it's better than the sub-30 FPS in the first version =P

About the textures, I have Retriever II's packs, but they're not really that useful for this world because of the lack of grassland textures; now that I'm looking through it again, I can see the Gloam Valley textures working in World 1-5, but other than that, I don't see many good grassland textures, surprisingly enough. I would have used Petal Meadows' textures for World 1-4 (which I need to replace anyway), but they're kind of confusing; for example, the grass is seperate from the cliff textures, and also seems to be missing an alpha map because it has an ugly border.

The only level where I used SNES textures was in 1-3, IIRC (from All-Stars); here, I used rotsprite to scale up the textures so they wouldn't look that pixelated. The rest were customs from the main site.

I plan to add 2.5D sections in later levels where you can only move in two dimensions (like in the second iteration of SML).



MechaBowser: I was responding to TokinsomSoftware's post. Sorry about the confusion.

This post has been edited by MrGuy on Jan 23 2009, 02:07 PM
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Doodle
Posted: Jan 23 2009, 02:40 PM
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Pretty good so far.
-You should only be able to shoot 2 fire balls at a time, though.
-The graphics are good. But like Black Squirrel said, some bushes, trees, and things would be nice.
-Make Mario's sprite the one where you're moving up in Paper Mario. You shouldn't be facing left or right when you're walking up or down. Specifically at the areas where you only go up or down.

But other than that, good job. In case you want to know, it ran at 20-30 FPS on my computer. ohmy.gif


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OniLink10
Posted: Jan 23 2009, 04:03 PM
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External Resources still make the Logos slow and flickery. Probably just WINE though...
And this does run at 60FPS in-map, just not on the Logos.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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MrGuy
Posted: Jan 23 2009, 09:37 PM
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Been working on making the level models less cubical and adding some more scenery to the levels:


user posted image


IMO the level looks much better. (Further improvements are also welcome though, of course.)



QUOTE
And this does run at 60FPS in-map, just not on the Logos.


So you still can't get to the actual levels on WINE, even with the external files?

This post has been edited by MrGuy on Jan 23 2009, 09:38 PM
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OniLink10
Posted: Jan 23 2009, 10:21 PM
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QUOTE (MrGuy @ Jan 23 2009, 06:37 PM)
Been working on making the level models less cubical and adding some more scenery to the levels:


user posted image


IMO the level looks much better. (Further improvements are also welcome though, of course.)





So you still can't get to the actual levels on WINE, even with the external files?

Hooray! Less Cubey!

And no, WINE gets that darned Memory Access Violation when the Game loads a level.


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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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Frogjester
Posted: Jan 24 2009, 07:01 AM
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The game still crashes(this is probably because my computer runs it really slowly) even with external stuff. Also, if you rotate the camera round the enemies walk backwards(they walk left while facing right etc.).


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Grant
Posted: Jan 24 2009, 12:07 PM
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I'm afraid I can't play it (I tried a while back, and it just won't run on my comp), but I must say that in my opinion there's a notable graphics clash in the last screenshot. The SPM tree does not go well with the NSMB background, IMO.


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MrGuy
Posted: Jan 26 2009, 03:06 PM
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I just submitted an updated version of the World 1 Demo to the mainsite, which is in the queue. Meanwhile, the updated version can be downloaded here:

Link to Updated World 1 Demo

Changes include added scenery, more sound effects, small graphical changes (sprite smoothing, paper flip animation, better trees, etc.), smaller filesize, and some other minor changes. The game also got a fairly large speed increase; on this computer, it now never goes below 59 FPS.

It's not that big of a change from the last demo posted, but you might want to download it anyway.

This post has been edited by MrGuy on Jan 27 2009, 04:52 PM
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Thingy
Posted: Jan 26 2009, 03:27 PM
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Try less linear levels.

Like wide levels, with cliffs and raised parts and lower parts and paths here and there, more like worldy than levely.

Also canyons and caves/tunnels would be nice.


EDIT: Tried to play, but "Memory Access Violation"...

This post has been edited by thingy on Jan 26 2009, 03:32 PM


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MrGuy
Posted: Jan 26 2009, 03:38 PM
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QUOTE (thingy @ Jan 26 2009, 04:27 PM)
Try less linear levels.

Like wide levels, with cliffs and raised parts and lower parts and paths here and there, more like worldy than levely.

Also canyons and caves/tunnels would be nice.


EDIT: Tried to play, but "Memory Access Violation"...

Wait, you said the levels were linear before playing? =P Anyway, I'll try to get some less linear levels in there; first worlds in Mario games typically have easy and linear levels, so I figured I would start all the crazy branching paths and stuff in World 2 (which is either going to be the desert or the mountains, haven't decided yet).

Also, when does it give you the MAV error? Is it whenever you try to enter a level, or is it triggered by a certain action (i.e. collecting a coin)?
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OniLink10
Posted: Jan 26 2009, 07:03 PM
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Still getting Logo Slowdown. Also, say goodbye to the MAV Error on Level-load on Ubuntu! Sadly, it is flickering between completely Black and visible Level. But that stops once you move. MAV when collecting Fire Flower. Also, it occasionally shows this for no reason:
user posted image

This post has been edited by OniLink10 on Jan 26 2009, 07:06 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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MrGuy
Posted: Jan 26 2009, 07:18 PM
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...WHAT

It's showing that image? You're sure? I really have no idea what's going now; that PNG file isn't even included in the exe file resources!

What's worse is that I have no idea how I got your MAV error to stop, so I can't predict what will fix the other people's MAV problems.
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OniLink10
Posted: Jan 26 2009, 08:00 PM
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QUOTE (MrGuy @ Jan 26 2009, 04:18 PM)
...WHAT

It's showing that image? You're sure? I really have no idea what's going now; that PNG file isn't even included in the exe file resources!

What's worse is that I have no idea how I got your MAV error to stop, so I can't predict what will fix the other people's MAV problems.

Yeah, it's showing that picture at random for like, 5 or so frames at a time. It's weird. Of course, I'm running it in WINE so it could be a WINE issue, but I doubt it.

Uh oh, fixing a glitch without knowing how? Bad sign in Programming, especially if the bug occurs at different places for different people. Want me to switch to my Windows in a little bit to see if I get any similar results there?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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MrGuy
Posted: Jan 26 2009, 08:03 PM
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QUOTE (OniLink10 @ Jan 26 2009, 09:00 PM)
Yeah, it's showing that picture at random for like, 5 or so frames at a time. It's weird. Of course, I'm running it in WINE so it could be a WINE issue, but I doubt it.

Uh oh, fixing a glitch without knowing how? Bad sign in Programming, especially if the bug occurs at different places for different people. Want me to switch to my Windows in a little bit to see if I get any similar results there?

Yeah, you should probably switch to Windows and see if the same thing happens there.

I didn't even make any attempt at all to fix the WINE glitch (I don't even use Linux, let alone WINE); that's why it seems so weird to me that it suddenly fixed itself. It's probably just an emulation thing, though.
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OniLink10
Posted: Jan 26 2009, 08:07 PM
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QUOTE (MrGuy @ Jan 26 2009, 05:03 PM)
Yeah, you should probably switch to Windows and see if the same thing happens there.

I didn't even make any attempt at all to fix the WINE glitch (I don't even use Linux, let alone WINE); that's why it seems so weird to me that it suddenly fixed itself. It's probably just an emulation thing, though.

K, it wasn't the Fire Flower giving me the MAV. Now I get it at random. This time it's when I pressed shift. BTW, this is still Ubuntu. Also, Ubuntu has an issue with tilting certain 2D Graphics, like Items. Again, probably an Emulation error.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
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make sure to not ****ing change anything before using it!
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MrGuy
Posted: Jan 26 2009, 08:10 PM
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Yeah, that's probably an emulation error; I have absolutely no idea why it would give you an MAV when you press Shift. Can you try it on your Windows OS and see if it has any errors?
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OniLink10
Posted: Jan 26 2009, 08:16 PM
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Tested on my Bro's No Pixel Shader crappy old Windows, and found a glitch on the Map, and have a suggestion. On the Map, when Mario's standing, his Sprite is inside a Black Box. Got through World 1-1 without any MAVs, and noticed something. When the camera is flipped, Enemy Sprites are facing the wrong way. Also, could you make it so we can rotate the Camera 90 Degrees instead of 180? That would make it much easier.


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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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