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> Peach vs Bowser, It's a smb2 clone!
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bumface33
  Posted: Oct 9 2005, 08:29 PM
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Super Mario SNES Freako


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Hey everyone!

Well, I'm having a break from Game making with MMF v1.5 Std, and I am thinking about a vegie-throwing system in my game, Peach vs. Bowser. (It's basic-lly a SMAS-SMB2 for the SNES Clone for pc.) Anyway, I have a few problems -

1. How do you program peach's pulling vegie from ground & walking with vegie animations using the "vegie throwing" howto (on mfgg)? I don't want the vegie to appear above her head before she's pulled it out.

2. Which engine? MMF's Built-in, the bonus pack platform object one, or a engine of your choice? (I'm flexible, so i'm happy with people shouting about their engines.) Would like it to work with the floating peach tutroial and vegie throwing one, as well. :p

3. Does the vegie throwing tut. work with enemies?

4. Do you have any ways of making the player flash when hit by something? Do I use sensors?

5. How to travel on the enemie, and move with it, not fall off?

6. Lucky Last, can someone be a beta tester and fixer? Please help, I have to still go to school. A another set of hands whould be nice. ohmy.gif

Thankyou everyone who helps me! I'll post a tech demo soon!

bumface33 (aka MarioFreak123, MarioFreak1 and Matt C)

P.S. Can you guys rip the quicksand anims from SMAS-SMB2 (normal and fast sinking) and zip the sprites' frames up to a file? Thanks

Below is my HP meter

This post has been edited by bumface33 on Oct 9 2005, 08:40 PM

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Bummer.........

PEACH VS BOWSER

A 12 Level SMB2 Clone

COMING SOON FROM MARIOFREAKCLUB GAMES

AN EXTRA SET OF HANDS NEEDED!!
Email or PM me if you want to help!

QUOTE
I cheat at the SMB2 slot machine! Easy Lives - save before you hit A or Y, then save. If wrong, then load. Work on SMA in VisualBoyAdvance! Hope it helps!

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Shaw
Posted: Oct 11 2005, 04:55 AM
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Insufficient data.
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QUOTE
4. Do you have any ways of making the player flash when hit by something? Do I use sensors?


I'm gonna explain how i do it, hopefully you'll understand!

Have 1 counter, 1 Player and 1 enemy.

When counter is 100 (Max) The player is visable.

When counter is below 100 (0-99) The player flashes.

When player touches enemy,if the counter is 100 the counter becomes 0. (also take away one life here)

And always when the counter is less then 100 add 1 to the counter.

So when the counter becomes 100 again, it is once again vulnerable to enemies.

Hope that helps a bit
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Draco Icebane
Posted: Oct 11 2005, 10:29 AM
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QUOTE (Shaw @ Oct 11 2005, 02:55 AM)
I'm gonna explain how i do it, hopefully you'll understand!

Have 1 counter, 1 Player and 1 enemy.

When counter is 100 (Max) The player is visable.

When counter is below 100 (0-99) The player flashes.

When player touches enemy,if the counter is 100 the counter becomes 0. (also take away one life here)

And always when the counter is less then 100 add 1 to the counter.

So when the counter becomes 100 again, it is once again vulnerable to enemies.

Hope that helps a bit

*coughcoughbetterwaycough*

Set the counter to any value. The higher it is, the longer the invincible time is. Also set a counter On.

When hit, that counter becomes zero, as usual. It is then constantly increased by one; every time it raises by one, the switch is inverted.

When it's on, invisible. When off, visible. Set it off when the counter reaches its maximum.
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