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 Post subject: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 3:28 pm 
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The people of the Mushroom Kingdom have finally embraced industrialization, and it is all thanks to everyone's favorite plumber, Luigi! Unfortunately, Luigi's greed got the best of him, and the entire kingdom became shrouded in darkness. The thick smog emanating from Luigi's accomplishments have darkened the once bright and colorful kingdom. It is now up to Mario to try and solve this dilemma!



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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 4:11 pm 
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I was thinking of making Luigi* the boss of my newest SMBX boss rush (the villain in the excuse-plot), lol. You stole my ideas!

*Read: it's actually Kamek in disguise and it's Bowser's plot

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 4:47 pm 
Cliax Codec X Splatoon
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I haven't played it yet and despite it looking a bit different from your other games it looks a bit offputting.
I think these games would catch so much more attention if you went for a more unique graphics other than SMB3 style each time. You have wacky ideas and wacky effects going on, so wacky and detailed environments might just make one of your games a classic that needs to be played.
Either way, the gameplay looks interesting and I might check it out later.

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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?

Currently designing Chapter 1-6, 5%

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 6:10 pm 
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Don't look at your profile sillywabbit
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"Brobot sprites"
Wow will Luigi be fighting me?!? ;)

Also does this use the e coins from SME or are those useless like RR and MM?

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 6:52 pm 
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This level design is extremely hard...

Aside from the fact that I can't get past 1-1, my only large issues with the game are the graphics (I'm not a fan of SMB3 graphics), there is no full-screen mode, and that there doesn't seem to be a clear "enemy" here. The intro says that Mario is going off to solve the problem of pollution, probably by finding Luigi. But all the enemies are minions of Bowser. Is the goal of the game to defeat Luigi, or just to talk to him? That sort of vagueness worked in Eclipse, but it doesn't really click with the setting of Dynamo.

This next part isn't really an "issue", per say, but the game, though significantly different from other Hello engine games, still has that sort of feel. I am positive that it is largely due to the "mixed" Mario aspects. For instance, the game cuts and pastes different elements from various Mario games without all that much being changed (such as the SMB3 map system, mixed with SMW spin-jumping). Those features mixed with each other are a large part of what makes games feel like they were made with an engine, at least, in my opinion. Just some food for thought.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 9:04 pm 
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Hey Hello could you please make a walkthrough of level 8? I've only been able to find the secret exit, and I've been working for 30-45 minutes with no luck.

Two compliments I have is that there is indeed at least 1 boss and that it automatically switches you to the right Mario.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 9:56 pm 
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Willsaber: You can activate fullscreen mode with the less-than-intuitive combination of Alt-Enter.

The graphical bells and whistles are neat, but this is an extremely frustrating game. I couldn't even get past the first level. I don't mind playing challenging games, but the game becomes too hard too fast, and there's some artificial difficulty - for example, in the first part of the first level, there's a section where you bounce across Note Blocks over a very short area. You have to time it perfectly to avoid hitting your head and falling into the pit. And that's the beginning of the game! It's neat that you added wall jumping, but you have to make a quick series of wall jumps with a very tight time limit. You didn't include any way to introduce players to a new gameplay mechanic, instead of hitting them hard and early.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 10:54 pm 
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DJ Coco wrote:
I think these games would catch so much more attention if you went for a more unique graphics other than SMB3 style each time. You have wacky ideas and wacky effects going on, so wacky and detailed environments might just make one of your games a classic that needs to be played.

There is no other set of sprites with everything I need.

Willsaber wrote:
there is no full-screen mode

Alt+Enter

TiKi wrote:
Hey Hello could you please make a walkthrough of level 8? I've only been able to find the secret exit, and I've been working for 30-45 minutes with no luck.

1) Hit the On/off block to turn it off.
2) Find a pipe that was blocked off that takes you to an area you haven't been to before.
3) Avoid pinball flippers that take you to previous areas. (Go through the one that takes you somewhere new)

VinnyVideo wrote:
Willsaber: You can activate fullscreen mode with the less-than-intuitive combination of Alt-Enter.

Alt+Enter is definitely more common than F4 outside of GM made games.

VinnyVideo wrote:
I don't mind playing challenging games, but the game becomes too hard too fast

Except that you have infinite lives and lots of checkpoints to help out.

VinnyVideo wrote:
in the first part of the first level, there's a section where you bounce across Note Blocks over a very short area. You have to time it perfectly to avoid hitting your head and falling into the pit.

You could duck and not hit your head.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Mon Nov 03, 2014 11:24 pm 
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Hello wrote:
DJ Coco wrote:
I think these games would catch so much more attention if you went for a more unique graphics other than SMB3 style each time. You have wacky ideas and wacky effects going on, so wacky and detailed environments might just make one of your games a classic that needs to be played.

There is no other set of sprites with everything I need.

VinnyVideo wrote:
Willsaber: You can activate fullscreen mode with the less-than-intuitive combination of Alt-Enter.

Alt+Enter is definitely more common than F4 outside of GM made games.

VinnyVideo wrote:
I don't mind playing challenging games, but the game becomes too hard too fast

Except that you have infinite lives and lots of checkpoints to help out.

VinnyVideo wrote:
in the first part of the first level, there's a section where you bounce across Note Blocks over a very short area. You have to time it perfectly to avoid hitting your head and falling into the pit.

You could duck and not hit your head.

Spoiler:


Spoiler:


Spoiler:


Spoiler:

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 Post subject: Re: Super Mario Dynamo
PostPosted: Tue Nov 04, 2014 12:11 am 
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WS you were right to leave, this game gets hard. You often need to take it slow.

Also: the "back to the last beat level" thing flushed my Rotten Graveyard checkpoint by accident. I'd prefer it if you just went back to the same level you're on.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Tue Nov 04, 2014 7:37 pm 
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Beat it! Has anyone else?
I have:
Spoiler:

I may post my thoughts later. I will say that I'm glad there's bosses this time.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Tue Nov 04, 2014 9:35 pm 
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hi hello
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I would probably find this game much more enjoyable if it wasn't so hard... like wow! The first level is really difficult, especially for a first level.

Other than that, I do like the storyline, though I think you could have done more with it. Now I've only played the first level, so I don't really know if the plot evolves more after that, but it seems like everything is explained in a scrolling text, and then you just kind of get repeats of that through the dialogue with the toads (meaning they don't really tell you anything you didn't learn from the text). The dialogue is also really awkward at many points.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Wed Nov 05, 2014 12:01 am 
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oh. You'll need to get at least 2 or 3 switch palaces to win the game. Fair warning.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Wed Nov 05, 2014 8:15 am 
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Hello wrote:
There is no other set of sprites with everything I need.
You might be able to request some assets you need. There's a lot of sheets out there - I'm pretty sure you can find replacements for a lot of things that would fit and bring a lot of freshness to the game.
VinnyVideo wrote:
Willsaber: You can activate fullscreen mode with the less-than-intuitive combination of Alt-Enter.
I assume you never played a game outside of Game Maker games before, because pretty much every game uses Alt+Enter for toggling fullscreen.

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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?

Currently designing Chapter 1-6, 5%

GOTM titles
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 Post subject: Re: Super Mario Dynamo
PostPosted: Thu Nov 13, 2014 7:20 am 
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I'm just a little adorable kitty :3
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I guess no one noticed this

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 Post subject: Re: Super Mario Dynamo
PostPosted: Fri Nov 14, 2014 7:08 pm 
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Nice find, I want to check that out too.

Hello wrote:
You could duck and not hit your head.

While jumping I guess. That can be called an expert trick, I think.

 
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 Post subject: Re: Super Mario Dynamo
PostPosted: Fri Nov 14, 2014 9:39 pm 
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In the tree stage, one can flip a shell underneath a 2 block high space. I got 1 million points!

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 Post subject: Re: Super Mario Dynamo
PostPosted: Sat Nov 15, 2014 4:40 am 
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Thanks DonnieTheGuy!
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TiKi wrote:
In the tree stage, one can flip a shell underneath a 2 block high space. I got 1 million points!

Too late...

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 Post subject: Re: Super Mario Dynamo
PostPosted: Sat Nov 15, 2014 2:16 pm 
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Actually I think I got it around that date.

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 Post subject: Re: Super Mario Dynamo
PostPosted: Tue Nov 18, 2014 6:30 am 
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I'm just a little adorable kitty :3
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Beaten it with all the 7 eCoins.

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