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OSMBE Dev Status, Current Goal: Enemies and Castle Mazes.
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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 2:20 pm 
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ahuei123456 wrote:
Mikeystar wrote:
DarkBlueYoshi wrote:
You should make Mario control itself in the title screen.


So you're saying there should be a CPU Mario jumping on goombas and killing himself. Good idea, but to me, it would be too hard to implement.


Well, SMBX has a title like that...


But it is multiplayer, and a whole bunch of action. We want it single player.

EDIT: I heard what you said, DarkBlueYoshi. How do you even do the recording?


Last edited by Mikeystar on Mon Jan 03, 2011 2:23 pm, edited 1 time in total.
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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 2:21 pm 
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DarkBlueYoshi wrote:
No, I'm talking about the one in Super Mario World.

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 4:16 pm 
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I don't know yet. keyboard_lastkey?

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 4:22 pm 
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I never even tryed that variable out. Maybe you can.

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I go by the name Mikeystar, one of the GM programmin' experts in my fangame, SM: ASA!
This is such a passionate fangame that I work on. I really do my best to make it a aesthetically and technically amazing SMB3 Fangame.

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:00 pm 
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I'm just a little adorable kitty :3
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@DarkBlueYoshi: If I ask you about adding the warp pipes, could you do it.

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:13 pm 
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DeeY wrote:
@DarkBlueYoshi: If I ask you about adding the warp pipes, could you do it?

:agree:

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:19 pm 
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I'm just a little adorable kitty :3
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OK, Here's the engine!

http://www.box.net/shared/yc1xka7cr1

- Place the warp objects in the 'Pipes' folder

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:37 pm 
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DeeY wrote:
OK, Here's the engine!

http://www.box.net/shared/yc1xka7cr1

- Place the warp objects in the 'Pipes' folder

I also have to make the step event in obj_player_warp. If not, I couldn't, else, I could.

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:37 pm 
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Hey Deey, after Dark Blue Yoshi finish making Warp Pipes I'll help you out by adding the Night Skin enemies and Bowser and better things for the Shrinking / Growing effect and stuff. I think my engine is too terrible to even continue so I'll help you by working on yours.

EDIT: I'm working on the koopas.

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I go by the name Mikeystar, one of the GM programmin' experts in my fangame, SM: ASA!
This is such a passionate fangame that I work on. I really do my best to make it a aesthetically and technically amazing SMB3 Fangame.

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:49 pm 
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Mikeystar wrote:
I think my engine is too terrible to even continue so I'll help you by working on yours.

I can take over? Yay! I can be working on 2 engines :D !

EDIT: I'm working on obj_player_warp now


Last edited by DarkBlueYoshi on Mon Jan 03, 2011 6:57 pm, edited 1 time in total.
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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 6:53 pm 
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DarkBlueYoshi wrote:
Mikeystar wrote:
I think my engine is too terrible to even continue so I'll help you by working on yours.

I can take over? Yay! I can be working on 2 engines :D !


Sure. I don't really like making huge engines anyway, so you can have it. Although please don't claim it as your own

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I go by the name Mikeystar, one of the GM programmin' experts in my fangame, SM: ASA!
This is such a passionate fangame that I work on. I really do my best to make it a aesthetically and technically amazing SMB3 Fangame.

Image

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 Post subject: Re: OSMBE Dev Status
PostPosted: Mon Jan 03, 2011 7:34 pm 
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Pipes are done: http://www.sendspace.com/file/929bzz
I didn't make postchange or warproom, I didn't hear DeeY say that.

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