Waluigi cannot be the villain, unless he wins in the game.
To be honest, I've always wanted to make a game where Waluigi really is an insuperable villain.
[quote="Xandalf"]Waluigi cannot be the villain, unless he wins in the game.[/quote]
To be honest, I've always wanted to make a game where Waluigi really is an insuperable villain.
Speaking of Waluigi, here's another idea for platforming abilities for any game that wants to use him -- I know Midas Machine has his skinny ability, but it is pretty particular to that game and is mostly gimmick.
He'd be kind of like a mix between Peach and Bass (from Mega Man). Basic stats-wise, he's the slowest runner. Even with a running start, he can't cross the gaps that Mario and Luigi can (or Wario with a dash jump). For jumping, he'd be between Mario and Luigi... He's got longer legs for sure, but hardly any muscle in them.
Now that we know he sucks stats-wise, he can at least have a cool ability to make up for it. His would be the double jump. Without running, he can jump twice to the point where he can almost reach Luigi's super jump. However, if he's running and does a double jump, the second jump would have him spinning, kind of like Samus' double jump in Smash Bros. Once he lands, he'll land on his head and get stunned for a second, but at least he can reach further than Mario and Luigi can without powerups.
Fire flower would be as in Midas Machine, an angled fireball that just goes straight. With his double jump though, that gives him more flexibility in aiming his fireballs.
If raccoon leaves are in the game, then he can do a few more Kirby-sized jumps, rather than the delayed fall.
Speaking of Waluigi, here's another idea for platforming abilities for any game that wants to use him -- I know Midas Machine has his skinny ability, but it is pretty particular to that game and is mostly gimmick.
He'd be kind of like a mix between Peach and Bass (from Mega Man). Basic stats-wise, he's the slowest runner. Even with a running start, he can't cross the gaps that Mario and Luigi can (or Wario with a dash jump). For jumping, he'd be between Mario and Luigi... He's got longer legs for sure, but hardly any muscle in them.
Now that we know he sucks stats-wise, he can at least have a cool ability to make up for it. His would be the double jump. Without running, he can jump twice to the point where he can almost reach Luigi's super jump. However, if he's running and does a double jump, the second jump would have him spinning, kind of like Samus' double jump in Smash Bros. Once he lands, he'll land on his head and get stunned for a second, but at least he can reach further than Mario and Luigi can without powerups.
Fire flower would be as in Midas Machine, an angled fireball that just goes straight. With his double jump though, that gives him more flexibility in aiming his fireballs.
If raccoon leaves are in the game, then he can do a few more Kirby-sized jumps, rather than the delayed fall.
Not quite sure where to post this. Concept Corner or WIP Topic. Since it isn't gameplay-related I guess it's better to post it here. But I came up with a stage design for TheShyGuy's and my Splatoon fangame. The custom stage Minnow Cliffs.
What do y'all think? EDIT: Added more sidepaths so the enemy can't force you to stay in your base
Not quite sure where to post this. Concept Corner or WIP Topic. Since it isn't gameplay-related I guess it's better to post it here.
But I came up with a stage design for TheShyGuy's and my Splatoon fangame. The custom stage [b]Minnow Cliffs[/b].
[img]http://i.imgur.com/1EviHOm.png[/img]
What do y'all think?
EDIT: Added more sidepaths so the enemy can't force you to stay in your base
_________________
Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?
if you post a concept here, you're putting it up for grabs. so asking for people to not steal the concept is a bit redundant
Nite Shadow wrote:
Suppose you have an idea, but just don't have the drive to put it into play. Drop it off here - somebody may be able to use it some day.
if you post a concept here, you're putting it up for grabs. so asking for people to not steal the concept is a bit redundant
[quote="Nite Shadow"]Suppose you have an idea, but just don't have the drive to put it into play. Drop it off here - somebody may be able to use it some day.[/quote]
_________________
Spoiler:
Quote:
-_- why i turned like my enemy?
Mit wrote:
Just what is the deal with Paper Mario? I mean really! You've got these huge sprites, all this shading, it's a wonder it doesn't crash the game! Just how do they do it? Really!
DarkBlueYoshi wrote:
Also, it's a 4-bit sprite, not 16-bit in the SNES.
if you post a concept here, you're putting it up for grabs. so asking for people to not steal the concept is a bit redundant
Nite Shadow wrote:
Suppose you have an idea, but just don't have the drive to put it into play. Drop it off here - somebody may be able to use it some day.
Crap. I'll remove the post I suppose.
[quote="LuigiM9"]if you post a concept here, you're putting it up for grabs. so asking for people to not steal the concept is a bit redundant
[quote="Nite Shadow"]Suppose you have an idea, but just don't have the drive to put it into play. Drop it off here - somebody may be able to use it some day.[/quote][/quote]
Crap. I'll remove the post I suppose.
I do think it would be kind of cool though to have a single topic where people can post their concepts that they do want to carry out. That way people might not make topics about their games before they even start making it since they will have a place to post it.
I do think it would be kind of cool though to have a single topic where people can post their concepts that they do want to carry out. That way people might not make topics about their games before they even start making it since they will have a place to post it.
I do think it would be kind of cool though to have a single topic where people can post their concepts that they do want to carry out. That way people might not make topics about their games before they even start making it since they will have a place to post it.
Personally, I don't see the point of that. They can post their concept when they've got something to show, which also doubles as proof that it is happening, or at least, that there is a real attempt to make it happen.
[quote="Evil Yoshi Toes"]I do think it would be kind of cool though to have a single topic where people can post their concepts that they do want to carry out. That way people might not make topics about their games before they even start making it since they will have a place to post it.[/quote]
Personally, I don't see the point of that. They can post their concept when they've got something to show, which also doubles as proof that it is happening, or at least, that there is a real attempt to make it happen.
I wanted to make a separate thread for this but thought that it didn't really warrant so much due my questions below. Anyway:
So I had once tried to make a concept for a Smash Bros RPG-game before. This got quite popular reception from others, and it led me to talk about plenty of ideas and additions. Sadly it sorta fell off due too many of them piling up while it was still, at best, just an idea.
Lately this year, I had played Project x Zone in spades and while digging the immense fanservice and charm, the game's system felt like it needed more "juice" and "addiction" into it due feeling actually barebones when you break down the combat mechanics within it's core game.
When playing Smash Bros after, my curiosity awakened to revisit my old concept and try to polish it for better. After some hard analyzing and discussing with a new friend who's also a fellow Project x Zone-fan, I managed to take my old concept and combine it with stream-line, chopped down mechanics from both series to something easy to pick up, but difficult to master (over time), and possible to loads of customization and possible variations. Gone also are classes and other somewhat hefty mechanics on possibly big games like these.
I put the concept draft in the spoilers: ________________________________________________________________________________________
Spoiler:
When fighting on the "battlefield", you can have up to 4 units performing to defeat all the enemies. These form a "formation".
Defeating enemies is done via launching them to each other, attempting to continue the combo with different moves until all moves are unusable (usually after one-time use) or the enemy's health is depleted.
~ Knockback Damage ~
Before you can launch an enemy, you must deal some knockback damage on it. This'll determine the speed of your launching, and the strength of your attacks are usually relative to the amount of knockback damage inflicted.
[I]- Sonic performs his Jab Combo (LA1). -[/I]
Each character has 2 Light and 2 Heavy attacks when doing standard attacks. Light attacks tend to usually have jab-like combos to extend them further, and usually possess helpful additional effects. If done with good timing, you can put in few extra attacks. Few also can be used on air. Heavy ones deal a sure-fire good blow that adds in good damage, but will push the enemy further away from you. They also tend to not have status effects.
When you're done with your move, your turn would end. It then asks if you want to keep within the current battlefield you're at, or check the next one for support. When all units within the given battlefield have finished their turn, the game would move on to another formation on the other side of the battlefield.
~ Launching ~
When enough damage has been accumulated to your liking, it's time to launch the enemy to deplete off it's health!
When setting for a launching combo, you should always check over the possible button inputs to execute your launchers according to your plan. Each character has 3 launchers: a Side Launcher, Up Launcher and a Meteor Launcher.
When launching, the damage percent from your enemy will contribute to the speed and damage multiplier by every successful attack inflicted. By every 50% inflicted before launching, the damage multiplier goes up by x 2.
During launching, good timing of button inputs and improvisation are very important to make the best out of your launches. To truly master them, you need to learn each character's weapons and attributes in their attacks.
- After a super-jump, Mega Man can keep Koopa Troopa frozen midair via busting him rapidly. -
As you can see, the rapid-firing guns are excellent on keeping the enemy airborne for a short period of time. This lets other units get an opportunity to continue their launching combo.
- Sonic now finishes Koopa Troopa off with Sonic Flair, ending the battle finally for this battlefield. -
So basically, if you have fast hands, creativity and reaction time, it can be very fun to see how far you get with your units and their unified but fast, sequential attacking.
Other concepts I had were:
+ Specials - Basically those from Smash for Nintendo's characters and Special Commands for Capcom's. Each unit receives 3 moves, while more status-based are relocated to skills instead. Specials use their own meter (SP) for each formation.
+ Some enemies fight based contextually on the battlefield they're at, giving some depth to them like Mario & Luigi-games.
+ Status Effects are that of P x Z. (Down, Stun, Poison, Bind)
+ Pair Units are usable, but you can detach both units from each other, making the pair more spread out. Pairs are more of specific character-related, but more robust, and can share certain types of synergy.
Pair Units are more effective at racking up percentage and their damage multiplier increase more than that of Solo Units during launching sequence, but their launching capabilities are more difficult to time and both units take damage if they miss launching the enemy to the next unit.
+ Skills (1 per time, 3 in total to have options.) Obviously buffs or debuffs, some can modify the terrain or the battlefield's elements, some are like special attacks but more on the status move-side, and finally aid in attacking or supporting units. Skills are activated before going into the battlefield turn.
+ Depleting enemy health to the point they can be cannonballing to other enemies, like in Smash Run.
If I could sum it up, each unit can function alone or in pairs, with independent attacks that add percents to increase the damage multiplier for the launching sequence with other units in the battlefield. Some attacks are light and others heavy, which move the opponent in the said ways on the battlefield. Some attacks and weapons used can keep the opponent locked airborne or move him in specific ways that can help to lead for another combo.
These then can be followed by a Special Attack or a Launcher if desired, depending on how many slots you have left to input a command still. Skills can be used before a battle, which go back on using the XP-meter from P x Z.
Alrighty! Dunno what to do with this all, but I merely just wanted to create something interestin' looking for times where creativity like that would be needed somewhere. What do you think?
I wonder how to ever make this into reality if in anyway. I tried to get to Game Maker many times years ago but it kept always losing my interest due pretty much having to figure out everything on my own and just be stuck on doing simple games at best. I had considered following:
- Trying to get this gameplay concept being made into a fangame engine, which when fully polished, could lead a way to decently create "episodes" with selection of characters crossed over for that episode. This way each character in these episodes could be worked on individually and possibly lead to bigger story segments while saving the resources and developing time. Basically do small episodes and then compile the characters in them to bigger ones with less work?
- Get myself a job and try to find a decent way to hire a fangame developer and pay them in reasonable amounts to create this fangame engine.
I just wanna know would any of the above be possible and if not, are there other methods aside from having to pick up Game Maker again and relearn it?
I wanted to make a separate thread for this but thought that it didn't really warrant so much due my questions below. Anyway:
So I had once tried to make a concept for a [url=http://indygonagaretton.deviantart.com/art/Super-Smash-RPG-Concepts-Battles-389635671]Smash Bros RPG[/url]-game before. This got quite popular reception from others, and it led me to talk about plenty of ideas and additions. Sadly it sorta fell off due too many of them piling up while it was still, at best, just an idea.
Lately this year, I had played Project x Zone in spades and while digging the immense fanservice and charm, the game's system felt like it needed more "juice" and "addiction" into it due feeling actually barebones when you break down the combat mechanics within it's core game.
When playing Smash Bros after, my curiosity awakened to revisit my old concept and try to polish it for better. After some hard analyzing and discussing with a new friend who's also a fellow Project x Zone-fan, I managed to take my old concept and combine it with stream-line, chopped down mechanics from both series to something easy to pick up, but difficult to master (over time), and possible to loads of customization and possible variations. Gone also are classes and other somewhat hefty mechanics on possibly big games like these.
I put the concept draft in the spoilers:
________________________________________________________________________________________
[spoiler][list]
[*][b]When fighting on the "battlefield", you can have up to 4 units performing to defeat all the enemies. These form a "formation".[/b][/list]
[list]
[*][b]Defeating enemies is done via launching them to each other, attempting to continue the combo with different moves until all moves are unusable (usually after one-time use) or the enemy's health is depleted.[/b][/list]
[img]http://i.imgur.com/63KmW2q.png[/img]
[b]~ Knockback Damage ~
[/b]
[b][img]http://i.imgur.com/1KVguIP.jpg[/img][/b]
[list]
[*][b]Before you can launch an enemy, you must deal some knockback damage on it. This'll determine the speed of your launching, and the strength of your attacks are usually relative to the amount of knockback damage inflicted.[/b][/list]
[b][img]http://i.imgur.com/x2b4DVl.jpg[/img] [img]http://i.imgur.com/zdUqhtH.jpg[/img][/b]
[b][img]http://i.imgur.com/oQxdTOl.jpg[/img]
[/b]
[i][I][b]- Sonic performs his Jab Combo (LA1). -[/b][/i][/I]
[list]
[*][b]Each character has 2 Light and 2 Heavy attacks when doing standard attacks. Light attacks tend to usually have jab-like combos to extend them further, and usually possess helpful additional effects. If done with good timing, you can put in few extra attacks. Few also can be used on air.[/b]
[b]Heavy ones deal a sure-fire good blow that adds in good damage, but will push the enemy further away from you. They also tend to not have status effects.[/b][/list]
[list]
[*][b]When you're done with your move, your turn would end. It then asks if you want to keep within the current battlefield you're at, or check the next one for support. When all units within the given battlefield have finished their turn, the game would move on to another formation on the other side of the battlefield.[/b][/list]
[b]~ Launching ~[/b]
[list]
[*][b]When enough damage has been accumulated to your liking, it's time to launch the enemy to deplete off it's health![/b][/list]
[b][img]http://i.imgur.com/4rYWWEP.jpg[/img][/b]
[list]
[*][b]When setting for a launching combo, you should always check over the possible button inputs to execute your launchers according to your plan. Each character has 3 launchers: a Side Launcher, Up Launcher and a Meteor Launcher.[/b][/list]
[b][img]http://i.imgur.com/PqOX2IE.png[/img][/b]
[list]
[*][b]When launching, the damage percent from your enemy will contribute to the speed and damage multiplier by every successful attack inflicted. By every 50% inflicted before launching, the damage multiplier goes up by x 2.[/b][/list]
[list]
[*][b]During launching, good timing of button inputs and improvisation are very important to make the best out of your launches. To truly master them, you need to learn each character's weapons and attributes in their attacks.[/b][/list]
[b][img]http://i.imgur.com/MK7wGhT.png[/img][/b]
[i][b] - After a super-jump, Mega Man can keep Koopa Troopa frozen midair via busting him rapidly. -[/b][/i]
[b]As you can see, the rapid-firing guns are excellent on keeping the enemy airborne for a short period of time. This lets other units get an opportunity to continue their launching combo.
[img]http://i.imgur.com/RjixQ5i.jpg[/img][/b]
[i][b]- Sonic now finishes Koopa Troopa off with Sonic Flair, ending the battle finally for this battlefield. -[/b][/i]
[b]So basically, if you have fast hands, creativity and reaction time, it can be very fun to see how far you get with your units and their unified but fast, sequential attacking.
[/b]
Other concepts I had were:
[i]+ [b]Specials - Basically those from Smash for Nintendo's characters and Special Commands for Capcom's. Each unit receives 3 moves, while more status-based are relocated to skills instead. Specials use their own meter (SP) for each formation.[/b][/i]
[i][b]+ Some enemies fight based contextually on the battlefield they're at, giving some depth to them like Mario & Luigi-games. [/b][/i]
[b][i]+ Status Effects are that of P x Z. (Down, Stun, Poison, Bind)[/i][/b]
[i][b]+ Pair Units are usable, but you can detach both units from each other, making the pair more spread out. Pairs are more of specific character-related, but more robust, and can share certain types of synergy.
Pair Units are more effective at racking up percentage and their damage multiplier increase more than that of Solo Units during launching sequence, but their launching capabilities are more difficult to time and both units take damage if they miss launching the enemy to the next unit.
+ Skills (1 per time, 3 in total to have options.) Obviously buffs or debuffs, some can modify the terrain or the battlefield's elements, some are like special attacks but more on the status move-side, and finally aid in attacking or supporting units. Skills are activated before going into the battlefield turn.
+ Depleting enemy health to the point they can be cannonballing to other enemies, like in Smash Run. [/b][/i]
[i]If I could sum it up, each unit can function alone or in pairs, with independent attacks that add percents to increase the damage multiplier for the launching sequence with other units in the battlefield. Some attacks are light and others heavy, which move the opponent in the said ways on the battlefield.
Some attacks and weapons used can keep the opponent locked airborne or move him in specific ways that can help to lead for another combo.
These then can be followed by a Special Attack or a Launcher if desired, depending on how many slots you have left to input a command still. Skills can be used before a battle, which go back on using the XP-meter from P x Z.[/spoiler]
___________________________________________________________________________________________[/i]
Alrighty! Dunno what to do with this all, but I merely just wanted to create something interestin' looking for times where creativity like that would be needed somewhere. What do you think?
I wonder how to ever make this into reality if in anyway. I tried to get to Game Maker many times years ago but it kept always losing my interest due pretty much having to figure out everything on my own and just be stuck on doing simple games at best. I had considered following:
[i][b]- Trying to get this gameplay concept being made into a fangame engine, which when fully polished, could lead a way to decently create "episodes" with selection of characters crossed over for that episode. This way each character in these episodes could be worked on individually and possibly lead to bigger story segments while saving the resources and developing time. Basically do small episodes and then compile the characters in them to bigger ones with less work?
- Get myself a job and try to find a decent way to hire a fangame developer and pay them in reasonable amounts to create this fangame engine.[/b][/i]
I just wanna know would any of the above be possible and if not, are there other methods aside from having to pick up Game Maker again and relearn it?
This summer, while going through some old stuff, I found several old Mario coloring books I got when I was really young. Then it occurred to me: I would love to see a Mario fangame that draws inspiration from the classic Mario cartoons and the officially licensed Mario products from around that time. Since then, the "Marioverse" has become more standardized, and it would be cool to see a throwback to the era of semi-official artists interpreting the Mario universe in widely differing ways.
As for concepts that aren't explicitly Mario-related, the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West, especially one set around the time that European settlers arrived (or shortly before then). An RPG featuring native peoples could be really cool if it was executed thoughtfully.
This summer, while going through some old stuff, I found several old Mario coloring books I got when I was really young. Then it occurred to me: I would love to see a Mario fangame that draws inspiration from the classic Mario cartoons and the officially licensed Mario products from around that time. Since then, the "Marioverse" has become more standardized, and it would be cool to see a throwback to the era of semi-official artists interpreting the Mario universe in widely differing ways.
As for concepts that aren't explicitly Mario-related, the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West, especially one set around the time that European settlers arrived (or shortly before then). An RPG featuring native peoples could be really cool if it was executed thoughtfully.
This summer, while going through some old stuff, I found several old Mario coloring books I got when I was really young. Then it occurred to me: I would love to see a Mario fangame that draws inspiration from the classic Mario cartoons and the officially licensed Mario products from around that time. Since then, the "Marioverse" has become more standardized, and it would be cool to see a throwback to the era of semi-official artists interpreting the Mario universe in widely differing ways.
As for concepts that aren't explicitly Mario-related, the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West, especially one set around the time that European settlers arrived (or shortly before then). An RPG featuring native peoples could be really cool if it was executed thoughtfully.
Sounds cool, Vinny.
[quote="VinnyVideo"]This summer, while going through some old stuff, I found several old Mario coloring books I got when I was really young. Then it occurred to me: I would love to see a Mario fangame that draws inspiration from the classic Mario cartoons and the officially licensed Mario products from around that time. Since then, the "Marioverse" has become more standardized, and it would be cool to see a throwback to the era of semi-official artists interpreting the Mario universe in widely differing ways.
As for concepts that aren't explicitly Mario-related, the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West, especially one set around the time that European settlers arrived (or shortly before then). An RPG featuring native peoples could be really cool if it was executed thoughtfully.[/quote]
Sounds cool, Vinny. :)
...the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West...
But then it would be a...Western Japanese RPG.
*Head explodes*
[quote="VinnyVideo"]...the world needs more JRPGs with unique settings. I'd love to see an RPG set in the American West...[/quote]
But then it would be a...Western Japanese RPG.
*Head explodes*
_________________
Most people don't think that they're always right, they just think that people who disagree with them are always wrong.
I think I just had a fairly unique idea for a new sort of playable character that could be used in a multiple-character fangame. For all intents and purposes, I'll just call him Negative Mario. While statistically the same as Mario, he has one special ability that sets him apart; any powerup that Negative Mario collects or uses has the "opposite" effect on him.
For example:
Tanookie Suit + Negative Mario = Frog Negative Mario
Fire Flower + Negative Mario = Ice Negative Mario
Boomerang Suit + Negative Mario = Hammer Negative Mario
When Negative Mario rides Yoshi, Yoshi will spit out some sort of projectiles instead of eating enemies.
When Negative Mario rides a Lakitu cloud, it will function like a Kuribo's Shoe, and vice-versa.
I think I just had a fairly unique idea for a new sort of playable character that could be used in a multiple-character
fangame. For all intents and purposes, I'll just call him Negative Mario. While statistically the same as Mario, he has one
special ability that sets him apart; any powerup that Negative Mario collects or uses has the "opposite" effect on him.
For example:
Tanookie Suit + Negative Mario = Frog Negative Mario
Fire Flower + Negative Mario = Ice Negative Mario
Boomerang Suit + Negative Mario = Hammer Negative Mario
When Negative Mario rides Yoshi, Yoshi will spit out some sort of projectiles instead of eating enemies.
When Negative Mario rides a Lakitu cloud, it will function like a Kuribo's Shoe, and vice-versa.
_________________
Most people don't think that they're always right, they just think that people who disagree with them are always wrong.
<Corny>Each section is made by different people They're given one (or so) screens of whatever software we'd use They can do anything they want with that screen The catch: It has to fit with the screen before To make it seem like one continuous level The same goes with bosses Could it work? <Corny>Boss Relay Example: https://www.youtube.com/watch?v=HOhqOI4H56U <Corny> Level Example: https://www.youtube.com/watch?v=26op95CJF_M
Concept Thing
<Corny>Each section is made by different people
They're given one (or so) screens of whatever software we'd use
They can do anything they want with that screen
The catch: It has to fit with the screen before
To make it seem like one continuous level
The same goes with bosses
Could it work?
<Corny>Boss Relay Example: https://www.youtube.com/watch?v=HOhqOI4H56U
<Corny> Level Example: https://www.youtube.com/watch?v=26op95CJF_M
Last edited by Heraga on Fri Apr 22, 2016 4:52 pm, edited 1 time in total.
I think I just had a fairly unique idea for a new sort of playable character that could be used in a multiple-character fangame. For all intents and purposes, I'll just call him Negative Mario. While statistically the same as Mario, he has one special ability that sets him apart; any powerup that Negative Mario collects or uses has the "opposite" effect on him.
For example:
Tanookie Suit + Negative Mario = Frog Negative Mario
Fire Flower + Negative Mario = Ice Negative Mario
Boomerang Suit + Negative Mario = Hammer Negative Mario
When Negative Mario rides Yoshi, Yoshi will spit out some sort of projectiles instead of eating enemies.
When Negative Mario rides a Lakitu cloud, it will function like a Kuribo's Shoe, and vice-versa.
This would be a fairly good idea for Waluigi, actually. Just because of how weird Waluigi is.
[quote="soopakoopa"]I think I just had a fairly unique idea for a new sort of playable character that could be used in a multiple-character
fangame. For all intents and purposes, I'll just call him Negative Mario. While statistically the same as Mario, he has one
special ability that sets him apart; any powerup that Negative Mario collects or uses has the "opposite" effect on him.
For example:
Tanookie Suit + Negative Mario = Frog Negative Mario
Fire Flower + Negative Mario = Ice Negative Mario
Boomerang Suit + Negative Mario = Hammer Negative Mario
When Negative Mario rides Yoshi, Yoshi will spit out some sort of projectiles instead of eating enemies.
When Negative Mario rides a Lakitu cloud, it will function like a Kuribo's Shoe, and vice-versa.[/quote]
This would be a fairly good idea for Waluigi, actually. Just because of how weird Waluigi is.
_________________
Friend your imaginary cakes here! NNID: Astromonic 3454-4272-3882 Skype: imaginary.cake
This concept revolves around an alternate universe, where past situations have resulted in a different present. Various characters may play very different roles than they had in the original games.
Spoiler:
Story: The Mushroom kingdom was destroyed by the dark twins. Those who survived went underground, and sought refuge within King Koopa's kingdom. Protected by a barrier, it is the one place that seems to be safe from the dark twins. Over the last several years, they have created a resistance army, and learned how to use the same dark magic the twins use. Prince Bowser, Princess Peach, and members of the resistance army must now leave the protection of the Koopa's Kingdom, to find a way to stop the mass destruction the twins have caused.
Characters: King Koopa: Ruler of the Koopa kingdom, having once been under the influence of dark magic once himself, he knows the dark twins must be stopped at any cost.
Prince Bowser: Heir to the Koopa throne. 1st. Leader of the resistance army. Has studied dark magic himself, and has learned how to use it to his benefit. Bowser is a very powerful adversary, and is truly a force to be reckoned with.
Princess Peach: Once Heir to the Mushroom Kingdom throne, in a desperate bid for survival, pleaded for refuge within the koopa kingdom. This was granted, on the condition that she marry Prince Bowser.
Toad: Seemingly a common person, he seems to know....things....
Wario: Weapons smith: Crafts the finest weaponry that the koopa kingdom has to offer. Has never once delved into crime.
Waluigi: An attempt at creating a soldier whom could survive in the toxic atmosphere created by the dark twins. Waluigi is insane, and is reserved as a final resort, if the twins break down the barrier.
Mario: Dark Twin of Fire Acquired an ancient talisman which gave him the power of darkness. Where his intentions were pure, the talisman quickly took over his body, and corrupted his mind.
Luigi: Dark Twin of Lightening A slave to the talisman of power, Luigi has the same level of power as Mario, and is forced to do his bidding.
Spirit: A specter of unknown origins, or purpose. It seems to be against the dark twins. But something about his accent seems....off..
Mushroom kingdom: Twisted realm.
This concept revolves around an alternate universe, where past situations have resulted in a different present.
Various characters may play very different roles than they had in the original games.
[spoiler]Story:
The Mushroom kingdom was destroyed by the dark twins. Those who survived went underground, and sought refuge within King Koopa's kingdom.
Protected by a barrier, it is the one place that seems to be safe from the dark twins.
Over the last several years, they have created a resistance army, and learned how to use the same dark magic the twins use.
Prince Bowser, Princess Peach, and members of the resistance army must now leave the protection of the Koopa's Kingdom, to find a way to stop the mass destruction the twins have caused.
Characters:
King Koopa:
Ruler of the Koopa kingdom, having once been under the influence of dark magic once himself, he knows the dark twins must be stopped at any cost.
Prince Bowser:
Heir to the Koopa throne.
1st. Leader of the resistance army. Has studied dark magic himself, and has learned how to use it to his benefit.
Bowser is a very powerful adversary, and is truly a force to be reckoned with.
Princess Peach:
Once Heir to the Mushroom Kingdom throne, in a desperate bid for survival, pleaded for refuge within the koopa kingdom.
This was granted, on the condition that she marry Prince Bowser.
Toad:
Seemingly a common person, he seems to know....things....
Wario:
Weapons smith:
Crafts the finest weaponry that the koopa kingdom has to offer.
Has never once delved into crime.
Waluigi:
An attempt at creating a soldier whom could survive in the toxic atmosphere created by the dark twins.
Waluigi is insane, and is reserved as a final resort, if the twins break down the barrier.
Mario:
Dark Twin of Fire
Acquired an ancient talisman which gave him the power of darkness.
Where his intentions were pure, the talisman quickly took over his body, and corrupted his mind.
Luigi:
Dark Twin of Lightening
A slave to the talisman of power, Luigi has the same level of power as Mario, and is forced to do his bidding.
Spirit:
A specter of unknown origins, or purpose.
It seems to be against the dark twins. But something about his accent seems....off..[/spoiler]
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When the prey has gone extinct, the hunter must seek another bounty to feed.
I was thinking that it would be great if someone 'fixed' paper mario sticker stars. a fan game of it altering it into somthing more similar to the first 2 paper mario games.
An open world rather than the board game style it had, Making the most important stickers into partners and changing them into ...you know more creature like beings. i was thinking that the normal stickers could just be made into collectables sorta like recepies and tattles were. and thus you could replace them with normal items and badges. I would change the 'comet pieces' to ..idk star comet pieces? lol the originals both had 'stars' to get after all. and like the originals the comet pieces would give you some sort of battle abilites.
it could be cool to add iin things that werent in the game in the firstplace, like a tattle tale goomba for instance.
i actually had a dream about this last night and fell compelled to suggest its making. I myself wouldnt know how to make a game like this though i would love to.
I was thinking that it would be great if someone 'fixed' paper mario sticker stars.
a fan game of it altering it into somthing more similar to the first 2 paper mario games.
An open world rather than the board game style it had, Making the most important stickers into partners and changing them into ...you know more creature like beings. i was thinking that the normal stickers could just be made into collectables sorta like recepies and tattles were. and thus you could replace them with normal items and badges. I would change the 'comet pieces' to ..idk star comet pieces? lol the originals both had 'stars' to get after all. and like the originals the comet pieces would give you some sort of battle abilites.
it could be cool to add iin things that werent in the game in the firstplace, like a tattle tale goomba for instance.
i actually had a dream about this last night and fell compelled to suggest its making. I myself wouldnt know how to make a game like this though i would love to.
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