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 [mx]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Fri Nov 29, 2013 7:36 pm 
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Nice. Can't wait to play the full version, considering how much I like the first game of this series.

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 [au]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Fri Nov 29, 2013 8:24 pm 
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I'm not a guy that can ever be defined
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That's playing really nice so far! Can't wait to see it get past the testing phases!

 
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 [tw]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Sun Dec 01, 2013 1:02 am 
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How are you handling the weapon variables? I suggest using arrays, it saves a lot of code.

Indeed, I always use arrays on complex variable system. If it's more complex, I often use multidimensional array system.

And I just uploaded this if anyone want's my AI fun. Toad soldiers vs. standard Koopa Troop. I made toad's sound/projectile to distinguish difference.

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https://dl.dropboxusercontent.com/u/106 ... %20Fun.zip

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 [tw]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Sat Dec 28, 2013 5:34 am 
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So I made myself a own tileset and updated the background:
Image

Not sure it matches but to me it looks good enough.

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 [jp]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Sat Dec 28, 2013 1:52 pm 
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Yeah, I don't Even...
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Imo I think you should make it so mario and the enemies can also aim upwards, and with mario he could be able to aim downwards while he's in the air or something ot balance it out. Make it a little bit more interesing personally since you can still be able to harm them and them harm you without having to be will right in front of them. It coulda add some survivability and some challenge to it.

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 [us]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Sat Dec 28, 2013 8:22 pm 
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Shadow Kami wrote:
Imo I think you should make it so mario and the enemies can also aim upwards, and with mario he could be able to aim downwards while he's in the air or something


I agree, being able to aim up or down can add more to the game (like for example being able to pull off rocket jumps).

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 [tw]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Mon Dec 30, 2013 3:32 am 
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[youtube]53Gozkxd5Cc[/youtube]
Sniper update!

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 [tw]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Wed Jan 01, 2014 1:11 am 
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Image
I'm not the best spriter but I've done everything (including tiles and backgrounds) by myself.

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 [tw]
 Post subject: Re: Super Mario - Red Scare II
PostPosted: Wed Jan 01, 2014 6:29 am 
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Seriously no feedbacks on my graphics? I thought they're not perfect yet. Anyways here's beta v0.1:
https://dl.dropboxusercontent.com/u/106 ... Scare2.zip

What's new?
  • Main Menu (Options to adjust volume/performance/etc.)
  • Lives
  • Snipers
  • Improved Graphics
  • Added another level
  • FMOD System
  • Widescreen Support!

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 [tr]
 Post subject: Re: Super Mario - Red Scare 2
PostPosted: Wed Jan 01, 2014 9:09 am 
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Thanks DonnieTheGuy!
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Wohoo, I love this game, very fun.

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 [tw]
 Post subject: Re: Super Mario - Red Scare 2
PostPosted: Fri Jan 03, 2014 3:22 am 
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[youtube]8nGV9ZSQ6-s[/youtube]
Testing tank physics in early beta status.

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 [jp]
 Post subject: Re: Super Mario - Red Scare 2
PostPosted: Wed Jan 08, 2014 5:18 pm 
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Yeah, I don't Even...
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I forgot to post some feedback on the gameplay itself, personally I think there should be a kill count(total number of kills carried through evin if you die but it is obviously reset on gameover, then a kill streak(How many kills you have gotten without dying) and then have a temporary thing on the hud that shows multi-kills you've gotten added up within a certain ammount of time, because honestly unless I'm spamming enemies I can't use any of the supports without kill streak(though what you have is technically a multi-kill counter) reseting itself, and using the supports could use the kills instead of the multi-kill counter, and for example I do like how you can only use cretain things after getting a certain number of multi-kills so you could make it so it unlocks the supports as you get higher multi-kills(which the counter itself would reset itself and you'd have to get it back up to what you had it last to keeep moving up the support unlocks etc). And iff you go htis route you could make it so that the supports could get improved if you get multi-kills to a certain point, like a larger airstrike, or a larger carpet bomb(if you have a carpet bomb support) or even a missile shot in from above that is bigger if you unlock it's improve.

Edit: Just noticed a drawback on it, the supports could be spammed so you could maybe add a cooldown for the supports so they can't be spammed.

Edit 2: Also I do have some other ideas that I'd like to share with you to use or not use so next time you see me on skype feel free to ask me about them.

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 [tw]
 Post subject: Re: Super Mario - Red Scare 2 (Alpha)
PostPosted: Sat Jan 11, 2014 11:59 pm 
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Red Scare 2 (v0.3 alpha) is here! Yes, I took some advise from Kami and the system works a lot better without support spamming.

Image

What's new?
  • Tanks
  • Heavily modified kill/score system
  • Another level
  • Now you can play either Mario/Luigi. Yoshi (Or Wario) might be next.
  • Bug fixes

https://dl.dropboxusercontent.com/u/106 ... 2Alpha.zip

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 [us]
 Post subject: Re: Super Mario - Red Scare 2 (Alpha)
PostPosted: Sun Jan 12, 2014 9:46 pm 
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This was pretty great. I love the tank system Although you would think that the explosion would completely destroy the bodies completly.

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