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> SMB - Raiders of the Painting Realms, I need help, spriters needed.
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Guinea
Posted: Feb 22 2009, 05:16 PM
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QUOTE (Ultramario @ Feb 22 2009, 11:03 PM)
Superb as expected.

Nitpicking:
Entering an overhead pipe is rather troublesome; since you can't enter it while spinjumping, you have to press + hold up in midair. A turbo button (that forces the game to run at maximum speed) would be convenient.

1) Thanks
2) That's true, I'll do something about this
3) The final game will have a very similar speed test to the one that I made long time ago. You will be able to run this anytime to find the maximum speed that your comp can stand. I do not want to have dynamically changing FPS because it already was like that and it ended up doing huge jumps when the FPS dropped or rose fast.
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Keyser Soze
Posted: Feb 22 2009, 10:49 PM
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This is ****ing wonderful Guinea, I'll post more when I play a bit more.

You made all of those graphics yourself correct?

This post has been edited by Keyser Soze on Feb 22 2009, 10:58 PM


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Bormogin
Posted: Feb 23 2009, 12:13 AM
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Guinea, this is cool what you did. Motivated from SM64, right? If not, it's still cool to see a little deja vu. Even the little things count, like the room transitions and the typography you used. I also enjoyed the physics you used, even though I almost could not figure out what to do with the "needle rocks", if you know what I mean. The missions do seem a little short though, but at least there's some challenge, and some decent level designs. Keep up the good work.

EDIT: Okay, I guess it makes sense. I was almost thinking that myself. Anyways, I'll see you later. Have a nice day.

smile.gif

This post has been edited by Bormogin on Feb 24 2009, 11:03 PM


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Guinea
Posted: Feb 23 2009, 01:26 AM
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Thanks for your compliments, guys!

To answer questions:
Keyser: I made all graphics except for some frames of Mario and Luigi, the goombas and koopas and the pipes myself. (I hope I didn't forget anything)
The backgrounds were made by Funky exclusively for this game.

Bormogin: The missions do appear short, but they might be longer in later levels, especially the later missions of each painting. The first mission of a painting is intended to give you a quick overview over the location.
I might eventually add check-points (working similarly to the switch-post), thus enabling larger levels.
And yeah, Super Mario 64 is an inspiration for almost every game I make, and in this one you can see it a bit more clearly because of the moveset and locations.
But as said in the first post and in the game itself: SM64 levels aren't the only locations. If you finished the demo, you can get an idea what is yet to come. ^-^
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Grant
Posted: Feb 23 2009, 02:24 AM
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The engine is marvelous, and the gameplay is extremely good from what I've seen so far.


...Although there is that Bob-omb boss. He is so impossibly hard (either that or I stink uncommonly at playing this game compared to other fangames) that I ended up quitting for the time being. Trying to time my jump nearly perfectly to get over his huge self without being hurt, while unsure as to what attack he'll try next while I'm jumping over him, seems like something I just can't do. But like I said, maybe I'm just not playing well tonight. And I will try it again soon.

This post has been edited by Grant on Feb 23 2009, 02:37 AM


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Guinea
Posted: Feb 23 2009, 03:48 AM
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InfiniteDragon, I finally was able to reproduce the glitch you pointed out.

When you hold a spring while in the water and die IN THE WATER, then you keep holding the spring and thus keep floating upwards. Since the game waits with the death until you fell off screen it gets stuck, as this can never happen when you're not falling.

Thanks for your help!
Fixing this, uploading a new executable and uploading this to MFGG, thank you.


And Grant: Spoilers:
Up+Jump = Spinjump. Makes the boss tons easier, maybe too easy.
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Guinea
Posted: Feb 23 2009, 04:47 AM
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Update.
QUOTE (ReadMe)
- Fixed the ground pound bug that damages Mario when performing a ground pound upon King Bob-Omb II
- Added sound effects for getting hit
- Mario lets go of items now when he gets hit, thus making infinite floatage from being hit under water impossible


If you have downloaded the game before this post (or if your ReadMe doesn't say "version 0.2.1" in it), you can now download the new executable and simply replace the old one with it.


As usual, keep reporting bugs, please!
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The Dr Luigi
Posted: Feb 23 2009, 01:41 PM
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Hey, I just tried the demo and before anything I want to say that I really enjoyed it very much.
Now however some things did bug me, here's a list:
1- I know it might not be important but I just though you could use some special mario ish font for your text because the one you're currently using is a little plain
2- The major problem in my opinion, is that the game is a little too static and plain. The tiles for exemple lack of variety. If you've played Mario vs The koopas (wich is on the site) you might get what I'm talking about: In this game the backgrounds are always changing from interior to exterior, there are ennemies everywhere, lots of variety.
3- You might wanna change the King koopa sprite, if you did your game MPA style you could use this instead:
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4- Mario and Luigi play very much alike, but maybe that's just me because I could only win with Luigi so maybe they're not that alike!

Yeah well that's it. But I want to highlight point 2, I really think your game could be a lot improved if you tried to bring more variety and more action to your levels.

Once again, I really enjoyed it and the things I had for only purpose to make it even better.

Good luck and looking forward the full game.

PS: Also you should have said that there was no saving system, cause now I have to do it all again, but maybe you did.


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Guinea
Posted: Feb 23 2009, 02:23 PM
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QUOTE (The Dr Luigi @ Feb 23 2009, 07:41 PM)
Hey, I just tried the demo and before anything I want to say that I really enjoyed it very much.
Now however some things did bug me, here's a list:
1- I know it might not be important but I just though you could use some special mario ish font for your text because the one you're currently using is a little plain
2- The major problem in my opinion, is that the game is a little too static and plain. The tiles for exemple lack of variety. If you've played Mario vs The koopas (wich is on the site) you might get what I'm talking about: In this game the backgrounds are always changing from interior to exterior, there are ennemies everywhere, lots of variety.
3- You might wanna change the King koopa sprite, if you did your game MPA style you could use this instead:
user posted image
4- Mario and Luigi play very much alike, but maybe that's just me because I could only win with Luigi so maybe they're not that alike!

Yeah well that's it. But I want to highlight point 2, I really think your game could be a lot improved if you tried to bring more variety and more action to your levels.

Once again, I really enjoyed it and the things I had for only purpose to make it even better.

Good luck and looking forward the full game.

PS: Also you should have said that there was no saving system, cause now I have to do it all again, but maybe you did.

1) I agree here, I will try to find a better font that matches more with the rest of the graphics style.

2) I also agree here. However, this is also the most difficult point. Since I made most graphics myself in a style that doesn't match with existing graphics, I can't just throw in decoration elements from other tilesets. However I can make more tiles until the final game is released and create a better athmosphere with some background objects that move. I do not want to put more enemies in the early levels though, because they make the game harder, too.

3) I didn't know there is a King "Koopa" sprite from MPA, however, I wanted a new character and the sprite you suggested doesn't have any of the poses I need for the game, so I'd end up having to edit the sprite heavily to look like the new character and add the animations that I need. I could however, borrow this King's crown, thanks for the suggestion.

4) Mario and Luigi play identically. I was pondering weither or not to change Luigi's physics, but I decided against it because it might make the game harder as Luigi. I can experiment with new physics for Luigi, but if I end up giving Luigi the same physics as Mario then you can trust me that I did it for the greater good.



Thanks again for your suggestions and comments, as you see I take all four points into consideration, most of all your highlighted #2.
Look forward to a cool game.
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Doodle
Posted: Feb 24 2009, 03:07 PM
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Downloaded this yesterday, but didn't get a chance to post yet.
But this is really good! I'm really liking it so far. The moves are pretty cool, too, since you don't see them in very many Mario fangames.


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Moon
Posted: Feb 24 2009, 04:00 PM
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Great game, I like jumping around, and the bros puzzles are a good idea!
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Bigbowsa
Posted: Feb 24 2009, 04:38 PM
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lol showbiz bowser
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downloaded it yesterday, but did not get to play it for long.

Seriously, this game has a huge amount of polish in Mario's physics, and I gotta congratulate you for getting that part down Guinea.


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Nonoke
Posted: Feb 24 2009, 04:51 PM
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The game's levels are a bit too small for exploring, and there's no hint that you can climb those poles in Jolly Roger Bay. Also, swinging on the green spheres can be tough to figure out. Try doing demonstrations like those in Yoshi's Island, with the pictures.

This post has been edited by Nonoke on Feb 24 2009, 04:53 PM
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Fez
Posted: Feb 24 2009, 09:10 PM
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this is a stupid question, but what is the background size? I would suggest remaking the koopa. it doesn't fit with the rest.


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Guinea
Posted: Feb 26 2009, 06:40 AM
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Super Mario Bros. Raiders of the Painting Realms has been accepted by MFGG.
Those of you who want to write a review: I'd appreciate it smile.gif


Thanks for you guys positive comments again.

Q+A:
Nonoke: Thank you for the suggestion. Since I made the game myself it has always been clear for me. I'm thinking about adding pictures to some descriptions.

deaddude: Why do you want to know the background size? All BGs are different sizes, they only have in common that they (should) look good in a 320x240 window.
You're right about the Koopa. I might replace it with something more fitting, unfortunately Koopas from YI or from SPP walk on two legs and are too big, so I'd need to make a custom Koopa for the final game.
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Fez
Posted: Feb 26 2009, 10:07 AM
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oops. meant screen size, not background. sorry. and only becasue I quite liked the size and... I ask stupid questions...

I also might give it a review.


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Ultramario
Posted: Feb 26 2009, 10:28 AM
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Dan Dan Dan!
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QUOTE (deaddude @ Feb 26 2009, 05:07 PM)
oops. meant screen size, not background.

Why not print screen, crop and see yourself?

What do you do with that info anyway?

This post has been edited by Ultramario on Feb 26 2009, 10:31 AM


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Treeki
Posted: Feb 26 2009, 11:33 AM
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He's adorable, you can't deny it. :<
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This game is amazingly fun. I couldn't beat King Bobomb though, I kept dying. I'll try again later.


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BurninLeo
Posted: Feb 26 2009, 08:52 PM
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More nitpicking, the inside of the castle looks great, but since the gray bricks and the colored bricks are the same size, it kinda messes up my perception of depth a little bit. Making the gray bricks a tad smaller in size would make the castle platforms stick out a little more, correcting the perspective a little bit more.

This post has been edited by BurninLeo on Feb 27 2009, 12:47 AM
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Nonoke
Posted: Feb 27 2009, 12:35 AM
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The castle basement should resemble the looks of it in Super Mario 64.
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