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> Minigame Comp 50 entry, Blue baby Bowser boss
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mrmario
Posted: Sep 6 2009, 12:00 PM
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Wrapped In black..too strong..too strong...
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http://www.yoyogames.com/games/show/95836

Its an RPG battle, and my first real attempt at a game like this.

Please comment.

V2 IS HEERREE!!!

This post has been edited by mrmario on Sep 6 2009, 03:59 PM


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Datt
Posted: Sep 6 2009, 12:58 PM
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Well it got boring pretty fast.

Atleast add more attacks to Mario and Baby Bowser.



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QUOTE (Mario_6464SMR's reply to Mrs A)
his name's not Halo it's the master chief, and i don't know what "doesn't afraid of anything" means, have u ever played halo before?

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mrmario
Posted: Sep 6 2009, 01:01 PM
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OK, i might do that.

Does anyone like the overall graphics and gameplay, though?


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Datt
Posted: Sep 6 2009, 01:10 PM
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Graphics are ok I guess> As for Gameplay there needs to be more going on besides two character sprites, a background and mountain.

Another thing is to add a hud to show HP.


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QUOTE (Mario_6464SMR's reply to Mrs A)
his name's not Halo it's the master chief, and i don't know what "doesn't afraid of anything" means, have u ever played halo before?

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mrmario
Posted: Sep 6 2009, 01:11 PM
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OK, I will work on it when I get back from mini golfing.


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mrmario
Posted: Sep 6 2009, 03:59 PM
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V2 IS HERREE!!!

Check first post for update.

Added things:

Yoshis now spectate the fight.

New HUD.

The boss has a new attack. Be careful, it isnt the easiest thing to guard against!

This post has been edited by mrmario on Sep 6 2009, 04:02 PM


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Soiyeruda
Posted: Sep 6 2009, 06:09 PM
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Because retarded looking women is fun. :S
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QUOTE (mrmario @ Sep 7 2009, 03:01 AM)
OK, i might do that.

Does anyone like the overall graphics and gameplay, though?

Like Datt said, the battle gets pretty boring half way through. You're more or less, just trading 1-2 HP blows between each other, using two different attacks (which, as you actually said, are basically the same thing, except Jump is vertical while Koopa Slide is horizontal).

The Koopa Shell attack could probably use a different method of getting an "Ok" rather than just hitting at the exact moment the attack hits. Heck. You could even do something like give a charge meter, and when you let go in the right spot, it does extra damage, and upon hitting the enemy, it deals extra damage.

Basically, add extra attacks (so you aren't just blocking the same ones), but give them variety. Baby Bowser shouldn't just be about shooting fireballs of various colors. He could be doing ground pounds, or throwing bombs.

Last thing: Why give the attack and guard buttons different buttons? I think it would be far more convenient just to put them on a single button.
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mrmario
Posted: Sep 6 2009, 06:17 PM
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Thank you for the review.

Paragraph 1:K', i will try to add more stuff to make it exciting.

Paragraph 2: I have something in mind for shell skate.

Paragraph 3: PREPARE YOURSELF FOR A ENEMY ATTACK OF SOME SORTS!

Last thing: i ran into i weird glitch that forced you to use jump.

V3 Comin' soon.


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mrmario
Posted: Sep 8 2009, 04:43 PM
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Info for V3

-Mario will have a HP value of 14 instead of 12.
-charge meter
-New mechakoopa attack for boss.
-a new background

please make suggestions on what else to add.

This post has been edited by mrmario on Sep 8 2009, 04:48 PM


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Fez
Posted: Sep 8 2009, 05:27 PM
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I'd really like to see multiple attacks.


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mrmario
Posted: Sep 8 2009, 05:53 PM
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So, more for mario, youre saying?

Cause 3 attacks is a good amount for one enemy.


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Fez
Posted: Sep 8 2009, 06:01 PM
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Yes, but I'd also like the attacks to be smoother. When mario jumps, he goes straight up, disappears, then falls on the enemy. I'd like to see more of a smooth, jumping motion.


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mrmario
Posted: Sep 8 2009, 06:13 PM
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OK.

Anyone else have some pros and cons they want to share with me?

This post has been edited by mrmario on Sep 8 2009, 06:13 PM


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Soiyeruda
Posted: Sep 9 2009, 01:47 AM
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Because retarded looking women is fun. :S
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Just expanding on Fez's idea, most of the animation should look fluid. Not just Mario's jumping, but for a few of the attacks in general.

For Mario's jump, you could probably just have him either jump towards the enemy, or walk to the enemy, then jump on their heads. It'll be more visually pleasing, and may aid in helping you get a better timing on the action buttons.
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mrmario
Posted: Sep 9 2009, 05:48 AM
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Ok.


By the way I might be turning this engine into a RPG.


Spoilers:
Mario RPG: Dark Stars Revenge


This post has been edited by mrmario on Sep 9 2009, 05:53 AM


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