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 Mario game
JonnyJinx
Posted: Jul 20 2006, 05:22 PM


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I might of told some of you, but I'm working on a Mario style platoformer game. It doesn't have a name or plot yet, but I have a beta, which is basically world 1.

To download:
Version 1: http://www.sharebigfile.com/file/12976/BetaMario.zip.html

Version 2: (see alterations between v1 and v2 on my latest post)
Version 2

NOTE: Press spacebar to get past the title screen

And these are the controls:
IN GAME CONTROLS

Left and Right arrows - Walk
Ctrl - Fire/Run (Hold down to run)
Alt - Jump/Fly/Swim
Alt+up - Jump higher out of the water
End - Pause
Up arrow - Enter a door/upper pipe
Down - Duck/enter lower pipe
Enter - Open treasure chest in toad's house
Alt (while ducking) - Turn into statue mario (if you have a Tanuki Suit)



TESTING/CHEAT CONTROLS

Mapscreen:
Number keys 1-6 - Change Mario's powerup
M - Toggle music
Backspace - restart

Overworld:
F - Cycle through powerup forms
Backspace - restart
2 - activate invincibility
1 - deactivate invincibility


Also, can you tell me if any of you think that Level 2 and 4 are too hard in contrast to the rest of the world? Thanks.

This was made using the SMB3 Engine by Djrellik & Pwyskowski


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RetroJape
Posted: Jul 20 2006, 05:46 PM


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Pretty good, but if you're going to make a Mario type game, at least make it different from the actual games, instead of having it just be a watered down SMB3. It is better than other fan games I have played, but putting something of your own into the game wouldn't be a bad idea.
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JonnyJinx
Posted: Jul 20 2006, 06:42 PM


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This is only the first world. I am aiming for a kinda mix between SMB, Lost Levels and SMB3 though. It will get more intresting with more differences between Nintendo's games and this. Don't forget, the first world is supposed to be easy and so not the most intresting world there is.

Thanks for comments though.


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RetroJape
Posted: Jul 21 2006, 11:33 AM


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Well, I think it would be better if games were more dynamic in the beginning to grab your attnetion, and then have an outstanding finale.

This post has been edited by RetroJape on Jul 21 2006, 11:34 AM
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JonnyJinx
Posted: Jul 22 2006, 03:40 AM


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Well, it doesn't even have a storyline yet. I can't really make it THAT dynamic. Tell me what you had in mind though.


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Rue
Posted: Jul 22 2006, 08:37 AM


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QUOTE (RetroJape @ Jul 21 2006, 11:33 AM)
Well, I think it would be better if games were more dynamic in the beginning to grab your attnetion, and then have an outstanding finale.

No,no,no,no, you clearly don't understand how fangames are made. In order to get the dynamic game you want the creator has to start simple first, the basics of the game engine must be laid down, glictches and other problems must be weeded out and only after that can he or she start adding to the engine.

An example would be Strider's Megaman Chronicles, it will have tons of other feature when it is to be completed but for now Strider is trying to emulate the classic MM engine perfectly, theres no point doing anything else until this is complete.

Edit: Now for some C+C from me.

Engine(Gameplay)
---------------------
For the most part you've mimiced the classic mario format nearly flawlessly, however there are a few minor things that need some fixing.

1: Animation speeds: Some of mario's special powerups tend to be a little slower than they were in the real games (Racoon Mario), and his run sprites reapeat oddly.

2: When you die you start back at the start of the world map, not a huge problem
but that should be changed so that you remain on the level icon that you died on.

3:Some falling platforms respawn after falling, they should only do this when they are not on screen.

Graphics
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You have done well in terms of graphic placement and level design, the enemys move as they have done in the real games, although smaller mario seems to hover slightly over the floor, also on the map, moving sprites have a glictchy graphic below them. I've noticed no sprite mixing so good job.

My only gripe is the 1-up graphic.

Music
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All mario themed, so there is no problem here, SFX also is spot on. (a volume option would be a good idea in the final release of the game.)

Improvements/New Gameplay options
--------------------------------------------
Better end of level areas: They where rather dull, so some music or flashy ending to
a level (aka Super Mario, or Mario World) would be an improvement.

Addition of some new mario gameplay elements, the Ground Pound or Wall Jump would be a welcome edition, it would also alow you more diverse level designs.
NSMB proved that these could be added into a 2-D style mario game.

Overall
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This is a quality game, it has all the makings of a great mario fangame if you continue, I recomend you take my C+C to heart to make you're game even better.

This post has been edited by Rue on Jul 22 2006, 09:15 AM


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RetroJape
Posted: Jul 22 2006, 03:12 PM


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Well duh, when making any game you have to make sure it runs correctly before concentrating on the flashy stuff, I merely suggested he should make it more interesting story wise. Whenever he gets around to that, good for him, but he has to make sure the game itself isn't buggy.
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AmIBored
Posted: Jul 22 2006, 07:03 PM


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- Mario's jump seems a little too "floaty", if you know what I mean.
- When you jump as Super Mario, the camera moves up 1 block for a split second. It annoyed me at first but I got used to it.
- When you get hit, it seems like you "downgrade" too fast.
- Your power up "tier" goes Mario > Super > Fire > Racoon. In SMB3, once you were Super, you could get both Fire and Racoon from different boxes.
- The Leaf seems to float down wierd.
- Racoon Mario's tail-whack is too slow.
- Pirahna plants don't flip over like other enemies do when hit by a fireball or a shell, they just dissappear.
- Dry Bones and Koopas seem to hit you at odd times. I mean, you have to jump earlier than in SMB3 to not get hit.
- Dry Bones seems to walk too fast. He also puts himself back together too quick.
- I swear Buzzy Beetle was smart like Red Koopas, but they walked off the edge here, but I might be wrong.
- The timing required to bounce off of enemies and note blocks seems off.
- The font for "Game Paused", "Game Over", the points, and the 1UP message don't seem too Mario-ish.
- The sprites from the end of level block and the ones that appear in the bottom corner do not match.
- You can't end the level by hitting the end-of-level block from the side.
- I got myself stuck in the flying-but-not-really animation (i wasn't Racoon, but i got my P-bar charged to full and jumped) by bouncing over the note blocks in level 2.
- You can bypass level 5 by going through the slots.
- The toad house just seemed wierd. Toad was really blurry, you used the SMAS/SMA3 house but the SMB3 chests, you couldn't open the chest by hitting run like in SMB3, you had to use enter, and you had to manually pick up the item.
- The dying sound effect doesn't get to finish before you get to the world map.
- The jumping fireballs don't jump at the same height each time you go into the level.
- I thought small Mario couldn't flip the blocks, but I haven't played SMW in ages. :\

Sorry if I seem too nitpicky. >_> It wasn't that bad. You're off to a great start. Give us World 2 when you get done with it :D

This post has been edited by AmIBored on Jul 22 2006, 07:04 PM


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Rue
Posted: Jul 22 2006, 11:39 PM


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QUOTE (RetroJape @ Jul 22 2006, 03:12 PM)
Well duh, when making any game you have to make sure it runs correctly before concentrating on the flashy stuff, I merely suggested he should make it more interesting story wise. Whenever he gets around to that, good for him, but he has to make sure the game itself isn't buggy.


"Well duh", but like JonnyJinx stated it's beta, adding the plot in the game should not even be brought up at this time. Since it's a mario game i'd assume plot is the very last thing to be added since it's never been a big thing in the main platformer games.



This post has been edited by Rue on Jul 22 2006, 11:50 PM


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"Judging Japan and the Japanese language by Anime and Manga is about as accurate as judging America by Star Trek movies -- in short, completely utterly wrong."


Rule: 1 Rue is awsome, obey the Rue
Rule: 2 Rue is sexy, all women must want me
Rule: 3 Repeat Rules 1 and 2
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Scott
Posted: Jul 23 2006, 03:49 PM


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Looks pretty wonderful. I think I'll try to get the old SMRPG engine I and others were working on out again.


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lwelyk
Posted: Jul 23 2006, 09:32 PM


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Here's the forum if you forgot scott and I wish you luck on your fangame JJ, I'm not going to DL the beta but I assume it is good.


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Scott
Posted: Jul 23 2006, 11:49 PM


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I'll never forget it haha, I still check up an it every now and then.^

This post has been edited by Scott on Jul 23 2006, 11:50 PM


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lwelyk
Posted: Jul 24 2006, 04:05 PM


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QUOTE (Scott @ Jul 23 2006, 11:49 PM)
I'll never forget it haha, I still check up an it every now and then.^

Yeah I check in 2 times a month


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RetroJape
Posted: Jul 24 2006, 05:24 PM


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QUOTE (Rue @ Jul 22 2006, 11:39 PM)
QUOTE (RetroJape @ Jul 22 2006, 03:12 PM)
Well duh, when making any game you have to make sure it runs correctly before concentrating on the flashy stuff, I merely suggested he should make it more interesting story wise. Whenever he gets around to that, good for him, but he has to make sure the game itself isn't buggy.


"Well duh", but like JonnyJinx stated it's beta, adding the plot in the game should not even be brought up at this time. Since it's a mario game i'd assume plot is the very last thing to be added since it's never been a big thing in the main platformer games.

In other words, what I just said?
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Dry Bomber kart
Posted: Jul 24 2006, 07:19 PM


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Oh no i was at the exact ending of lvl 2 but i fell off and i couldnt get back!
Do'h mamamia!


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Click click click BOOST!
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Which Neglected Mario Character Are You?


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Rue
Posted: Jul 25 2006, 08:43 AM


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QUOTE (RetroJape @ Jul 24 2006, 05:24 PM)
QUOTE (Rue @ Jul 22 2006, 11:39 PM)
QUOTE (RetroJape @ Jul 22 2006, 03:12 PM)
Well duh, when making any game you have to make sure it runs correctly before concentrating on the flashy stuff, I merely suggested he should make it more interesting story wise. Whenever he gets around to that, good for him, but he has to make sure the game itself isn't buggy.


"Well duh", but like JonnyJinx stated it's beta, adding the plot in the game should not even be brought up at this time. Since it's a mario game i'd assume plot is the very last thing to be added since it's never been a big thing in the main platformer games.

In other words, what I just said?

More like what I said, you just repeated a version of my original reply to you're post in you're defense, and even them my second reply raises a different point.

This post has been edited by Rue on Jul 25 2006, 08:44 AM


--------------------
"Judging Japan and the Japanese language by Anime and Manga is about as accurate as judging America by Star Trek movies -- in short, completely utterly wrong."


Rule: 1 Rue is awsome, obey the Rue
Rule: 2 Rue is sexy, all women must want me
Rule: 3 Repeat Rules 1 and 2
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JonnyJinx
Posted: Jul 26 2006, 10:18 PM


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The second world has been completed!

Version 2

A few things have been altered/added/fixed as well

-Map screen cleared up
-Toad houses graphically enhanced
-Starman music stops after invincibility has worn off.
-The death music can now finish before returning to the map
-There is a save system (but unfortunately nothing to send you straight to world 2, but you can press "delete" on the world 1 maps to skip levels. Just don't do it on the castle or you can't make any progress at all.)
-A few levels toned down in world 1
-New subboss (exclusive to world 2 currently)
-New World (obviously =P)


Reported bugs:
-Paragoomba offspring have been removed from the game temporarily as they can cause the game to crash or similar.
-It's hard to jump out of water
-Cheep-cheep randomly appear in level 2-6
-Lives not carried on from world 1.


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Mr. X
Posted: Jul 27 2006, 08:21 PM


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I just finally downloaded this now.

It's awesome. Although, Mario's jump was a little too fast. He would jump up too fast and fall to fast. All the other problems were already pointed out I think.

Well, unless you intended it this way, Mario sank way to fast in the quicksand, and the sound effect when the Thwomp hit's the ground doesn't sound right.

Aside from that, awesome. The smoothest running fan made Mario game I have ever played.


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JonnyJinx
Posted: Jul 27 2006, 10:08 PM


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Hmm, quite a few people say mario jumping is too fast or floaty... I'll see what I can do about that, and the quicksand. The thwomp noise will probably be easy to fix.

Thanks, btw smile.gif


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Mr. X
Posted: Jul 27 2006, 10:27 PM


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It's funny, my bro was looking for Mario games online and was yelling, "OMG, all these games suck!" Then he downloaded this game and he loves it. He wouldn't stop playing.


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smithy8000
Posted: Aug 22 2006, 12:25 PM


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when I try downloading the file, it won't work. It says the file doesn't exist. Weird. Anyone know what this is?
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JonnyJinx
Posted: Aug 25 2006, 12:58 PM


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It's expired, it'll be back up when the next version is out


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