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Super Mario Bros. 3/Super Mario World Engine, New update! Open Source! M64 Jumps! 5/23
bon3saw |
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Regular

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| QUOTE (Jouw @ Apr 24 2006, 10:56 AM) | Where's this pipe? Is it the sideways one that you can't go into? On a side note, your engine is rather disgraceful. Here are bugs: * Glitching shyguy "shells" * Koopas in shells can't decide what colour their shell is * Some Goombas are epileptic and rush around everywhere * Shells constantly get stuck * Growing/shrinking makes everything pause annoyingly for a few seconds * Title screen looks awful I award you a 2/10. |
and i award you a 2 out of 10 .l..  ..l.
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 and i deserve to be MFGG heveryweight champion
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Treeki |
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He's adorable, you can't deny it. :<
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I'll explain everything. Title screen: It's enlarged from the SMAS screen, making it look very pixelly and "unclean". Shyguy glitch: Only happened once, I can't seem to replicate it. what happened was that the shyguy upside down sprite appeared in some weird place. Green goombas: Ah, I thought it was some sort of glitch. I'd suggest changing the shade of green you used though, it looks rather disgusting. Growing/shrinking pause: The Mario seems to "disappear" for a few seconds as well. Koopa shell bugs: There are more, and shells just seem to keep stopping in places for no reason. A notable buggy area is the place where it has the green small hills: the Goomba stays still in one spot and if you kick a shell, it stops before the first hill and hurts you if you try to kick it. I tried the SMB 1-1 remake and I was impressed by that. There is a strange bug in it, though: hitting the question block in the place where it has the brick, question block, brick platform and bigger platform above with 2 goombas coming down, will cause the second goomba to move right abruptly. The Mario moving physics are great though, they match those in AME! Now all you need to fix is the bugs I mentioned and also, the enemies just walk through each other: aren't members of the Koopa tribe taught basic politeness by their parents! In normal Mario games they always change direction when they collide. Edit: Also, the pipe at the end of 1-1 remake brings you to a grey screen with No mario and 3 diamond shapes with "P" inside.
This post has been edited by Jouw on Apr 24 2006, 04:14 PM
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Mr. Odd |
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Thanks Jouw. Ill fix this by tommorrow evening.
The strange "grey level with diamond P's" is simply a template for constructing new levels. Those P's with the diamonds are in fact controllers, and each one of them does something diffrent. For example, one of them controls the background scrolling.
Title screen can be easily fixed.
The reason mario sometimes dissapears when you press the 2 or 1 key, is that the following is the code that happens after he gets hit:
| QUOTE | if hittable = false { if visible = true visible = false else visible = true }
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Obviously, there is a half chance that mario will be invisible. All I have to do is place this:
Here:
| CODE | //script that allows me to immitate shrinking the character. //all it does is change the sprite_index over and over again while paused, refreshing the screen.
//Lets coordonate the sprites for using. visible = true //<--HERE sound_play(snd_grow) temp_index = sprite_index // we'll use this later if sprite_index = spr_mario_stand_small //stand sprite_Index = argument0 else if sprite_index = spr_mario_walk_small //wallk sprite_Index = argument1 else if sprite_index = spr_mario_jump_small//jump sprite_Index = argument2 else if sprite_index = spr_mario_sprint_jump_small //sprint jump sprite_Index = argument3 else if sprite_index = spr_mario_sprint_small //sprint sprite_Index = argument4 else if sprite_index = spr_mario_stop_small //stop sprite_Index = argument5 else if sprite_index = spr_mario_holding_run_small //running while holding an object sprite_Index = argument6 else if sprite_index = spr_mario_holding_jump_small //jumping while holding an object sprite_Index = argument7 else if sprite_index =spr_mario_holding_stand_small //stopping while holding an object sprite_Index = argument8 else if sprite_index = spr_mario_swim_small //swimming sprite_Index = argument9 else sprite_index = argument1 mygrowth = argument11 //begin the drawing loop for(i=1;i>0;i-=0.33) { sprite_index = sprite_Index screen_redraw() screen_refresh() sleep(100)
sprite_index = temp_index screen_redraw() screen_refresh() sleep(100) } //finish it off alarm[10] = 180 hittable = false instance_change(mygrowth,false)
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About the shy guy glitch, what happened?
The shells have a problem with going up hills, as do the enemies.
I dont know why, but I hope to figure out soon.
Reason why I did not have the enemies bounce was becase there was a bug with the enemies colliding, but that was before I replaced the hspeed variable with another one. I think I can make it work now.
Havent implemented where they die if you hit enemies with the block when they are above it. thats why there was the strange goomba sliding right glitch.
This post has been edited by Dburnell01 on Apr 24 2006, 08:17 PM
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 There. Now its half the file size. Rofflicious.
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