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> Super Mario RMXP, (not an rpg)
Khatharr
post Oct 11 2009, 06:46 AM
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Oh boredom, thou vile fiend...

Anyway, though y'all might get a chuckle from this.

[attachment=8174:mario__beta_.rar]
(newer version below)

This post has been edited by Khatharr: Oct 12 2009, 06:34 AM



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Mac
post Oct 11 2009, 10:25 AM
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The awesomeness.. It's too great to withstand!







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InFecTioN
post Oct 11 2009, 10:45 AM
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Lol, that's kinda cool. why does pushing x = instant game over? And isn't mario supposed to be big mario in order to break blocks?

This post has been edited by InFecTioN: Oct 11 2009, 10:46 AM




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Khatharr
post Oct 11 2009, 06:10 PM
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Goombas, mushrooms, fixes:

[attachment=8175:mario__beta_2_.rar]
(newer version below)

This post has been edited by Khatharr: Oct 12 2009, 06:34 AM



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post Oct 11 2009, 06:30 PM
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InFecTioN
post Oct 11 2009, 08:50 PM
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when you hit the side of a block with big mario, the block will break. When you hit an unbreakable, you like teleport under it.




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Khatharr
post Oct 12 2009, 12:26 AM
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It's something that's happening when the upper 32 pixels of the collision rect hit a block while moving sideways. If he's moving downward he ends up on top of it. The x direction is handled first to try to avoid that kind of thing but it's obviously screwing up somewhere, so I'm running some tests.

----------------------------
Figured it out. My collision tests didn't take into account the possibility that the one object could 'wrap around' the rect of the other.

I just rewrote the collision tests and it works okay now:

RUBY
  def intersect_x(other)
    if self.right < other.left
      return false
    end
    if self.left > other.right
      return false
    end
    return true
  end

  def intersect_y(other)
    if self.bottom <= other.top
      return false
    end
    if self.top > other.bottom
      return false
    end
    return true
  end


This post has been edited by Khatharr: Oct 12 2009, 01:15 AM



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Khatharr
post Oct 12 2009, 06:33 AM
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Third version. You can customize the map in RMXP editor now, but it expects the height to be 15 blocks. There's some problems with the goombas that I'll look into tomorrow, then I'll add ducking and start adding more entity types.

[attachment=8177:mario__beta_3_.rar]
(new version below)

This post has been edited by Khatharr: Oct 13 2009, 02:43 AM



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InFecTioN
post Oct 12 2009, 10:20 AM
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Awesome, it seems thing are coming along nicely. The only issue I found in this one was, you can break 2 blocks at a time. Is that even problem? I don't remember if u can or cant in mario.




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Jaberwocky
post Oct 12 2009, 10:30 AM
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Cripes, I haven't even had time to try the first version after downloading it and you're already up to the third o-o

Anyways, I think you should replace goombas with baby Mario.
Everyone hates baby Mario.
If you don't, you've never played Yoshi's Island.

I just...
I just want to jump on him -so much- D:


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InFecTioN
post Oct 12 2009, 11:12 AM
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He's using the Super Mario All stars graphics, not the Super Mario graphics.




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GubiD
post Oct 12 2009, 11:31 AM
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Looks awesome Khat! Only 1 problem, same as my Gradius engine, when you get too many objects in the scene it is unbearably slow due to all the collision detecting. The only way I can think to possibly make that better though, is to make a DLL to do the checking. But even then, it still has to cycle through each of the objects, which I believe is the root of the problem anyway.

Regardless it is awesome. I am sure that many will love it.

btw.. made a little edit myself of it. I added the bounce to blocks to objects that are on top(Mushrooms, Goomba's, etc)

RUBY
def bottom_hit_proc
    @bumpage = 6
    if $mario.big
      Audio.se_play("Audio/SE/blockbreak.wav", 70)
      @animstep = 1
      $mario.rect.top = [$mario.rect.top, @rect.bottom - 4].max
      @rect.x = -10000
      $mario.jump_pke = 0
      $mario.speed_y = 0
    else
      Audio.se_play("Audio/SE/bonk.wav", 70)
      $mario.rect.top = @rect.bottom
      $mario.speed_y = 0
    end
    bounce_obj_above
    return false
  end
  
  def bounce_obj_above
    for obj in $game_map.objects
      next if obj == self or obj.is_a?(Game_Block) or obj.is_a?(Game_MetalBlock)
      next if obj.rect.y > self.rect.y+32
      if self.rect.does_intersect(obj.rect)
        obj.bounce
      end
    end
  end


That would be part of the Game_Block code. Then the last piece.

RUBY
def bounce
    @speed_y = -10
  end

to be placed in the Game_CollideOjbect

It was fun to mess around with it. I do believe you need to update a little bit of your logic regarding dispatching the goomba's into the scene; to conserve CPU.
On this same subject, I think he runs a little too fast. 12 ppf seems to be the best, at least I think so.

Thanks for this quick detour.

This post has been edited by GubiD: Oct 12 2009, 01:58 PM






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Khatharr
post Oct 12 2009, 05:04 PM
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Double block hit is intentional (I actually had to fiddle with it for about 20 minutes to get it to work) and it can be done in Mario.

I'm aware of the entity lag issue and it'll be cleaned up in the next release. There's a few different things I wanna try. I was holding of on the bump-thru because of the abundance of collision tests.

Glad to see you're all enjoying it. :)



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InFecTioN
post Oct 12 2009, 08:10 PM
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Maybe you should make it a little harder to do, just hitting the block a tiny bit will break it, perhaps you should make it so you have to at least hit half the block.




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GubiD
post Oct 12 2009, 11:52 PM
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I think the block breaking is just fine the way it is. If you have played the game recently, like I just did, then you would notice that if the top of your head EVER touches a block and you are big, it breaks. Sometimes allowing you to cheat a little. Like 2nd lv of old mario that let you run across the top of the level. I think the way he has it is the best way to have it.






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Khatharr
post Oct 13 2009, 02:40 AM
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It is a bit sensitive, but it's functional at the moment. I'll probably look at it later.

New version. Fixed the entity lag and added several new entity types. Try to get 16 lives in included level without editing it. (It can be done!) Also, there's a 'coin heat' feature that will be removed in the next version. See if you can figure it out.

Attached File  mario__beta_4_.rar ( 568.45k ) Number of downloads: 37


I'll add bump-thru routines later and just have it trigger a method in the individual objects. Don't want blocks bumping blocks. ;)

This post has been edited by Khatharr: Oct 13 2009, 03:12 AM



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InFecTioN
post Oct 17 2009, 11:28 AM
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Just tried the new demo, I got the 16 lives from the coin heat. Didn't find any bugs really, accept that the mushrooms will bounce in between goomba's. It should pass right through them.




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Mac
post Oct 17 2009, 12:46 PM
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Found some bugs.
Goombas can walk over an empty box, if it's just one box. Meaning, if you made a hole in their floor, they can walk over it. If there's two holes in a row, they fall down.

They can also walk on invisible question mark-boxes.

The Big-Mario-goes-Small-Mario seems a bit buggy. Sometimes, you go all invisible and suddenly die after a few seconds.

EDIT: Also hitting a mushroom-box that has a coin about it makes it all fucked up, making the shroom coming out, randomly, on top.
And also: Several goombas in a tight spot = sausagefest.

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Khatharr
post Oct 18 2009, 04:57 AM
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I'm aware of the mushrooms bouncing off the goombas. I just need to create a new object array for semi-collidables.

Sometimes when you get hit and go small while falling it throws you under the blocks you're about to land on and for some reason it takes it a minute to realize you've fallen under the map. I'm not sure what's causing it but I'll track it down later.

I've seen the gap-jumping goombas (just a rect size problem which I believe I've repaired since the last release) and I also tried getting a horde of them to go in a pit together and they stood on one another's heads and proceeded to do all sorts of impossible things. I think if I change up npc collision a bit they may sort it all out, but I've been busy adding new entities and generally screwing off. ;)

Congrats on the 16 lives, InFecTioN. :D



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InFecTioN
post Dec 10 2009, 01:19 PM
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So anything new with this?




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