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> Mario Land: Minigame Mayhem, It's back
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Kritter
Posted: Jun 15 2009, 03:39 AM
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QUOTE (MechaBowser @ Jun 15 2009, 03:33 AM)
I think you need to either make the screen smaller, or detail the environments more. A lot of the pictures feel open and empty.

That's usually for a couple of reasons.

1. Because there's action happening that you can't see in screens. That fish one for example gets pretty hectic and there's constant movement.

2. Because there's animation you can't see, quite a lot of what looks like background is animated.

3. The environments aren't finished yet, I try get the coding done first and foremost, then add pretty stuff at the end.

Can you give me any examples of ones that're lacking? I'll see if they fall into those categories or just need some work.


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DJ Yoshiman
  Posted: Jun 15 2009, 03:45 AM
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so hey Kritter


any chances of random MFGG cameos from the sprites that were originally in the previous version of the game


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Kritter
Posted: Jun 15 2009, 04:13 AM
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QUOTE (DJ Yoshiman @ Jun 15 2009, 03:45 AM)
so hey Kritter


any chances of random MFGG cameos from the sprites that were originally in the previous version of the game

If people remade their sprites as M&L styled characters i'd be open to cameos, definitely. This would be something i'd do right at the very end though. I wouldn't include the original sprites simply because I don't want clashing sprite styles.


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Australia
Kritter
Posted: Jun 17 2009, 08:39 PM
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Working on the Shell Stacking minigame and Minecart game now.

In this game you stack up as many shells as you can and then drop them off for points. The more you stack up, the more points you'll get when you drop them off. But more shells means you move slower and can't jump as high, there'll also be enemies but i'm not sure what just yet. Probably bullet bills. It'll also be high-score enabled.
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This minecart game is coming along though i'm not as good with level design as I should be. I'm trying to randomise it a bit and make more challenges. You collect coins as you go and if you hit enemies or obstacles you get a coin knocked out of you. Some coins are randomly placed. Eeh... I need more ideas for this in order to make it fun and worth re-playing. I've thought about speed too, the quicker you finish, the more coins you win at the end.
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Australia
Kritter
Posted: Jun 17 2009, 09:16 PM
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Any comments, ideas or anything is very much appreciated so feel free.


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Elyk
Posted: Jun 17 2009, 09:17 PM
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most of these games look pretty fun


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CyberkidX
Posted: Jun 17 2009, 09:19 PM
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Wow! You're like a legend on these message boards aren't you?

At any rate, I've got a mini-game idea I'd like to bounce off you.

Card Duel:
A cross between the Card battle mini-game from Mario Party 8 and Rock-Paper-Scissors. Each player has five cards with Mario enemies, friends, or power-ups on them. The enemy cards have either a rock value, a paper value, or a scissor value (Possibly water, fire and grass instead.) They also have a number, depending on the type of enemy. When the cards have been selected, they are shown to both sides. Then, basic Rock-Paper-Scissors gameplay. Once the winning card is established, the opponent gets attacked by the foe on the card, dealing damage equal to the number on it. If the card draw turns out to be a draw, the card with the higher attack gets to attack. Than a new card is drawn for both players hands and the match continues until someone loses all their HP, which is determined either by the level of the computer opponent or by both players before the match starts. Power-up cards can restore some HP, but the foe's card is then guaranteed to hit you. Cards with friends on them, such as Toad, or the Paper Mario allies, are more powerful than most regular cards. Maybe you could even have super cards with bosses on them.

This game could be increased in replay by having certain booths sell cards to add to your deck. Or maybe earning them from other mini-games.

Whad'ya think?

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Kritter
Posted: Jun 17 2009, 09:28 PM
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QUOTE (CyberkidX @ Jun 17 2009, 09:19 PM)
Wow! You're like a legend on these message boards aren't you?

At any rate, I've got a mini-game idea I'd like to bounce off you.

Card Duel:
A cross between the Card battle mini-game from Mario Party 8 and Rock-Paper-Scissors. Each player has five cards with Mario enemies, friends, or power-ups on them. The enemy cards have either a rock value, a paper value, or a scissor value (Possibly water, fire and grass instead.) They also have a number, depending on the type of enemy. When the cards have been selected, they are shown to both sides. Then, basic Rock-Paper-Scissors gameplay. Once the winning card is established, the opponent gets attacked by the foe on the card, dealing damage equal to the number on it. If the card draw turns out to be a draw, the card with the higher attack gets to attack. Than a new card is drawn for both players hands and the match continues until someone loses all their HP, which is determined either by the level of the computer opponent or by both players before the match starts. Power-up cards can restore some HP, but the foe's card is then guaranteed to hit you. Cards with friends on them, such as Toad, or the Paper Mario allies, are more powerful than most regular cards. Maybe you could even have super cards with bosses on them.

This game could be increased in replay by having certain booths sell cards to add to your deck. Or maybe earning them from other mini-games.

Whad'ya think?

Ohhh yeah, i've been thinking a lot about an idea like this for a while. I intended to make a rock-paper-scissors type game but didn't have decent sprites. I also thought about elements like Fire, Grass and Water but wasn't sure on which elements would damage, which would do nothing etc, but your idea sounds solid.

I'll definitely have to think hard about how to do this. Maybe I could have certain "boss battles" around the park. Like, both Bowser and Luigi could be battled like this, but each have their own HP and card sets etc. Not sure about bought cards, it MIGHT be possible.

Great idea, as I say it's something i've had in mind but it's great to get someone with another perspective to give it a boost. Feel free to suggest more =}

This post has been edited by Kritter on Jun 17 2009, 10:22 PM


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Australia
Kritter
Posted: Jun 18 2009, 04:44 AM
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Mocked up some cards for the card game above. Still trying to fine-tune the details, like how you get the cards. I was thinking you duel people for free and win money if you beat them, but you need to buy your cards during the fight. Or you get a certain amount of "points" to spend, like cards with a 3 cost 3 points, so you can either buy cards with more damage but you hold less, or vice versa.

Dunno!

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Ice_Hedgehog22
Posted: Jun 18 2009, 05:11 AM
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Oh hey, I was wondering what happened with this game. Good to see it again!
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Kritter
Posted: Jun 19 2009, 12:38 AM
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Just another quick mockup of the card game one.



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CyberkidX
Posted: Jun 19 2009, 09:49 AM
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I'm liking it a lot! You are good at this

Here are some enemies that don't seem to fit with the elements that you could use.

Koopa = Water (Because of Power Tennis.)

Chain Chomp = Fire (Because of Mario Sunshine)

Goomba = Grass (Cause it's a mushroom)

Shy Guy = Fire (Because flyguys attacked with fire in SM64.)

If they have even a slight connection, they're fair game.

Also, another suggestion, the enemies don't necessarily have to attack the foe with the element on their card. It would make more sense for them to attack with their signature move. Like shy guys could use their acrobat attack from Paper Mario and Koopas would just shell slam the enemy. It would be kinda weird to see a shy guy only breath fire to attack.

This post has been edited by CyberkidX on Jun 19 2009, 10:10 AM
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Kritter
Posted: Jun 19 2009, 07:53 PM
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Hmm, well i'm thinking of sticking with the enemies I have now, I don't want to overcomplicate things.


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CyberkidX
Posted: Jun 19 2009, 08:30 PM
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Good point. Sorry if I sounded bossy.
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Kritter
Posted: Jun 19 2009, 09:07 PM
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QUOTE (CyberkidX @ Jun 19 2009, 08:30 PM)
Good point. Sorry if I sounded bossy.

Naw it's not bossy at all! =} I really appreciate ideas, so far you're the first person who's contributed to thinking of ideas, and it's turning out to be a good one, so feel free to suggest anything.


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Tri
Posted: Jun 20 2009, 02:04 AM
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Courtesy of DJ Elly. (lol jsr)
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Yes! It seems simple enough to be enjoyable for hours.


Can't wait to see some progress!


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Kritter
Posted: Jun 20 2009, 02:15 AM
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Well here's a slight bit of progress i've made on the card game. I've got card selection etc working and now it's just a matter of working out the finer details and coding in the battle itself.

In this screen you pick cards from the available lot, each card costs in coins the amount you see on the cards, but also do the damage. Basically, you COULD spend up to 45 coins but that doesn't guarantee that you'll win because unless you beat their element, you won't be attacking them. The trade-off is that if you DO win, you'll win big.

It might not work that way in the end but for now that's how i'm doing it. You can pick UP TO 12 cards, but you could stop at 4 or 5 if you wanted.

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Once you have a full deck you choose which card you want to play, and once the card is chosen your opponent chooses their own card. If your element beats theirs (grass beats water, water beats fire, fire beats grass) the creature will pop out of the card and deal damage to the opponent or vice versa.

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I've got it so choosing works as it should, now it's just a matter of doing Bowser's cards and making a game out of it!

There's still room for change though so anyone feel free to suggest. I like this minigame.


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Razz
Posted: Jun 20 2009, 02:30 AM
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kritter. this looks AMAZING.

seriously, keep up the good work.

This post has been edited by Razz on Jun 20 2009, 02:35 AM


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MegaTailzChao
Posted: Jun 20 2009, 02:47 AM
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So long, and thanks for all the fish.
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Heck yeah I want to play this.


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Wolfgator
Posted: Jun 20 2009, 04:01 AM
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Yeah!
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That minigame alone would suffice as a good enough game.

But a whole bunch? You deserve a well done!


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