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Omnimaga
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Super Mario ASCII
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Topic: Super Mario ASCII (Read 28034 times)
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Radical Pi
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Super Mario ASCII
«
on:
April 10, 2006, 07:24:00 am »
Yes, this will be one of my side projects. I'm in th process of working out the technical issues, like random enemy detection. Tell me what enemies you want included!
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Krid
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Super Mario ASCII
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Reply #1 on:
April 10, 2006, 08:23:00 am »
Cool! I was thinking of doing an ASCII platformer today. I'll be very interested to see how you are going to pull the engine off! Very cool idea
As for enemies, I'd say you should start out with the most default enemies in the Mario universe? Goombas, forms of Koopa's etc.
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Radical Pi
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Super Mario ASCII
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Reply #2 on:
April 10, 2006, 09:05:00 am »
Thanks, its always good to hear specific responses rather than screenshot please.
I'm definitely going to do Goombas and Koopas, but I was also thinking about including the piranha things. I've been playing Super Mario v1.2 all day to see what I've missed, and there aren't many.
The characters to represent them are also my main concern right now. (I know, this type of programming is bad.)
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tifreak
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Super Mario ASCII
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Reply #3 on:
April 10, 2006, 11:57:00 am »
http://tifreakware.calcgames.org/ainfo/90.htm
I thought about doing one, but then decided against it. I have too much to do as it is...
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rivereye
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Super Mario ASCII
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Reply #4 on:
April 10, 2006, 11:59:00 am »
might turn out good, good luck
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>(<')
tenniskid493
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Super Mario ASCII
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Reply #5 on:
April 10, 2006, 12:34:00 pm »
Screenshot please
LOL...sounds really cool. I would stick with the basic enemies like Krid said, and I'd also like the flower/eating things (don't know their name) that come out of the pipes. Those always make things interesting.
[ot]Avatar size is too small. Could it be made bigger[/ot]
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necro
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Super Mario ASCII
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Reply #6 on:
April 10, 2006, 06:14:00 pm »
some suggestions:
omega : goomba
n : koopa
u : flipped koopa
n w/~ : flying koopa
v
: :pirahna plant (tube flower)
:
pi :small mario
o
6 :big mario
r
6 :fire mario
* :fireball
L :floor
= :bricks
?: question block
[ ]
[ ] :tube
w :fire flower
pi :musheroom
x :starman
flashing pi :1 up
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
the_unknown_one
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Super Mario ASCII
«
Reply #7 on:
April 11, 2006, 01:27:00 am »
This sounds cool, but I hope i'll be able to decode the screen... I think not
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Krid
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Super Mario ASCII
«
Reply #8 on:
April 11, 2006, 02:27:00 am »
Regarding necro's list: Wouldn't it be better if a regular koopa would be "n" and a flipped koopa "u". That way it really looks flipped.
The main concern, next to getting a suitable engine done in BASIC, are indeed the graphical differences between enemies. Would it be possible to make mario and/or enemies 2 characters high?
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Super Mario ASCII
«
Reply #9 on:
April 11, 2006, 02:35:00 am »
wow that sound nice, do u know if you'll have a playable demo or screenshot soon?
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the_unknown_one
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Super Mario ASCII
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Reply #10 on:
April 11, 2006, 02:38:00 am »
A playable screenshot :lol:
Well I hope he shows us something soon.
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Krid
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Super Mario ASCII
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Reply #11 on:
April 11, 2006, 02:41:00 am »
Be a bit more open minded
Would be a waste to see Radical_Pi rush things too fast just to get a screenshot done! Tell us more about the engine you're going to use.
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the_unknown_one
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Super Mario ASCII
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Reply #12 on:
April 11, 2006, 02:44:00 am »
I was joking! C'mon give us some more info
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necro
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Super Mario ASCII
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Reply #13 on:
April 11, 2006, 04:34:00 am »
then the screen would only be 4 enemies tall...
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VB.Net, C#, C++, Java, Game Maker
Radical Pi
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Super Mario ASCII
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Reply #14 on:
April 11, 2006, 11:13:00 am »
Wow I've been gone less than 20 hours and this is what happens?!
I have still been playing SM 1.2 to think of what I missed. And my handy Super Mario Bros Deluxe for GameBoy Color...
Necro: omega makes a good goomba.
n is already koopa.
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