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> Mario Land: Minigame Mayhem MFGE Demo!, Woo?
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Duckboy
Posted: Jan 4 2005, 09:28 PM
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I haven't gotten to the game yet.
The theme song is f**king AWESOME.
*gets to playing it*
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Kritter
Posted: Jan 4 2005, 09:28 PM
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I don't think level designers are necessary really. The overworld pretty much designs itself, and most minigames are fairly simple to design.


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Kritter
Posted: Jan 4 2005, 09:29 PM
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QUOTE (Duckboy @ Jan 4 2005, 09:28 PM)
I haven't gotten to the game yet.
The theme song is f**king AWESOME.
*gets to playing it*

I chose that as the theme song because my original theme song for my old game Luigi Quest was the same song, so I figured it'd be cool.


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Duckboy
Posted: Jan 4 2005, 09:33 PM
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Colonel... What is this duck thing?
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HOW DO I GET STARTING MONEY?!
*kicks the toads who walk away while i'm talking to them*
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Mario Gamer
Posted: Jan 4 2005, 09:34 PM
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QUOTE (KritTheRed @ Jan 4 2005, 09:28 PM)
I don't think level designers are necessary really. The overworld pretty much designs itself, and most minigames are fairly simple to design.

Well I just noticed some places that could look better by adding some more details. Like grass. Add alot of tuffs around the park.


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Kritter
Posted: Jan 4 2005, 09:34 PM
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Duckboy: Talk to TOADSWORTH. When you start, he's directly UP, not far away, he has a big "!" above his head if he wants you to talk with him.

Okay, I definitely have to do something about Toadsworth and his hiding problem.

This post has been edited by KritTheRed on Jan 4 2005, 09:36 PM


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Kritter
Posted: Jan 4 2005, 09:36 PM
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QUOTE (Mario Gamer @ Jan 4 2005, 09:34 PM)
QUOTE (KritTheRed @ Jan 4 2005, 09:28 PM)
I don't think level designers are necessary really. The overworld pretty much designs itself, and most minigames are fairly simple to design.

Well I just noticed some places that could look better by adding some more details. Like grass. Add alot of tuffs around the park.

Ah yeah, I did ask Citrusponge to design me some flora for the park in M&L style, and most of the detail at the moment is around areas which have already been designed. Other areas which trail off into nothingness are bland because I haven't put anything there yet. I'm working my way outwards from the bottom of the park, expect a LOT of eye candy when i'm done.


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Mario Gamer
Posted: Jan 4 2005, 09:43 PM
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QUOTE (KritTheRed @ Jan 4 2005, 09:36 PM)
QUOTE (Mario Gamer @ Jan 4 2005, 09:34 PM)
QUOTE (KritTheRed @ Jan 4 2005, 09:28 PM)
I don't think level designers are necessary really. The overworld pretty much designs itself, and most minigames are fairly simple to design.

Well I just noticed some places that could look better by adding some more details. Like grass. Add alot of tuffs around the park.

Ah yeah, I did ask Citrusponge to design me some flora for the park in M&L style, and most of the detail at the moment is around areas which have already been designed. Other areas which trail off into nothingness are bland because I haven't put anything there yet. I'm working my way outwards from the bottom of the park, expect a LOT of eye candy when i'm done.

:D


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Kritter
Posted: Jan 4 2005, 09:52 PM
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Keep those bugs and comments coming, but does anyone have any comments on the minigames? Do what SMG did and list your favorite and least favorite and why, any improvements that could be made etc.


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Jak
Posted: Jan 4 2005, 11:09 PM
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biggrin.gif Well, I just noticed this topic. I thought you decided to not release a demo. Well its nice that you did.

I was to lazy to read and see if it was mentioned, but I only just walked into the park and noticed this layer problem.
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The bad looking picture is just the compression in MS Paint =P The real problem is the text bubble.

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Kritter
Posted: Jan 4 2005, 11:11 PM
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Yeah, people have pointed that problem out already, and it is probably fixable, but it's not on the top of my priorities.

I released a demo because I wanted that MFGE thing to get off the ground this time, and I want feedback on how it's going to far, so anything is welcome.

And people have a tendency to not notice this whole forum, let alone this topic. Wish I could move this topic to the general chat.


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Doc Wario
Posted: Jan 4 2005, 11:52 PM
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I can't remember if I said my favorites or not.

Fav - the bomb-omb one. I lost, but it looks great and runs great.

Least - I dunno. I want to say whack-a-mole because I didn't fully understand it (how add-up of points worked), but Probably more like... uh... I dunno.

By unlockable areas, I mean, say, some path that's blocked by rocks, or a gate , and after you have, say, played a certain number of minigames, or more likely have a certain ammount of cash, it opens up. Then, it's just more of the theme park, with more minigames you couldn't get to previously.

It'd even be cool if there were secret minigames you could activate somehow... say... you find some weird-lookin tree and press shift on it, and a minigame stand pops out of the ground. That, or an underground tunnel opens up that leads to some sort of mystic minigame.

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Kritter
Posted: Jan 5 2005, 12:13 AM
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Well, I want to have some secrets and things in there. I already know of one minigame that will be a secret, I guess I could have more.


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SonicProject
Posted: Jan 5 2005, 12:27 AM
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I still love this game. The minigames are fun and the NPCs can be fun.

Bug I found: You can walk through the manager of the Pirahna Plant minigame.

Fav Minigame: the one with the barrels, bobombs and conveyer belt

Least Fav: The tug of war one with the mine karts. It is WAY too easy. I highly suggest penalizing the player if the direction is green but they don't press anything at all.

The only other problem I have... it's easy to get lost. I can't seem to find the arcade. May I suggest a minimap of some sort? Or, if possible, some kind of transport that takes you to the minigame of your choice (a warp portal?).

Keep going Kritter. I'd love to see what other things you have planned.


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Kritter
Posted: Jan 5 2005, 12:32 AM
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Yeah, there are a lot of collision things I need to work on, but i'll get around to it.

A lot of people like that barrel and bob-omb conveyer belt minigame, easy to lose on, but big winnings if you win.

You DO go back if you don't press anything in that tug of war game, perhaps I could make you go back two spaces if you get it wrong or something, but it DOES need some kind of penalty.

As for getting lost, not much I can really do about that, but the whole point of it is to explore, and eventualy there will be a lot to explore, and you DO learn the layout of the land. I had thought of a minimap though, perhaps i'll get a friend of mine to whip up a simple minimap for me. And I was also thinking I could put in a warp pipe here and there so you didn't have to walk so far, but i'm not sure.


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SonicProject
Posted: Jan 5 2005, 12:35 AM
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Hmm, it doesn't seem to penalize you. I sat there for a while without moving. Bug perhaps?


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Kritter
Posted: Jan 5 2005, 12:38 AM
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QUOTE (GBASP @ Jan 5 2005, 12:35 AM)
Hmm, it doesn't seem to penalize you. I sat there for a while without moving. Bug perhaps?

Well, it seems to work for me if I just do nothing, maybe it was a small bug. Try again?


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SonicProject
Posted: Jan 5 2005, 12:41 AM
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Odd... it does it now.

But I noticed this little bug.

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Kyle
Posted: Jan 5 2005, 12:44 AM
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Quite enjoyed the minigames but something REALLY bugged me, talking with NPCs. It'd be a lot better if pressing button1 didn't skip to the next bit of text but it displayed all of the current text first. I was too used to most games doing this and kept missing everything they said sad.gif


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Kritter
Posted: Jan 5 2005, 12:46 AM
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QUOTE (GBASP @ Jan 5 2005, 12:41 AM)
Odd... it does it now.

But I noticed this little bug.

Hmm, that doesn't happen with me either.

And as for NPC speech, I might do that, but i'm not sure if it's really worth it.


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