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Super fanmade Mario Bros., Casual fangame with MarioMaker style
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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Sat Sep 24, 2016 2:18 am 
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SuperArthurBros wrote:
The only issues I have is that the skid dust effect is too big

Thank you for feedback. I've changed skid dust to half size now.
Image

SuperArthurBros wrote:
the background music seems to have an odd filter.

What is an 'odd filter'? Can you explain it?

 
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 [br]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Sat Sep 24, 2016 7:22 am 
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I'm not sure about the new dust effect, is just scaling it down a good idea? All the other sprites are in a 2x scale, while the skid dust doesn't fit as it's in 1x scale.

By "strange filter", I meant the music sounds a bit like a MIDI or like if it was recorded from speakers instead of being ripped in good quality from the actual game.

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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Sat Sep 24, 2016 7:34 am 
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SuperArthurBros wrote:
I'm not sure about the new dust effect, is just scaling it down a good idea? All the other sprites are in a 2x scale, while the skid dust doesn't fit as it's in 1x scale.

By "strange filter", I meant the music sounds a bit like a MIDI or like if it was recorded from speakers instead of being ripped in good quality from the actual game.


1.
Yes, it was pretty bad idea. I'll re-draw small sized dust sprite.

2.
And BGM is ripped from original SMB, .. Maybe video recorder program makes its quality bad.
Or (probably) you're familiar with other high-quality BGM..?! (ex. NSMB, SMBX, Etc)

Thank you for feedback! :thumbsup:

 
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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Sat Sep 24, 2016 8:50 am 
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Now we can stack enemies on others.

Let's see short video:


It is expected to create interesting stage.

Have a nice weekend. :thumbsup:

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Sorry for bad frame rate it's gif. :nope:

 
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 [us]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Mon Oct 03, 2016 10:57 am 
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This might as be Super Mario Maker: The Super Mario Bros. Edition with these kind of features and functions.

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 [br]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Mon Oct 03, 2016 11:04 am 
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MarioBrosFan2010 wrote:
This might as be Super Mario Maker: The Super Mario Bros. Edition with these kind of features and functions.

Which, in return, sounds like a good fuel for DMCA takedowns! ;)

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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Tue Oct 04, 2016 5:10 am 
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SuperArthurBros wrote:
MarioBrosFan2010 wrote:
This might as be Super Mario Maker: The Super Mario Bros. Edition with these kind of features and functions.

Which, in return, sounds like a good fuel for DMCA takedowns! ;)


Haha should I stop development? :(

 
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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Tue Oct 04, 2016 5:21 am 
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Here is a current test video of features on my project.
I made a stage with a some difficult.

I don't know whether stop the project or not,
But I will continue to work hard until it stop. :p


 
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 [us]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Tue Oct 04, 2016 9:15 am 
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You might as well continue. You're doing good so far.

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 [zz]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Wed Oct 05, 2016 3:36 am 
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Keep up the great work so far! Don't let Nintendo stop you, and host your work in other places!

 
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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Tue Oct 18, 2016 8:50 pm 
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It's been a long time since I last uploaded.
I am still working and I will introduce briefly to you as I uploaded it onto YouTube.



There are many changes in this version.
- Screen ratio changed to wide.
- Added jump blocks and spikes block.
- Additional Trampolin can be placed sideways.
- Added background theme for Underground and Castle.
- Add some additional power up versions of the enemy.
- Added some tile animations.
- Etc.

PS. I can't believe that I haven't decided on the name of this game yet. :huh:

 
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 [br]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Tue Oct 18, 2016 9:35 pm 
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Once again,the physics seem to be working perfectly, and I really like some details like the powerup animation, the menu after completing the stage, and how the big shell can break locks other than bricks. :D

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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Wed Nov 02, 2016 4:45 am 
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Hello again!

I'm still working to add more objects, tuning physics engine, etc.

Here is release note:
1. More smooth movements.
2. Implemented some objects from SMM.
- Pink Coin, Key, Door, Locked Door
- Muncher, Bob-omb, Sledge Brothers, Thwomp, DryBone, Fire Piranha Plant, Grinder
- Sign arrow, Vines(=Not Item), P-Switch, CheckPoint flag

I think some things are going to need a little more adjustment, but I think the rest is going well.
There are some missing sound effects, which I'm still looking for. (ex: DryBone Press, Destroy sound)

I think it became a more interesting toy. :laugh:

Here is showcase video:


Thank you!

 
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 [kr]
 Post subject: Re: (WIP) Super Mario Bros. FanGame (NoName Yet)
PostPosted: Fri Nov 04, 2016 5:09 am 
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One more showcase video is here.
This is made for stability test of my engine.



Thanks.

 
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 [kr]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Wed Nov 09, 2016 2:56 am 
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Although I am not receiving any attention from this forum, I continue to upload a showcase video.
I wonder whether this is necessary. :(

Anyway, I have prepared 2 videos for the updated contents.
(1) I added a guy who needed some physical calculations, called Chain Chomp.
(2) I added 'Winged' property to most enemies, and the movements of the winged version were implemented.

Here is video:
(1)


(2)

(The color of the background of the mouse cursor is black, and it is a bug in a recording program)

Thank you :tired:

 
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 [es]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Wed Nov 09, 2016 6:09 am 
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I'm just a little adorable kitty :3
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This is starting to look good.

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 [us]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Wed Nov 09, 2016 11:32 am 
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Does this game share the physics of New Super Mario Bros. U by any chance?

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 [gb]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Wed Nov 09, 2016 9:25 pm 
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Looks like the controls are a little slippery.

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 [kr]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Thu Nov 10, 2016 3:13 am 
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GateteVerde wrote:
This is starting to look good.

Thank you!

MarioBrosFan2010 wrote:
Does this game share the physics of New Super Mario Bros. U by any chance?

Hmm ... I do not understand exactly.
The physics engine is based on SMB1 and I am gradually changing to SMM (SMB1) style.
(Watch closely and implement similar to the original!)

SMBXfan wrote:
Looks like the controls are a little slippery.

Is it? I felt pretty close to SMB1 ...
It seems that it is not an easy task to adjust the feeling of control properly.


Last edited by neoarc on Thu Nov 10, 2016 11:44 am, edited 1 time in total.
 
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 [br]
 Post subject: Re: Super Mario Bros FanGame (no name yet)
PostPosted: Thu Nov 10, 2016 10:47 am 
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neoarc wrote:
SMBXfan wrote:
Looks like the controls are a little slippery.

Is it? I felt pretty close to SMB1 ...
It seems that it is not an easy task to adjust the feeling of control properly.

I think the physics are perfect! SMB1 itself had slippery physics.

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