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Mario -in- Marooned on Mars DEMO VERSION, Small taste of SMB's 2nd major mashup
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 Post subject: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 5:36 pm 
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http://199.91.153.24/46xlv1768iog/3hnoe ... emo%29.zip
Here is the link to the demo of the next GOOD Hello edit! Please note that while most gameplay features are implemented in it already, there's still the achievements, Pogo Stick, more levels, all left out until the full version.

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I hope you enjoy the demo. Leave some good replies containing ideas/reasonable criticism below!

Ya know...something decent CAN come out of Hello's thought-as-crappy SMB1 Engine.
We just need to work hard on that stuff. :)

 
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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 7:34 pm 
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Huh? What? Huh?
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At the moment, all I can say is ew. Mainly because the enemies are the worst possible colors, and everything looks thrown together. It'll probably be fixed in the future, but still. Also, the first set of Piranha Plants doesn't really work well considering they stop when you're next to them, but don't when you're under them.

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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 7:43 pm 
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Yeah, these graphics aren't particularly eye candy. I can barely tell those are pirahna plants, they look inverted. I don't like the goombas and koopas recolors, and the titles don't look SMB styled.

 
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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 8:28 pm 
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Dang ol Roushi I tell you what
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Like people said, the graphic is an eye-hurting colors that are from MS paint, and the solids don't like SMB styled. And in my opinion, no offense, the horizontal movement physics made it feel like another Hello clone.

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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 9:55 pm 
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supernova wrote:
Like people said, the graphic is an eye-hurting colors that are from MS paint, and the solids don't like SMB styled. And in my opinion, no offense, the horizontal movement physics made it feel like another Hello clone.

Sigh....
What is this "SMB Style" that you expect? What are you trying to say? They aren't supposed to be "SMB styled".
It's Mario crossed with Commander Keen. COMMANDER KEEN. Therefore, the tiles are from that game. You should know this since my forum announcing the game (In case you've read it), let alone have heard of and seen the CK series. Commander Keen's graphics may not be awesome, but they fit nicely, at least in my opinion.
As for the horizontal movement physics, I'm not exactly sure what to do about it, and I may as well have it stay like that.

Wiiboy4ever wrote:
Yeah, these graphics aren't particularly eye candy. I can barely tell those are pirahna plants, they look inverted. I don't like the goombas and koopas recolors, and the titles don't look SMB styled.

Like I've told supernova, I don't honestly see why you're expecting "SMB Styled" tiles in a game in which Mario is in a different platformer, which, in this case, is obviously Commander Keen. Yes, the graphics from that game aren't eye candy, but they fit. Plus, this is how the original Commander Keen was like, so I don't really see a problem. But as for the enemies, I'll tell you what: How about I change the enemies to the ones from Commander Keen (actual aliens)?

Mit wrote:
At the moment, all I can say is ew. Mainly because the enemies are the worst possible colors, and everything looks thrown together. It'll probably be fixed in the future, but still. Also, the first set of Piranha Plants doesn't really work well considering they stop when you're next to them, but don't when you're under them.

I guess I'll change the enemies to as they were in Commander Keen: Actual aliens. If you don't like how this game looks, then you probably won't like how the original Commander Keen had looked. As for the Piranha Plants, those probably will be changed, too. I'm not sure why you're complaining about the behaviors though. They've always been like that in Hello's engine. And in every edit, including the few good ones.


Alright, so we've got debate for changing the enemies to aliens from CK. Any reactions for this? Graphics won't be changed since this is, well, a Commander Keen + Mario game.

 
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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Wed Oct 12, 2011 10:11 pm 
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Quote:
Like I've told supernova, I don't honestly see why you're expecting "SMB Styled" tiles in a game in which Mario is in a different platformer, which, in this case, is obviously Commander Keen. Yes, the graphics from that game aren't eye candy, but they fit. Plus, this is how the original Commander Keen was like, so I don't really see a problem. But as for the enemies, I'll tell you what: How about I change the enemies to the ones from Commander Keen (actual aliens)?
Well um, you are using SMB characters, so I'm expecting an SMB style. It's not a matter of what game it is, but the style. If you're gonna do a crossover, you should probably make sure the styles don't clash, rather than recoloring it (like supernova said) something that looks like mspaint defaults. As for the enemies, I don't really mind what they are. All I'm saying is is that it would be reasonable to make the style match.

 
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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Thu Oct 13, 2011 8:07 am 
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But if you want to make it look like Commander Keen, I wouldn't use edited 16-bit SMB1 sprites like most other Hello SMB1 Engine games.

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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Thu Oct 13, 2011 4:44 pm 
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Wiiboy4ever wrote:
Quote:
Like I've told supernova, I don't honestly see why you're expecting "SMB Styled" tiles in a game in which Mario is in a different platformer, which, in this case, is obviously Commander Keen. Yes, the graphics from that game aren't eye candy, but they fit. Plus, this is how the original Commander Keen was like, so I don't really see a problem. But as for the enemies, I'll tell you what: How about I change the enemies to the ones from Commander Keen (actual aliens)?
Well um, you are using SMB characters, so I'm expecting an SMB style. It's not a matter of what game it is, but the style. If you're gonna do a crossover, you should probably make sure the styles don't clash, rather than recoloring it (like supernova said) something that looks like mspaint defaults. As for the enemies, I don't really mind what they are. All I'm saying is is that it would be reasonable to make the style match.

Thing is, I didn't recolor anything but the enemies. So I will make them look like the ones in Keen, leaving Mario as the only object that is from a different game.


VinnyVideo wrote:
But if you want to make it look like Commander Keen, I wouldn't use edited 16-bit SMB1 sprites like most other Hello SMB1 Engine games.

Not to worry. I'll just leave Mario as the only object unedited, whereas everything else is from CK. Like I've already said, I will bring the aliens from CK to replace the green Goombas and Koopas.

 
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 Post subject: Re: Mario -in- Marooned on Mars DEMO VERSION
PostPosted: Fri Oct 14, 2011 2:18 am 
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The Piranha plants definitely need to be changed, it will just frustrate the player having to back away for the plant to surface just to run under and die, and also, a feature asking if the player if they would like to return to the overworld instead of automatically doing so would be nice.

 
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