Hi guys, so here is the first stable build of my entry for the competition, running in the soon to be release version of my engine, which I have been reworking for the last two months to support the most crucial OOP features: single inheritance, encapsulation and polymorphism.
(You must use DogP’s padder to run it on the real VB).
Enjoy :-).
jorgeche
Attachments:
This is the first game I’ll try when the Flashboy when the Flasboy arrives at home 😀
jorgeche wrote:
Hehehe… it is my own take on the plants… I really didn’t like the way they worked in the official games (stop coming out when mario is close to the pipe) so I change it the way I want them to work… anyway I can make the bounding box for collision detection to be maybe 4 pixels after the top of its head to not being killed by it when it’s starting to coming out.
Thanks for the feedback!.
jorgeche
Heh, cool… I kinda agree about the plants coming out while you’re on them (keeps you moving), but the biggest problem I had was how the second flower wouldn’t come out of the pipe until you jumped… and by then it’s too late :-P. I had to fake it out by going closer to it in the background, then go to the foreground and jump as it was going down. And then dying after landing on an (almost?) non-existant flower was kinda annoying too ;-). But yeah… it’s looking good!
DogP
Heh, cool… I kinda agree about the plants coming out while you’re on them (keeps you moving), but the biggest problem I had was how the second flower wouldn’t come out of the pipe until you jumped… and by then it’s too late :-P. I had to fake it out by going closer to it in the background, then go to the foreground and jump as it was going down. And then dying after landing on an (almost?) non-existant flower was kinda annoying too ;-). But yeah… it’s looking good!
DogP
Thanks. Well if you look closer, there are two little blocks, one in the furthest layer and one in the middle one (the same as the pipe with the plant)… maybe you can jump from one block to the closer and that way avoid the plant ;-)…
And now that you point those issues (and that I’m currently working in the industry where you must program to satisfy the customer’s tastes, tell me about soccer moms) I think I’m going to make the game as hard and exactly as puzzling as I (a programmer) think it must be, regardless of the general opinion. We are doing this stuff for the fun and the challenge isn’t it? and no one is going to pay us for, so I think we deserve the right to design our games the way we want, and the people downloading them can complain all what they want, but since they are not paying, we don’t lose any customer |-D., what do you think?
By the way… did you check the topic I created in the Development forum? I could use some advice from you.
jorgeche
Heh, actually I didn’t realize that I didn’t need to jump on that block… that solves my problem ;-). The problem that I had with it was that the plant wouldn’t come up unless I was close enough to it, and if I go directly to the floating blocks, the plant would never come up. Is that how you intended it? But yeah… of course it’s your game, so make it however you want… just wanted to give you some feedback from a players point of view.
DogP
Yes, well I mean, It is cool and all to make a Mario game and emulation the layout and enemies from it… but it would be better to add some twists to the formula to make the demo worth a note as not only a clone, but hey, any feedback is welcome!, otherwise I wouldn’t post my work and keep it solely for myself.
BTW after the competition I would love to see the code you re doing for the ¿7 mode? graphics, are you going to release the code?
jorgeche
i love the idea of a challenging mario game with puzzles in it. its way better than a port of sorts.
I plan on releasing the code when I’m done… but who knows when that will be. I’m not sure if I’ll release the full code before it’s “finished”, but I’d be glad to give out chunks of code or make a simple demo using it if it’ll help people use it in their own stuff and understand it better.
DogP
Hi, here is the latest build which is now running a lot better on the real machine (due to changing all math from float to fixed point, thanks guys) and it haven’t crashed on it too.
jorgeche
Attachments:
i couldn’t try it out on hardware yet, but the game is becoming getting better and better rapidly, fantastic! 🙂
you forgot to include the compo splash by the way. 🙂
Thanks, I will make the last submit tonight and will make sure to include the whole splash sequence.
jorgeche
Well thanks to the last update the game works perfectly threw the vb
On the emulator on the other hand the enemies becomes invisible and when u walk back u become invisible, but still works on the vb so I will not complain
I like the new things like the flower one and one part just pissed me of
After u jump on a pipe with a flower enemy on it u have to jump back in the screen but u have to land on a enemy in order to jump higher and land on the top floor above the enemy
To many times I landed on the enemy but did not jump high enough
Still very fun indeed, to bad it`s a small level
On the emulator on the other hand the enemies becomes invisible and when u walk back u become invisible
I suppose you are using rdragon, the engine is designed to work with the latest version of rboy.
Glad to hear it works fine on hardware.
To many times I landed on the enemy but did not jump high enough
You’re supposed to hold A button like in other Mario games to bounce higher.
jorgeche
jorgeche wrote:
Hi, here is the latest build which is now running a lot better on the real machine (due to changing all math from float to fixed point, thanks guys) and it haven’t crashed on it too.jorgeche
Is this the last version, or is another one coming?
DogP
I will be posting a last one… it is 8pm here in Ecuador… so I hope to not break the rules if I submit my last build before 12am (Ecuador time) … Krisse?
jorgeche
Ok here is the last build.
Some instructions:
Now the game can be paused with START.
I’ve include some debug functionality to show off some of the engine capabilities:
Press SELECT to change between the following modes:
· Playing
· Moving screen
· Moving perspective
While on “Moving screen” mode, use the left directional pad left and right buttons to move the screen and see the whole level.
While on “Moving perspective” mode, use the left directional pad to move the user’s view point, and use the right directional pad to affect the parallax effect.
jorgeche
Attachments:
Thanks DogP, it will be a really cool competition, all the entries are looking really good so far..
jorgeche
I really like it alot
The Moving perspective is so cool and the game (small level) really has many things that makes the game stand out on the vb
good job indeed, hope someone will make the full game within 2 years 🙂
Thanks for the compliments Akumie, glad to hear you are liking it.
jorgeche
So I just recorded the game threw emulator and if you have not seen or played the game here it is