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> Super Mario: The Oddyssey Chronicles, Screenshots: 5/31; Demo Update: 5/29
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Pucifur
  Posted: Apr 25 2006, 09:23 PM
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Does this seem like a lot to promise? Yes, it probably does. However, I am dedicated to this game and too far into it to quit (well, maybe not, but I don't want to give up anyways). I'd like help in the graphics devision (and possibly some in programming), but if not, I can manage. Btw, made with GameMaker 6.1.

Releases:
Game Tests:
+ Demo 1
+ Demo 2 - Alternate Link
+ Demo 3

Visual Art:
+ Concept Art Sketch

Progress: ||||||||||||||||||||||||||||| - 10% Done

Major Characters:
Playable:
- Mario
- Luigi
Important:
- Bowser
- Donkey Kong - REVEALED
- *will be revealed later*
- Princess Peach

Major Plot Themes:
Conversion
Betrayal
Creation (not Biblical)

Levels:
World 1 - Bluegrass Flatlands - 4 levels, 1 Boss Level
World 2 - Marshes (no name) - 4 levels, 1 Boss Level
World 3 - Jungle level (no name) - 5 levels, 1 Boss level
World 4 - Inustrial Park (no name) - 5 levels, 1 Boss level
World 5 - Bowser (no name) - 3 levels, 1 Boss level

Sprite Style:
SMA4, if I can manage it. If not, then most likely SMB2 or custom sprites.

Engine Test Screens: - Will not be in final game.
Engine Screens 1

Game Screens: - Captures of the game in action!
In-Game Screens 1

This post has been edited by Lincoln on May 31 2006, 09:23 PM


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Treeki
Posted: Apr 26 2006, 01:27 PM
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He's adorable, you can't deny it. :<
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I hope this engine works as good as it looks...
Here's a suggestion: Get the SMAS/SMB3 question blocks to go with the hills, Goombas and blocks.


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Littlink
Posted: Apr 26 2006, 01:46 PM
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If you need programming, I'm your man!


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Pucifur
Posted: Apr 26 2006, 02:47 PM
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Yeah, many of the sprites are just place holders for the final versions.


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Raccoon Sam
Posted: Apr 27 2006, 12:08 AM
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You need to get off your high horse.
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The Current Level design is awkward


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Treeki
Posted: Apr 27 2006, 02:42 AM
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He's adorable, you can't deny it. :<
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QUOTE (Raccoon Sam @ Apr 27 2006, 12:08 AM)
The Current Level design is awkward

QUOTE
Engine Test Screens: - Will not be in final game.

I'm sure you forgot to see that.. the screenshots are much more interesting than the title above them smile.gif


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Captain Jeff Silvers
Posted: Apr 27 2006, 07:02 AM
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Admins Can Do That!™
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QUOTE (Jouw @ Apr 26 2006, 12:27 PM)
Here's a suggestion: Get the SMAS/SMB3 question blocks to go with the hills, Goombas and blocks.

I don't necessarily think the SMW/SMA2 ?-blocks look all that bad with SMAS:SMB3/SMA4 sprites.

But anyway, I hope you finish this. A piece of not very important advice I can offer is to try not to make the storyline really heavy, which it appears you might. Heavy storylines just never work in Mario games. Neither do heavy-sounding titles ("The Oddysey Chronicles").

Oh, and I like that you're using a "World X-Y" system rather than just "Level X." nod.gif


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Pucifur
Posted: Apr 27 2006, 03:31 PM
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Well, it's not going to be a simple "Bowser captutres Peach" storyline, though it will have a solid storyline... I'll disclose more info on the story to you when I get a demo out (I just need to fix the slopes).

Oh, and the title might change, because I'm just recycling the title from a dead project of mine.

This post has been edited by Lincoln on Apr 27 2006, 03:32 PM


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Littlink
Posted: Apr 27 2006, 03:41 PM
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Are the slopes working correctly? I sure hope so! ohmy.gif


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Pucifur
Posted: Apr 27 2006, 03:44 PM
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QUOTE (Littlink @ Apr 27 2006, 02:41 PM)
Are the slopes working correctly? I sure hope so! ohmy.gif

I'll PM you on that...


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Pucifur
Posted: Apr 28 2006, 09:17 PM
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The slopes are pretty much worked out, though I am not totally content with Mario's movement yet. Expect a demo, or at least more screens, soon.

And thank you Littlink for all your help!


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Littlink
Posted: Apr 28 2006, 09:34 PM
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You are SOVERYMUCH welcome! That's what I'm here for! laugh.gif


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Pucifur
Posted: Apr 28 2006, 10:18 PM
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Okay, the demo is out.


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Littlink
Posted: Apr 28 2006, 10:26 PM
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Good! Just a few things that concern me.

-Mario's jumps are floaty and a little high

-Goombas are hard to kill whitout being killed

Other than that, I love it! I especially like the ? blocks, very smooth! laugh.gif


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Golem
Posted: Apr 28 2006, 10:52 PM
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The view's bounds were a bit loose--the vbor should be tighter, IMO.

Woot engine, though.

This post has been edited by Golem on Apr 28 2006, 10:56 PM


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Pucifur
Posted: Apr 29 2006, 11:46 AM
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QUOTE (Golem @ Apr 28 2006, 09:52 PM)
The view's bounds were a bit loose--the vbor should be tighter, IMO.

When you say tighter, do you mean it should move with Mario even more or stay in one place?


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Bormogin
Posted: Apr 29 2006, 12:06 PM
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read my pms for further info.

your game is well.


My name is NOT pucifur27.

This post has been edited by Shockstuff on Apr 29 2006, 12:20 PM


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Golem
Posted: Apr 29 2006, 12:41 PM
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QUOTE (Lincoln @ Apr 29 2006, 12:46 PM)
When you say tighter, do you mean it should move with Mario even more or stay in one place?

I mean move with Mario more, as in a larger number for the vbor value.


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Pucifur
Posted: Apr 29 2006, 12:59 PM
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Oh, okay.

Well, I've gotten one other thing accomplished: Ducking.


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Pucifur
Posted: Apr 29 2006, 09:19 PM
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UPDATE: The ducking is pretty much complete now (Mario doesn't get stuck when he goes under a block now), though there are still a few kinks I want to work out.


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