New Version Of Mario! (specifically 9850)
#1
Posted 12 August 2006 - 02:48 AM
New features over Beta 1 include:
=) Numerous bugfixes
(trivia: there was a bug where you couldn't move left if you were in the middle of the screen!)
=) New sprites and locations
Castle: Including pedestals, chandeliers (or candles?), pictures hanging from the ceiling, and more to come!
=) Still as fast as the previous version!
Runs quite smoothly on the 9850
=) Level editor bugfixed!
Now it works fine! (At least on first glance...)
=) And MORE...
Screenshot:
^ As you can see, there is no mountain in this screenshot, this is because this is a castle level (no castle background yet)
Any feedback will be greatly appreciated (in anticipation!)
>> Release Date: Soon!!, Stay posted here! <<
Edit: Game released, see below
#2
Posted 14 August 2006 - 09:58 AM
Hopefully, the new version will be out very soon. I'll bump this post when its done.
EDIT: Update:
=) This just keeps getting better! 2 new levels, + a new sprite for coin boxes (GREAT!)
=) Expect the new release within DAYS!
By the way, you can download the old version (Mario 2 Beta 1) at the filesharing. Thanks!
Update:
=) I have now split the program into ~4 chunks, as the one big program was getting too big (~5000b).
=) By splitting into chunks, the screen will draw faster (this is game-dependent, not for every game, but for this one!).
=) The new release will have 5 levels, instead of the old 3 (1 of the old levels was really small and has been cut out).
Update:
=) I have added numerous speed optimizations, the game now RUNS faster! Yes!
=) I have added a load feature, when you break the game, if you dont use the graph screen and dont change any game variables, you can load directly to your last point in a flash!
=) Everything seems ready to go. So...
Release Date: Sat 19 August 2006
Includes 6 levels! (5 and 1 bonus)
Awesome gameplay!
Level editor to customize your gaming experience!
Random level generator! (Reliability not guaranteed)
Super graphics and sprites!
(This game does not finish the storyline, it merely begins it. The next version will simply add more levels to tie in with the story, + bugfixes and features if necessary).
#3
Posted 18 August 2006 - 12:34 AM
#5
Posted 21 August 2006 - 11:20 AM
#6
Posted 21 August 2006 - 02:19 PM
#7
Posted 22 August 2006 - 08:22 AM
#8
Posted 22 August 2006 - 09:25 PM
#9
Posted 30 August 2006 - 12:36 PM
#10
Posted 01 September 2006 - 03:13 PM
Another thing that i noticed is that you may have to improve the first run of the game, maybe it was my mistake but i did run the install and then ran the game and selected new game, and it did throw an error, at the second attempt it ran fine.
Appart from this i think the game is great, nice work!
#11
Posted 02 September 2006 - 05:34 AM
Again, thanks.
By the way, Did you make it to the last level?
You'll need to work out a cool trick to access the secret areas in level 5!
And you might just find something if you beat that level...
#12
Posted 02 September 2006 - 10:02 AM
Another thing that i remembered is that the invisible blocks and the blocks you can see but you can go through are quite a surprise but don't abuse on their use, players may find it frustrating, don't forget we don't know where they are (unlike you that design the levels).
#13
Posted 03 September 2006 - 06:33 AM
Also, Ill give a little hint: there is a secret after the last level!!
However, beating the last level can be tricky if you want to get all the goodies, or start on the left-bottom. To get over the spike that you might seem to always land on after walking out, hit jump, wait a sec, then move to the right -> if timed correctly, you should jump up, which gives you time to dodge the spike and make it to safety!
#14
Posted 06 September 2006 - 09:35 AM
Here is a quick one (the flower on the right was supposed to move, the pic doesnt seem to be working right)
Thats right! Quick list:
=) REAL character that turns the way you move!! (Not just theta!)
=) REAL animated sprites that actually move, while hardly affecting your speed! (eg. a dancing flower!)
=) Still the fastest Mario game for the CFX available! Makes heavy use of optimization techniques!
=) All this, coming soon!
#15
Posted 08 September 2006 - 10:26 AM
Theres only one slight problem!...
They impede your speed slightly, so I added a touch of code that ONLY activates their next frame if you have not pressed a button. It works great, seeming to only move the sprites when you are idle. It still gets in the way sometimes.. Maybe should be if you havent pressed a button last 2 loops?
Still, the animated sprites are really cool.. I gotta post screenies..
#16
Posted 09 September 2006 - 02:35 PM
In the game i made moving things kind of get in the way :S but your aproach is really smart, nice thinking
When can you have a new version for testing ?
#17
Posted 21 September 2006 - 02:55 PM
Okay, Im just adding more levels (castle) and perhaps fine-tuning a few more details... and then hopefully everything will be finished and ready for release!
@Future people who may want to use my mario engine:
Ok, listen up game devs. As of yet, I have not released a readme for creating sprites for use with this engine, or how to use them. There is not much else to it. The engine handles keypresses, dieing, standing on solid blocks, and collecting items (like coins). I have also implemented an enemy system, though it slowed the game down slightly, so for now I have taken it out. When I release a readme for sprites and the full use of the engine, Ill holler.
#18 Guest_beatlestyle_*
Posted 03 April 2008 - 01:19 PM
#19 Guest_jason_*
Posted 01 May 2008 - 10:10 AM
#20 Guest_Jeff the maori ow_*
Posted 01 November 2010 - 08:21 AM
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