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> super mario: fierce blow, A game idea i had. can people help?
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RandemnoTE
  Posted: Oct 10 2009, 01:03 PM
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ive added Luigi to the Character select. who else should I add?


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Ludwig22
Posted: Oct 10 2009, 01:52 PM
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QUOTE (RandemnoTE @ Oct 10 2009, 01:03 PM)
ive added Luigi to the Character select. who else should I add?

Well, what kind of game is this? Is it SMB2, MP, etc.?


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RandemnoTE
Posted: Oct 10 2009, 03:20 PM
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it's sortof a fighting adventure platformer. here's the updated file

This post has been edited by RandemnoTE on Oct 10 2009, 03:30 PM

Attached File ( Number of downloads: 7 )
Attached File  mario_fierce_blow.gmk


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Soiyeruda
Posted: Oct 10 2009, 05:07 PM
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Imo, it seems sorta inefficient to have to create a separate object for each character select, especially since it's pretty easy to put them all onto one object.
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RandemnoTE
Posted: Oct 10 2009, 05:14 PM
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err... how?


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Soiyeruda
Posted: Oct 10 2009, 05:16 PM
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QUOTE (RandemnoTE @ Oct 11 2009, 07:14 AM)
err... how?

It's a bit hard to explain. I'll give you a code later showing one method.
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RandemnoTE
Posted: Oct 10 2009, 05:32 PM
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but... who else should i add?


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Soiyeruda
Posted: Oct 10 2009, 05:35 PM
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QUOTE (RandemnoTE @ Oct 11 2009, 07:32 AM)
but... who else should i add?

It's your game, so that's mostly up to you.
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RandemnoTE
Posted: Oct 10 2009, 05:37 PM
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okay.... but.... maybe i'd like some ideas?


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Soiyeruda
Posted: Oct 10 2009, 06:06 PM
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Make a topic in the Misc. Discussion under the Fangame Discussion Board, and team up with someone/get opinions from others?

Just know that more characters generally equals less balance.

Oh, and here's the example:
Multipurpose Object Example

This post has been edited by Soiyeruda on Oct 10 2009, 06:08 PM
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RandemnoTE
Posted: Oct 10 2009, 07:03 PM
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Your example just confused me.... i have no idea what i was supposed to use or watever.


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RandemnoTE
Posted: Oct 10 2009, 07:57 PM
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newest update out. if you hit the X key, the box guy makes fire shoot from the sky and go through everything. we want it to come from the box, and possibly bounce off stuff, and best of all: shoot in the direction the box is facing. ... here's the file.

This post has been edited by RandemnoTE on Oct 10 2009, 08:04 PM

Attached File ( Number of downloads: 7 )
Attached File  mario_fierce_blow.gmk


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Soiyeruda
Posted: Oct 10 2009, 08:35 PM
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QUOTE (RandemnoTE @ Oct 11 2009, 09:03 AM)
Your example just confused me.... i have no idea what i was supposed to use or watever.

In a sense, I guess it's because I used various little bits of GML that you haven't had experience with.

I don't necessarily understand how you're totally confused though, since I only used three objects (1 to draw text, a cursor, and a multipurpose object), and only the cursor has somewhat complicated coding.

Which parts made you confused? I can go in depth on some of it.
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RandemnoTE
Posted: Oct 10 2009, 09:22 PM
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err... where the hell did the four doodles come from, why isn't there a cursor after you place the red dot, and... what the hell was all that code?!? i understand what it's ment for, and like the idea.... i would personaly prefer it, but first i must understand it a bit better.


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Soiyeruda
Posted: Oct 10 2009, 10:27 PM
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QUOTE (RandemnoTE @ Oct 11 2009, 11:22 AM)
err... where the hell did the four doodles come from, why isn't there a cursor after you place the red dot, and... what the hell was all that code?!? i understand what it's ment for, and like the idea.... i would personaly prefer it, but first i must understand it a bit better.


Mystery of the 4 Appearing Doodles: On objCursor, look at the script under the Room Start event. You'll notice these lines of code:

CODE

char1=instance_create(32,32,objCharSelect); char1.character=1;
char2=instance_create(64,32,objCharSelect); char2.character=2;
char3=instance_create(96,32,objCharSelect); char3.character=3;
char4=instance_create(128,32,objCharSelect); char4.character=4;
char5=instance_create(96,96,objCharSelect); char5.character=5;


These commands create the doodles. When you use something like:

CODE
variable=instance_create(x,y,obj)


The instance (object) created can also be referred to as (variable) to that particular object. By doing this method, I basically created 5 of the same object, but each gets a different image (that's what the character variable is used for).

Mystery of the vanishing Cursor:

I actually made it invisible. If you want it back, go to Global Game Settings and under the Graphics tab (or first screen you see), put a check next to "Display the cursor".

Mystery of the code:

That's classified

You might have to be a bit specific. For the most part, I actually used quite a few made-up variables, and a few basic GML (Game Maker Language) functions. If you need me to go in detail, I can reedit the file to include a deeper explanation on some portions.

Additionally, there's also the Game Maker "manual", included with Game Maker. To access it, go into Game Maker and either press F1, or the ? circle near the top of the screen.


Hope that explained some of it.
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RandemnoTE
Posted: Oct 10 2009, 11:28 PM
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and... what about that damned fireball in the newest demo? what do we do about it?


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Soiyeruda
Posted: Oct 10 2009, 11:42 PM
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Hope you don't mind that I edited the file. Sorry it took awhile. Was having fun with the fireball. :S

Basically:
- Look at the step event of the player object. I made a new script there.

- Look at the fireball.

Fireball Edit
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RandemnoTE
Posted: Oct 11 2009, 01:27 AM
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I don't mind. the next thing though... should we try for attacks? or HUDs? or even hammer tosses? (and by we i mean i'll try, and see if i can figure it out than ask for help later) added stuff to the title screen biggrin.gif

Attached File ( Number of downloads: 5 )
Attached File  mario_fierce_blow_edit.gmk


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Soiyeruda
Posted: Oct 11 2009, 01:38 AM
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QUOTE (RandemnoTE @ Oct 11 2009, 03:27 PM)
I don't mind. the next thing though... should we try for attacks? or HUDs? or even hammer tosses? (and by we i mean i'll try, and see if i can figure it out than ask for help later) added stuff to the title screen biggrin.gif

Just some general advice on how to do what you want (in order of difficulty)

Hammers: Basically, make it like a fireball, except get rid of the bounce (or keep it at a minimal), and instead of direction and speed, use hspeed (left-right speed. negative=left, positive=right) and vspeed (up-down speed. negative=up, positive=down).

HUDs: Make an object that has a draw event. If you want to show statistics, it's a must that they are global variables.

Attacks: This will basically require you to make hitbox objects. Hitboxes are, as their name implies, invisible boxes that basically determine an attacks range. You can use normal squares, but if you want it to be more realistic, it's better to actually take the attack's shape and make that a hit box (eg. If the attack is a punch, The hitbox should take the shape of the punch). You'll want these to last as long as the attack animation itself, and deal damage, so it's also important to use codes like:

CODE

hitbox=instance_create(x,y,objhitbox)


Good luck. :S

This post has been edited by Soiyeruda on Oct 11 2009, 01:38 AM
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RandemnoTE
Posted: Oct 11 2009, 10:51 AM
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i have no idea where Hspeed and Vspeed go in the code. after i learn where what goes in the code, i'll stick it in without hesitation. for now: C flings hammers! X fire!

This post has been edited by RandemnoTE on Oct 11 2009, 12:36 PM

Attached File ( Number of downloads: 7 )
Attached File  mario_fierce_blow_edit.gmk


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