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> What should I use..., ...to make a SMB3 clone?
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Treeki
Posted: Apr 30 2006, 01:46 PM
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What program should I use to make a clone of SMB3? I'm currently using MMF, but the level designer is confusing and the way the static engine I'm using works is hard to use for more than one level. I'm not sure what I should do..


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mariokid
Posted: Apr 30 2006, 02:20 PM
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I think Game Maker is the easiest to use. It requires simple programming that creates a really good Mario game. Check this game out that Littlink made. He used gamemaker and it turned out really good.

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Treeki
Posted: Apr 30 2006, 03:01 PM
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I've tried GM, it's very confusing and I can't even figure out simple things like moving a character, jumping, etc.


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mariokid
Posted: Apr 30 2006, 03:56 PM
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Well, as long as you don't claim this programming yours, you can use this to help you. Its not completely finished so its not really entirely perfect, but I'm sure it will help. You can use this as an example to get started.

arrows: move
up: jump
ctrl: run faster

As Fire Mario
ctrl: shoot fireball

As Racoon Mario
hold up while running to fly
tap ctrl repeatedly to glide

(These controls aren't really the most comfortable, but I'll be working on that later.)

This post has been edited by mariokid on Apr 30 2006, 04:00 PM

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Attached File  Super_Mario_Bros_2.gm6
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Explosive Shroom
Posted: Apr 30 2006, 05:21 PM
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QUOTE (Jouw @ Apr 30 2006, 01:46 PM)
What program should I use to make a clone of SMB3? I'm currently using MMF, but the level designer is confusing...

How so?


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Treeki
  Posted: Apr 30 2006, 06:02 PM
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QUOTE (Explosive Shroom @ Apr 30 2006, 05:21 PM)
How so?

Well, it's not so much the level designer, but practically every other designer/editor in MMF. The event editor is annoying to use, and the storyboard editor gets in the way. Even the active object editor is hard to use with the way it opens a new window to edit each frame.


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Explosive Shroom
Posted: Apr 30 2006, 06:10 PM
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QUOTE (Jouw @ Apr 30 2006, 06:02 PM)
Well, it's not so much the level designer, but practically every other designer/editor in MMF. The event editor is annoying to use, and the storyboard editor gets in the way. Even the active object editor is hard to use with the way it opens a new window to edit each frame.

I agree with you that the active object editor does suck, but I fail to see anything that makes the event editor annoying. Your options are really:
a) Get the full MMF for the Platform Extension
b) Try to learn GM
I'm pretty sure you'll get used to MMF over time, though.


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Treeki
Posted: Apr 30 2006, 06:22 PM
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There are two problems I'm having with my game right now:
1. If the two animated Water objects I added both go off the view of Mario, when they come back into view they will be out of sync.
2. Pipe animations are not working properly. I added a non-player-controlled Mario sprite which is hidden, he is placed at the top of the pipe. Therei s a hidden pipe detector sprite at the top as well.
When Mario presses Down while over the pipe detector, he is supposed to be hidden, then the pipe Mario is shown, switched to the going down pipe sprite and moved down behind the pipe using path movement. Works fine, but Pipe Mario moves too fast, and Mario reappears instantly on top of the pipe, creating a bad illusion. What can I do?


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Explosive Shroom
Posted: Apr 30 2006, 06:30 PM
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QUOTE (Jouw @ Apr 30 2006, 06:22 PM)
There are two problems I'm having with my game right now:
1. If the two animated Water objects I added both go off the view of Mario, when they come back into view they will be out of sync.

Right-click the object, choose Scrolling, and then uncheck the check box that says something like "inactivate object when far from window." That should solve that issue.
*goes back to read part 2*
QUOTE
Pipe animations are not working properly. I added a non-player-controlled Mario sprite which is hidden, he is placed at the top of the pipe. Therei s a hidden pipe detector sprite at the top as well.
When Mario presses Down while over the pipe detector, he is supposed to be hidden, then the pipe Mario is shown, switched to the going down pipe sprite and moved down behind the pipe using path movement. Works fine, but Pipe Mario moves too fast, and Mario reappears instantly on top of the pipe, creating a bad illusion. What can I do?

You really shouldn't have a separate "Pipe Mario" object.

This post has been edited by Explosive Shroom on Apr 30 2006, 06:33 PM


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Treeki
Posted: Apr 30 2006, 06:32 PM
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Thanks so much smile.gif If you need the CCA file, I can upload it.


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Treeki
Posted: Apr 30 2006, 06:33 PM
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Thanks so much smile.gif If you need the CCA file, I can upload it.


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Explosive Shroom
Posted: Apr 30 2006, 06:33 PM
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QUOTE (Jouw @ Apr 30 2006, 06:32 PM)
Thanks so much smile.gif If you need the CCA file, I can upload it.

Wait, huh?


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Treeki
Posted: Apr 30 2006, 06:34 PM
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Thanks so much smile.gif If you need the CCA file, I can upload it.


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Explosive Shroom
Posted: Apr 30 2006, 06:34 PM
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QUOTE (Jouw @ Apr 30 2006, 06:34 PM)
Thanks so much smile.gif If you need the CCA file, I can upload it.

...Triple post of the same thing? huh.gif

This post has been edited by Explosive Shroom on Apr 30 2006, 06:35 PM


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Treeki
Posted: Apr 30 2006, 06:35 PM
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Yuck! I HATE TRIPLE POSTING. The server refused to respond... sad.gif
Edit: I see there's no delete post here. If anyone who can could delete 2 of my posts, I'd be grateful...

This post has been edited by Jouw on Apr 30 2006, 06:35 PM


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Xgoff
Posted: Apr 30 2006, 06:36 PM
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QUOTE (Jouw @ Apr 30 2006, 05:22 PM)
There are two problems I'm having with my game right now:
1. If the two animated Water objects I added both go off the view of Mario, when they come back into view they will be out of sync.

Put a new counter in your level called "animcounter" or something, then:

Every (set to how fast you want it to animate)
-> Add 1 to "Animcounter"

"Animcounter" > (however many frames there are in the sprite)
-> Set "Animcounter" to: 0 try 1 if it doesn't work right

Always
-> Force animation frame of "Water" to: Value("Animcounter")


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Explosive Shroom
Posted: Apr 30 2006, 06:37 PM
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QUOTE (Xgoff @ Apr 30 2006, 06:36 PM)
Put a new counter in your level called "animcounter" or something, then:

Every (set to how fast you want it to animate)
-> Add 1 to "Animcounter"

"Animcounter" > (however many frames there are in the sprite)
-> Set "Animcounter" to: 0 try 1 if it doesn't work right

Always
-> Force animation frame of "Water" to: Value("Animcounter")

So just telling it to not inactivate it won't work?


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Treeki
Posted: Apr 30 2006, 06:39 PM
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The animation problem was solved already, now I just need the pipes thing to be fixed.
I have to go to bed now anyway. Goodbye everyone..


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Xgoff
Posted: Apr 30 2006, 06:40 PM
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QUOTE (Explosive Shroom @ Apr 30 2006, 05:37 PM)
So just telling it to not inactivate it won't work?

It will, but it would cause problems if you wanted to sync things that needed to be inactivated


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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