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> Mario Land: Minigame Mayhem MFGE Demo!, Woo?
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Kritter
  Posted: Jan 4 2005, 03:17 AM
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Mario Land: Minigame Mayhem (tentative title btw)

Maybe it's a bad idea to release a demo of this game, but I felt like submitting it to MFGE, things like that don't get the support they need and it's about time some kind of Mario Fangaming expo got off the ground in some way or another.

Anyway, here's the demo, it has a number of playable minigames within, remember:

Don't forget to talk to Kritter first off, he'll explain things like buttons, saving the game etc, you press SHIFT to talk to him, also, the credits and options menu don't work yet, but they're not integral.

ANY FEEDBACK WELCOME. Address all bugs or suggestions in this topic if you please, thanks and enjoy.

http://chaos.gutreflex.com/marioland.zip

This post has been edited by KritTheRed on Jan 4 2005, 03:18 AM


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Posted: Jan 4 2005, 06:39 AM
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looks nice, I like the music, and the M&L graphics rule soveryhappy.gif. there has also clearly been allot of time ut into the games.

here are some things Ive noticed, small things, which could improve the game allot.
1)explain the controls before entering the games
2)I found Toadsworth quite hard to find ^^;
3)you can run out of the screen, and on top of certain objects *allot of toads, and for example the wooden counter in the arcade which is below the stairs.
4) sometimes you have to press Shift quite afew times before the people react, like the radio, and most walking characters
5)sometimes the text box is below objects, but that is easily sorted out, just send it to the front whenever it is made to appear
6) sometimes you see characters walking through solid objects (for example: the toad near the arcade)
7) you can walk into bushes when walking upwards, but not sideways
8)hmmm...maybe think of the 3rd dimension a bit more, like allowing mario to walk behinde buildings
8)Im not sure if you’ve sorted this problem out or not, but if toadsworth gives out 20 coins each time you have 0, then cant you go deposit your coins in the ban, then go back to toadsworth and get more coins?

but I understand that this is just a preview, and it was nice of you to say, in the game that there are bugs. I don’t want to sound rude by telling you them, but you did ask, and i'll update this post if I find any more ^^

PS: can you do anything in the arcade?


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Kritter
Posted: Jan 4 2005, 06:48 AM
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1. I actually thought of that after i'd sent the game to Banana Head, i'll look into it. Most of the controls though are fairly simple, since it's usually "up, down, left, right, shift" but I can see where it might become a problem.

2. Really? He's usually hanging around just above where you start to begin with.

3. I already know about this, including the ones in the arcade, i'll be sure to fix them when it becomes important

4. This has already been mentioned, i'll be coming up with a better speech method for NPC characters soon enough. And the radio doesn't work yet. The main problem is that right now you have to be standing directly in front of the character for them to talk to you, and they have a small speech box in front of them which is used as the activator. I'll come up with a better way later on down the line.

5. I already know about the text box too, and I can't send it to the front because it causes the text to go underneath it, but I can send everything else back.

6. Same with point 3, already know about this, i'll fix collisions when all the bigger issues such as making the games themselves is done.

7. Hmm? Ohh, I know what you mean, an easy thing to fix, just another collision detection issue I overlooked.

8. I'd do this if it didn't require so many active objects. The overworld is already littered with them, and it serves no real practical purpose other than a slightly better feel of "3rd dimension-ness"

9. Toadsworth won't give you coins if you have coins stored in the bank already. Try it and see wink.gif

Thanks for the bug reports, most of them I already know about, but it's good to get feedback on the ones I don't. Any feedback on the game itself, rather than the bugs aspect? Favorite minigame, least favorite etc?

And there is a card game minigame in the arcade, aside from that there's nothing there yet, you have to talk to the cardshark from the other side of the table in order to play that minigame.

*goes to fix some of the problems*

This post has been edited by KritTheRed on Jan 4 2005, 06:52 AM


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Posted: Jan 4 2005, 07:04 AM
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QUOTE (KritTheRed @ Jan 4 2005, 11:48 AM)
1. I actually thought of that after i'd sent the game to Banana Head, i'll look into it. Most of the controls though are fairly simple, since it's usually "up, down, left, right, shift" but I can see where it might become a problem.

2. Really? He's usually hanging around just above where you start to begin with.

3. I already know about this, including the ones in the arcade, i'll be sure to fix them when it becomes important

4. This has already been mentioned, i'll be coming up with a better speech method for NPC characters soon enough. And the radio doesn't work yet. The main problem is that right now you have to be standing directly in front of the character for them to talk to you, and they have a small speech box in front of them which is used as the activator. I'll come up with a better way later on down the line.

5. I already know about the text box too, and I can't send it to the front because it causes the text to go underneath it, but I can send everything else back.

6. Same with point 3, already know about this, i'll fix collisions when all the bigger issues such as making the games themselves is done.

7. Hmm? Ohh, I know what you mean, an easy thing to fix, just another collision detection issue I overlooked.

8. I'd do this if it didn't require so many active objects. The overworld is already littered with them, and it serves no real practical purpose other than a slightly better feel of "3rd dimension-ness"

9. Toadsworth won't give you coins if you have coins stored in the bank already. Try it and see wink.gif

Thanks for the bug reports, most of them I already know about, but it's good to get feedback on the ones I don't. Any feedback on the game itself, rather than the bugs aspect? Favorite minigame, least favorite etc?

And there is a card game minigame in the arcade, aside from that there's nothing there yet, you have to talk to the cardshark from the other side of the table in order to play that minigame.

*goes to fix some of the problems*

Happy to help laugh.gif

one other thing though, how on earth do you quit? ohmy.gif

the game itself is Very nicely made, the map landscape is well randomized with remember able things in certain places, giving you the feeling that you get to know the layot quite well. Though there are allot of wide open spaces, but I suppose they will be for other game stands ect. right?

hmmm...my most favourite game was the...urmmm....I liked the tug of war, though it made me jump when I won ^^;, and I also liked the hammer games, both the memory one, and the strength game thingee.

the bullet bill game was a nice idea, and quite enjoyable ^^

least favourite game would be the piranha plant game, as there was not enough room to move around, and the controls were not explained, so I had no idea I could jump ^^;, the whack a' mole game was very hard, but you could get around it real easy by staying over 1 hole, I say lower the timer so that the chances that will work are slim, also the controls were not explained so that is another of, in my opinion the Key things to include.

I hope my comments are helping you, and if you want I would be happy to test the games before you submit them to spot these things out?

This post has been edited by SMG on Jan 4 2005, 07:06 AM


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Kritter
Posted: Jan 4 2005, 07:10 AM
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Well, I think i've come up with a way to explain the controls already, i'll have a little diagram in the bottom right when the "yes no" prompt comes up showing the keys used, such as arrow, ctrl, shift etc, and I can alter the speech that they say to better explain what to do.

To quit you just press Alt+F4 for now, easy enough.

The blank spots on the map are just blank for now because I haven't found a minigame that would be suitable to go there. I've started from the bottom of the map and gone upwards, eventually it'll fill itself up with buildings, game stands etc.

It's nice that out of the people i've shown the game to so far, there's been a very broad range of the games people liked the most and the games people didn't like as much. And any comments help me out, so feel free to point out anything else, that includes anyone else who downloads the game, whether it's positive or negative.



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Posted: Jan 4 2005, 07:19 AM
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QUOTE (KritTheRed @ Jan 4 2005, 12:10 PM)
Well, I think i've come up with a way to explain the controls already, i'll have a little diagram in the bottom right when the "yes no" prompt comes up showing the keys used, such as arrow, ctrl, shift etc, and I can alter the speech that they say to better explain what to do.

To quit you just press Alt+F4 for now, easy enough.

The blank spots on the map are just blank for now because I haven't found a minigame that would be suitable to go there. I've started from the bottom of the map and gone upwards, eventually it'll fill itself up with buildings, game stands etc.

It's nice that out of the people i've shown the game to so far, there's been a very broad range of the games people liked the most and the games people didn't like as much. And any comments help me out, so feel free to point out anything else, that includes anyone else who downloads the game, whether it's positive or negative.

sure thing Krit.I wish you good luck, and remember, Im always happy to help, just ask ^^


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Kritter
Posted: Jan 4 2005, 10:51 AM
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Anyone else have comments?


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Eno the Red Guy
Posted: Jan 4 2005, 11:54 AM
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Well, I mainly found most of the bugs that SMG found. Otherwise, this is a very good game with great prospects.


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Posted: Jan 4 2005, 12:32 PM
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Now this looks very good. I had fun trying Mario Land out aside from the fact that I spent 20 or so minutes trying to find Toadsworth.

Looks very professional. Nice job, Kritter.


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Posted: Jan 4 2005, 05:43 PM
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Yes, very good so far. It'd be cool if you could jump and such, but then there's the whole active-object dealie. Considering the size of the park, it'd be nice if there were a game with a grand prize as a bike, ala pokemon. (heh, you could even make a homage to mario excitebike and make it a dirtbike!)

Ahay! I recognize those arcade machines! Just curious as to why you didn't use any of the side views.

Uh, for the speech, and although it'd add maybe 4 or so more events, you can create mathematic sensors, by saying if mario's x coordinate greater than 5 less of characters, or less than 5 greater, and the same for y, that would create a 5x5 sensor around the character. Larger numbers'd make it larger, acourse. (it'd be kind of funny if you were in 2 character's talking zones, and you pressed talk and they both tried to talk at the same time and then got angry)

The games so far are good too. There were some I died very quickly at, and some I got hooked to. Some of them, the time is too long or too short - something one can eventually conquer with many tries, like megaman x, ferinstance, but it'd be interesting if you had a selectable difficulty for some with a higher payoff.

I definately think unlockable areas of the map would be cool. Unlockable things are cool - it extends the time period it takes for one to know they've done everything.

Awesome. Awesome awesome awesome.

Dr. Wario



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Posted: Jan 4 2005, 05:44 PM
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QUOTE (Doc Wario @ Jan 4 2005, 05:43 PM)
Yes, very good so far. It'd be cool if you could jump and such, but then there's the whole active-object dealie. Considering the size of the park, it'd be nice if there were a game with a grand prize as a bike, ala pokemon. (heh, you could even make a homage to mario excitebike and make it a dirtbike!)

Ahay! I recognize those arcade machines! Just curious as to why you didn't use any of the side views.

Uh, for the speech, and although it'd add maybe 4 or so more events, you can create mathematic sensors, by saying if mario's x coordinate greater than 5 less of characters, or less than 5 greater, and the same for y, that would create a 5x5 sensor around the character. Larger numbers'd make it larger, acourse. (it'd be kind of funny if you were in 2 character's talking zones, and you pressed talk and they both tried to talk at the same time and then got angry)

The games so far are good too. There were some I died very quickly at, and some I got hooked to. Some of them, the time is too long or too short - something one can eventually conquer with many tries, like megaman x, ferinstance, but it'd be interesting if you had a selectable difficulty for some with a higher payoff.

I definately think unlockable areas of the map would be cool. Unlockable things are cool - it extends the time period it takes for one to know they've done everything.

Awesome. Awesome awesome awesome.

Dr. Wario

I second everything this man just said.


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Posted: Jan 4 2005, 05:47 PM
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QUOTE (Web @ Jan 4 2005, 05:44 PM)

I second everything this man just said.

... you recognize those arcade machines? Awesome. soveryhappy.gif

Dr. Wario


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Posted: Jan 4 2005, 05:55 PM
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QUOTE (Doc Wario @ Jan 4 2005, 05:47 PM)
QUOTE (Web @ Jan 4 2005, 05:44 PM)

I second everything this man just said.

... you recognize those arcade machines? Awesome. soveryhappy.gif

Dr. Wario

Yup. I recognise 'em.


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Posted: Jan 4 2005, 06:33 PM
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Pretty nice Kritter. I can't change the music for some reason. Also if you need level designers I'd be more then happy to help.


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Posted: Jan 4 2005, 06:39 PM
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I bugtested it! :]
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Posted: Jan 4 2005, 06:46 PM
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Pretty good, pretty good. The minigames are pretty fun from what I've played so far. My only real complaint is kind of a picky one, that the sounds don't really match too much. It's awesome that you're using old 8-bit sound effects, but with the SNES quality music, it sounds kinda weird.
Ah well, it's good fun. Keep working on it.


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Posted: Jan 4 2005, 06:48 PM
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Kritter
Posted: Jan 4 2005, 08:54 PM
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Heh, some of the jokes those old clown Toad's say are left over from the beginning, forgot about that one. Now, lets see here:

Kitsune - About Toadsworth, I guess I can confine him to the area near the beginning of the park, so that he's always in the same spot, but he's a slow walker and he's always found upwards from the "Mario Land" sign when you first start.

Doc Wario - if you're talking about movement, well, there's not much I can do right now. Jumping engines in 8 directions are always rubbish, and it WOULD be nice to be able to jump, but I don't want a shoody jumping engine ruining it. Besides, jumping and things is left for minigames.

I've already got a kind of an idea for speech, actually a few ideas, i'll have to test them.

Some of the games are intentionally short, or short because there's not much too them. I've carefully chosen time limits for them, and they're not likely to change, but I can maybe add difficulty levels.

What do you mean by unlockable areas of the map? I could add some, but i'm not sure what you mean. I guess I could have things like an "arcade pass" or "ghost house token" so you could enter those buildings, and make it so you can only win those in specific minigames.

Also, I didn't know you made side views of the arcade machines, but I find the front view to be more practical anyway, makes them easier to put stuff on the screen etc.

Mario Gamer - About not being able to change the music, you can't in the demo, I haven't put it in yet, so don't fret.

Shadowman - I used Mario & Luigi sound effects for two reasons, one because it goes with the graphics, being M&L and all, and two, because there's a wider range of sounds, as opposed to SNES sounds. And the reason I chose SNES music is because it was the easiest available, and it sounds better than midi, plus I can't make my own music anymore.

Anyone have any non-bug related comments?


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Posted: Jan 4 2005, 09:12 PM
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Wait, those were M+L sounds?
*hasn't played M+L believe it or not*
Nevermind then.


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Posted: Jan 4 2005, 09:26 PM
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QUOTE (KritTheRed @ Jan 4 2005, 08:54 PM)
Heh, some of the jokes those old clown Toad's say are left over from the beginning, forgot about that one. Now, lets see here:

Kitsune - About Toadsworth, I guess I can confine him to the area near the beginning of the park, so that he's always in the same spot, but he's a slow walker and he's always found upwards from the "Mario Land" sign when you first start.

Doc Wario - if you're talking about movement, well, there's not much I can do right now. Jumping engines in 8 directions are always rubbish, and it WOULD be nice to be able to jump, but I don't want a shoody jumping engine ruining it. Besides, jumping and things is left for minigames.

I've already got a kind of an idea for speech, actually a few ideas, i'll have to test them.

Some of the games are intentionally short, or short because there's not much too them. I've carefully chosen time limits for them, and they're not likely to change, but I can maybe add difficulty levels.

What do you mean by unlockable areas of the map? I could add some, but i'm not sure what you mean. I guess I could have things like an "arcade pass" or "ghost house token" so you could enter those buildings, and make it so you can only win those in specific minigames.

Also, I didn't know you made side views of the arcade machines, but I find the front view to be more practical anyway, makes them easier to put stuff on the screen etc.

Mario Gamer - About not being able to change the music, you can't in the demo, I haven't put it in yet, so don't fret.

Shadowman - I used Mario & Luigi sound effects for two reasons, one because it goes with the graphics, being M&L and all, and two, because there's a wider range of sounds, as opposed to SNES sounds. And the reason I chose SNES music is because it was the easiest available, and it sounds better than midi, plus I can't make my own music anymore.

Anyone have any non-bug related comments?

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