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Which suit should be Marisa's "Fire Flower"-typed Super Item?
Poll ended at Fri Apr 05, 2013 4:22 pm
Reimu (Attack: SWR Fantasy Orb) 100%  100%  [ 2 ]
Yuki from TH5 (Attack: her final spell card: http://www.youtube.com/watch?v=9oCUsvqPtDI (11:05)) 0%  0%  [ 0 ]
Total votes : 2
 
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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Apr 10, 2013 7:11 pm 
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Looks like a very interesting concept. Good work so far (judging from the screen shots). Can't wait to play a demo :)

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Sun Sep 01, 2013 4:04 pm 
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Sorry to bump, but this is relevant:
I have finally finished the most important part of the Super Power-Up System. Now I only need to code an intro, though that should be fairly easy.
I also decided to remake 1-4 (Brick Break), since now, it looks bad and is awfully short compared to the other stages an my revamp of Goomba Underground.
However, the real thing comes now:
Since I most of the Super Power-Up System, the next thing I wanted to do is finally coding the Sphere Doomer. The only problem: There are no sprites.
So if someone is willing to sprite the Sphere Doomer and the Grand Doomer, please let me know. I will also credit the spriter for the sprites. ;)


Last edited by TrinitroMan on Thu Sep 05, 2013 2:30 pm, edited 1 time in total.
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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Tue Sep 03, 2013 4:00 am 
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Uhm...sorry to double-post, but I forgot to ask a question:
Where can I request sprites to be made?

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Tue Sep 03, 2013 4:10 pm 
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TrinitroMan wrote:
Uhm...sorry to double-post, but I forgot to ask a question:
Where can I request sprites to be made?

You mean here? Then I think in the developer discussions section. If you mean what other site you can request sprites on, then I don't really know.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 1:15 pm 
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Yeah, I meant here. And thanks.
Also:
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Could someone please remind me, what these checkered blocks were for again?

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 3:15 pm 
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They replaced note blocks in NSMBWii.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 3:22 pm 
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LuigiM9 wrote:
They replaced note blocks in NSMBWii.

Yeah, this. They let the player bounce up high kind of like a spring, but the player also had to press the jump button right when they landed on it to jump high.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 3:57 pm 
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LuigiM9 wrote:
They replaced note blocks in NSMBWii.

I thought that were only the green ones.
Oh, and Evil Yoshi: I just found out thanks to Djane Coco that I cannot request stuff at all in this forum, while D-Dazzle said that I need to make something like a "general help thread".
Now I'm really confused...


Last edited by TrinitroMan on Wed Sep 04, 2013 4:03 pm, edited 1 time in total.
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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 4:02 pm 
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I could be wrong, but I'm pretty sure all of them bounce the player up. Maybe the colors determine how high they make the player bounce, but I'm not sure.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 4:04 pm 
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I'm just a little adorable kitty :3
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Those are Yoshi's Island checker platforms.

Each one moves in a different direction.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 4:06 pm 
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Ah thanks, DragezeeY.
Where did they first appeared, by the way? It was a long time since I played YI...
Also, what's up with me being unable to send PMs? I get more and more confused...
Please help me out.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 04, 2013 4:15 pm 
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I'm just a little adorable kitty :3
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TrinitroMan wrote:
Ah thanks, DragezeeY.
Where did they first appeared, by the way? It was a long time since I played YI...
Also, what's up with me being unable to send PMs? I get more and more confused...
Please help me out.


They first appeared in World 3-2: Jungle Rhythm

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Thu Sep 05, 2013 1:47 am 
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Ah, thanks.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Fri Oct 18, 2013 7:45 am 
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Sorry to bump, but I just wanted to let you know that this project is NOT dead.
I could thankfully contact kirbio again, who is willing to sprite the Sphere Doomers.
Aside from that, I also finally decided to externalize the music, so I have more free space for new objects to code.
Of course, there is one problem: it is glitchy as hell. There are no error messages, but the externalized music wont play either...
...should I open a new thread in the Devleoper Discussion now for asking help or can I just ask it here?
P.S.: I use GMFMod Simple, just like Super Mario Fusion Revival...

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Thu Nov 07, 2013 11:30 am 
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Sorry to bump, but I sadly have got bad news:
This game will sadly not get an NCFC release.
The reason: I decided to externalize the music, because the game got so big, that I fear that I cannot code anything new until the music is externalized, so I get more free space. However, I couldn't make it work, and now, I'm waiting, until JudgeSpear, who was willing to help me out, finally sends me back my game with the music functioning. I'm not telling him to make the work faster, since I don't want to sound rude or impatient, but I will very probably have to wait until next year now...

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Sat Nov 09, 2013 12:16 pm 
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Good news, everyone. I could finally fix the problem with the externalized music all by myself.
Now chances that this game will get an NCFC demo are increasing. :cool:

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Fri Nov 15, 2013 5:37 pm 
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Sorry to disappoint everyone of you, but I sadly cannot release an NCFC demo of this game anymore...
Reason: There were too many problems with the music always repeating whenever it should and the miniboss of the first fortress not hding in his shell whenever he should...and I couldn't solve these problems in time.
In fact, I still cannot, so if someone wants to help me, please let me know.

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Mon Sep 01, 2014 7:54 am 
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Sorry for the nectrobump, but this is super important, and I don't want anyone to miss this information.
I have officially picked up work on Super Marisa World FUSION again.
And with the first three levels public ready and the fourth level soonly becoming public ready, I can pretty much tell you that if everything goes well, then Super Marisa World FUSION will enter the NCFC with a four levels demo, so everyone can have a try of that game.
So...uh...how can I submit my NCFC entry? Thanks in advance!

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Wed Sep 03, 2014 9:25 am 
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BIG ANNOUNCMENT!
Super Marisa World FUSION is now basically ready for an NCFC demo release. But before I do, I first would like to have your opinion on certain things:
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First things first: The Title Screen. It first starts with a story, then scrolls down to the hills slowly, and then the logo fades in. All while using the title theme of Touhou Hisouten - Scarlet Weather Rhapsody
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The mapscreen to World 1. I try to make it look as appealing as possible while only using the maptiles from Super Mario Bros 3 and Super Mario World. Black pipes let you warp between worlds, but regular green pipes will be included as well.
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Graphics galore. I try to keep the graphic style as SMB3 as possible. Even non-SMB3 things like the flipblocks or the long ?-blocks have been made in SMB3 style, and I took Icegoom's sprites of SMW enemies and reshaded them into SMB3 style. The goombas, on the other hand, are actually the SML2 reshades from Mushroom Kingdom Fusion. I also have updated the Hammer Bros and mitsies so they have their modern colorschemes. The brick blocks and checkboard platforms have been made by Squishy Rex, while the health display has been made by DragzeeY. That's also one of my modifications to the engine. 2 additional modifications to them are additional effects for running, cherries, and collecting acecoins with shells.
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The second level seems to bring you back to the roots. But it still manages to gather surprises.
The Spinies were one of the very few enemy types, where I actually hated the SMB3 sprites, so I replaced them with the MSB1 sprites. Even the mushrooms have been updated. And not only does this level introduces to the very first enemy of Super Mario Land that is going to reappear, but also introduces the NPC system.
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And now to the fourth level. And for me it's the biggest attraction of the demo.
It already shows the redesign of the Hammer Bros and friends. But the real big thing is
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A fire flower? Are you s***ting me? But why is this fire flower standing wide in the open instead of being inside a ?-block?
Well, guess what. The Fire Flower wont simply turn you into Fire Marisa. No.
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Instead, it will give you super powers. In the example of the Fire Flower, Marisa gains Reimu's ability to use the Fantasy Orb spellcard in order to smash special blocks and mow down enemies. The golden timer below indicates, how long you can use the super power-up.
Not only is the Super Power-Up a super version of the classical Mario power-ups and thus more powerful, but you also need them in order to open a passageway to the Subspace Emmisary.
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And to top it all off, you even fight a Sphere Doomer (sprites by Kirbio) at the end of every Subspace level. Defeating it will give you the third ace coin of a level.

And that's the 4-levels NCFC Demo of Super Marisa World FUSION for you.
Please give me C+C regarding the design (although I wont use custom sprites, that look way to different from either SMB3 or the modern Mario games), before I can finally release my NCFC demo. Thanks in advance!

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 Post subject: Re: Super Marisa World FUSION (working title)
PostPosted: Thu Sep 04, 2014 10:45 am 
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Looks good, but you misspelled "somewhere" as "somehwhere" in the dialogue screenshot, and the "Fusion" in the logo doesnt look really good, please remove the white background, and maybe change the font. I do really like the edit of the SMW logo, it looks just like the real one, except for Marisa, of course :laugh: You may also want to change/add a bit more to the engine, right now the only difference I see is graphics, a minor edit for the dialogue box and a new powerup (while not exactly a new one, its move it brand-new, and I love that move to be honest).

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