Author Topic: Super Mario Bros. 2 port [AXE]  (Read 16767 times)

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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #45 on: March 23, 2011, 03:55:03 pm »
Yes, I see.
Its also a bit because of the problems we have had on the forums last time, I notice an activity drop :/
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Offline yunhua98

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Re: Super Mario Bros. 2 port [AXE]
« Reply #46 on: March 23, 2011, 04:14:40 pm »
That looks great!  Have you gotten scrolling done yet?

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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #47 on: March 25, 2011, 11:37:24 pm »
Yes, I see.
Its also a bit because of the problems we have had on the forums last time, I notice an activity drop :/

Actually activity increased. It's just that people reply less in project threads because of school. They don't have time to keep up with new demos to try and stuff. X.x In fact, notice how late Chess made front page news. :P

Otherwise, activity-wise notice the bunch of 500 posts day lately. :P (we had around 230-350 per day before nDoom feature).

Even then, though, there are so many projects that just that can make it hard to keep up. This is a good thing there are so many stuff in the works, though.
« Last Edit: March 25, 2011, 11:38:34 pm by DJ_O »

Offline leafy

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Re: Super Mario Bros. 2 port [AXE]
« Reply #48 on: March 25, 2011, 11:44:13 pm »
I tried this a week back when you first released it but didn't remember it until now >.<
Anyways, some qualms I have: When you pick up the POW block (i'm assuming it's a POW block) you need to add a delay or a repeat counter in the getkey to make sure you don't throw it right after picking it up. Also, ducking (i'm assuming you'll add this in the future) needs to be implemented and picking up those radish thingies. Also, make sure the items get removed after they fall off the screen otherwise they'll rollover back onto the screen, which is bad.
Great work so far, though. I like the very accurate death animation :P

EDIT: Also, I think jumping is non-linear in the real game? Maybe try and replicate that.
« Last Edit: March 25, 2011, 11:45:27 pm by leafiness0 »
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #49 on: March 26, 2011, 03:16:28 am »
What does non-linear means? ??? Do you mean we can't change direction while in mid-air?

Offline Deep Toaster

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Re: Super Mario Bros. 2 port [AXE]
« Reply #50 on: March 26, 2011, 11:15:27 am »
I think he means realistic gravity (acceleration). That would be a good idea. Sprites look great though.




Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #51 on: March 27, 2011, 09:22:36 pm »
Ah maybe, that could be that. ANyway I hope to see new updates soon. :)

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #52 on: March 28, 2011, 04:51:36 am »
Yep, I noticed the 'glitch' with the direct throwing. Some of my classmates also said that I should make falling non-linear, like in the actual game.
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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #53 on: March 31, 2011, 04:36:43 am »
*Bump*
I'm sorry for the super slow pace of updates.
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #54 on: March 31, 2011, 06:15:09 pm »
D:

I hope you don't give up, though. Also on Cemetech you seemed interested in a Paper Mario port. Are you still planning to do the SMB2/Doki Doki Panic port anyway even if you decide to do a Paper Mario clone too? It would be nice to see both, although I would obviously recommend not working on both at once unless they used the same engine.

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #55 on: April 01, 2011, 05:15:41 am »
Ah, I think I will be switching between projects. I'm working a bit on another game now, to get some experience with arrays: www.nitrome.com/game/testsubjectblue
« Last Edit: April 01, 2011, 05:16:35 am by aeTIos »
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #56 on: April 16, 2011, 03:38:47 am »
AH ok, you're porting that one for calcs? I hope eventually you finish SMB though, although it's a huge project so it's a good idea to continue practicing with much smaller ones first.

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #57 on: April 16, 2011, 10:24:19 am »
I'm very busy IRL at the moment, because if I don't have good notes, I have to repeat this school year, and I dont feel like wanting that ;)
So updates might go very, very slow.
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Offline Munchor

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Re: Super Mario Bros. 2 port [AXE]
« Reply #58 on: April 17, 2011, 01:34:33 pm »
I'm very busy IRL at the moment, because if I don't have good notes, I have to repeat this school year, and I dont feel like wanting that ;)
So updates might go very, very slow.

Good marks/grades*, I also have something like 'notes' in portuguese :P

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Re: Super Mario Bros. 2 port [AXE]
« Reply #59 on: April 19, 2011, 04:32:32 am »
Ah. I am always confused with the German word "Noten" for mark (I am not German :))
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