looks great! glad to see some progress. Can't wait for it!
Woah, that is quite awesome, yet again! But those feet move a little too fast... Will momentum carry Oiram over edges?
Unicorn wrote:
Woah, that is quite awesome, yet again! But those feet move a little too fast... Will momentum carry Oiram over edges?
Here I fixed the feet; now they only move fast when you are running at insane speeds:
And yes; you could potentially cause Oiram to fall over the edges
EDIT:
Added castle enemies and themes:
Looking great man! I think the momentum addition is a great one and will help reflect the feel of SMB.
MateoConLechuga wrote:
EDIT:
Added castle enemies and themes:
Added castle enemies and themes:
ERMAHGERD, THWOMPS!!!
Also, you're doing a superb job, it looks just like the original Keep up the great work!
MateoConLechuga wrote:
Enemies I still need to implement:
+ Bullets
+ Flying red koopas
+ Flying green koopas
+ Jumping fish
+ Cannon balls
+ Bowser boss
Powerups I still need to implement:
+ Star
+ Leaf
Other things to add:
+ Level ending
+ Pipe movement
This looks absolutely fantastic. My suggestions:
-Have the thwomp stomper activate when Oiram is a little closer
-Bullet Bill be a bit more random when being shot(It looks pretty repetitive)
-Have the Ghost move a little slower, and maybe the Lava Fireball too.
Your game though, do what you will.
I have a question about the bottom half of the screen:
If there isn't any way to utilize it for the main game without slowdown, would it be possible to implement a map of sorts?
If there isn't any way to utilize it for the main game without slowdown, would it be possible to implement a map of sorts?
Eightx84 wrote:
I have a question about the bottom half of the screen:
If there isn't any way to utilize it for the main game without slowdown, would it be possible to implement a map of sorts?
If there isn't any way to utilize it for the main game without slowdown, would it be possible to implement a map of sorts?
Hm, possibly... Although it is a little more fun to explore I have somewhat of an idea for the bottom half, but we'll see. Thanks!
Added flying koopas:
tristris389 wrote:
will this work on the CSE?
I would assume not, unless it is being coded in z80 asm and forcing the CE to run in z80 mode.
I'm confused about one thing, however: why do you have Mario bouncing off the shell when you go on top of it? Shouldn't that just kick it, too? That's how it's worked in every Mario game I've played.
EDIT: Momentum seems to stop when you stop moving, too. Shouldn't it have some carry?
EDIT: Momentum seems to stop when you stop moving, too. Shouldn't it have some carry?
JWinslow23 wrote:
I'm confused about one thing, however: why do you have Mario bouncing off the shell when you go on top of it? Shouldn't that just kick it, too? That's how it's worked in every Mario game I've played.
EDIT: Momentum seems to stop when you stop moving, too. Shouldn't it have some carry?
EDIT: Momentum seems to stop when you stop moving, too. Shouldn't it have some carry?
You are looking at old screenshots or something, momentum does carry over. As for bouncing on a shell; yes, it is totally possible. It does kick if you are to the side of it and jump though. You need to play more Mario
MateoConLechuga wrote:
As for bouncing on a shell; yes, it is totally possible. It does kick if you are to the side of it and jump though. You need to play more Mario
I don't think any Mario game works like what you've shown in the screenshots. I don't remember for sure if jumping on them makes Mario move upwards a bit, but I'm pretty sure jumping on shells always makes them start traveling across the ground.
tr1p1ea wrote:
I'm pretty sure that you do get an extra jump when you jump on a koopa?
I am certain of it.
https://www.youtube.com/watch?v=xyaV69g6mps
Although this is not the exact kind of Mario that Mateo is creating, I just played Mario on my Wii (yeah, I still have Wii ) and you do bounce when you jump on a shell, or a koopa. But it does have be a perfect landing on the middle of the shell.
Quote:
(yeah, I still have Wii )
Same, mine is so old it cant even read CDs
But I can still play downloaded games, and that's how I play Super Mario Bros. (1 and 3). So far, the mechanics in Oiram look exactly like those of the original Mario.
Looking Great, Mateo!
Will there be ground-pound? If so, how will it work on shells? Will they be destroyed or get launched in a random direction?
TheLastMillennial wrote:
Will there be ground-pound? If so, how will it work on shells? Will they be destroyed or get launched in a random direction?
Well, I am basing the game off of Super Mario Bros. 3 Advanced 4, and this feature wasn't added until Super Mario 64. So probably not; but you never know Anywho, as for koopa shell jumping, yes, it needs to be exactly centered. I just fixed that
MateoConLechuga wrote:
TheLastMillennial wrote:
Will there be ground-pound? If so, how will it work on shells? Will they be destroyed or get launched in a random direction?
Well, I am basing the game off of Super Mario Bros. 3 Advanced 4, and this feature wasn't added until Super Mario 64. So probably not; but you never know Anywho, as for koopa shell jumping, yes, it needs to be exactly centered. I just fixed that
There sorta was ground pounding. With the tanooki suit. If you landed on something while a statue you would kill whatever you fell on.
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My Calcs: TI-86, TI SR-56, TI-Nspire CX CAS, TI-83+ SE
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My Calcs: TI-86, TI SR-56, TI-Nspire CX CAS, TI-83+ SE
TI-84+ SE, TI-85, TI-73 Explorer VS, TI-84+ CSE, TI-89 Titanium
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