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 Post subject: A Plumber's Journey!
PostPosted: Mon Nov 28, 2016 3:18 pm 
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I'm just a little adorable kitty :3
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So I decided to bring this back from the dead with a brand new engine.

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I'll keep updating this topic as soon I have more content to show.

DISCORD: https://discord.gg/gpyWJKx

LINK TO OLD THREAD: viewtopic.php?f=8&t=17986


Last edited by Gatete on Tue Mar 07, 2017 4:03 pm, edited 4 times in total.
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 4:09 pm 
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Nice to see that you are still working on this! :) I can't wait to see how the engine does. Though, do you think you could provide links to the fonts you listed in the poll? Because I don't really know what do they look like. :confused:

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 5:05 pm 
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Kootie Patootie
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This looks bizarre.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 5:59 pm 
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That looks pretty ok

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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: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 9:46 pm 
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hi hello
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Looks cool, though I agree with Willsaber... what's up with that floating block?

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 10:07 pm 
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Evil Yoshi Toes wrote:
what's up with that floating block?

The block seems to be aligned to the other tiles. The pipes are a bit thinner than "typical" Mario pipes so placing the block there looks a tad off.

 
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Nov 28, 2016 10:30 pm 
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Kootie Patootie
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Supah-Luigi wrote:
Evil Yoshi Toes wrote:
what's up with that floating block?

The block seems to be aligned to the other tiles. The pipes are a bit thinner than "typical" Mario pipes so placing the block there looks a tad off.

I'd say 4 pixels of empty space is a bit more than a tad.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Tue Nov 29, 2016 1:30 am 
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Will you be re using the levels made from the first one?

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Tue Nov 29, 2016 4:46 am 
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I'm just a little adorable kitty :3
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Renhoek wrote:
Will you be re using the levels made from the first one?


Some of them

Here's the tileset in case someone is interested on it.
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Wed Nov 30, 2016 2:45 pm 
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Testing foreground backgrounds

Should I keep the outline on the cloud background?

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Wed Nov 30, 2016 3:23 pm 
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I like the cloud outlines, personally.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Wed Nov 30, 2016 3:56 pm 
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Obligatory .gif

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Wed Nov 30, 2016 5:47 pm 
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I'm not really sure about the cloud outlines. I kind of like them, it's just that in some spots it could bother some people, although it would be for a quite brief moment. The power-up sequences look nice. I really like them. It would be neat if you made it so that Mario doesn't change his pose while he is changing (for example, when he's jumping, instead of using his standing sprite, he could keep his jumping sprite instead), although that could be quite a bit of work when it comes to the sequence with small Mario changing to big Mario, considering that there is an exclusive sprite in between the sequence.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Wed Nov 30, 2016 8:31 pm 
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This is actually looking pretty good. I'll be looking forward to playing it.

 
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Fri Dec 02, 2016 2:30 pm 
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The invincibility will last for 30 in-game seconds which are approximately 12 real-life seconds.

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You will be only able to get 3 lives per level on this game, if you die on a level. You will lose the ones you earned.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Sat Dec 03, 2016 4:23 am 
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I don't really get the 3 life restriction, when that was put in mario maker it was to prevent people from breaking the game by putting 100x lives in a single level. In a game that's properly designed this just seems like a weird to restrict yourself like that and would just make the player disappointment when they're maxed out and find another life they can't have.

Other then that it looks good, are you using shaders for the colour changing or is this a different method?

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Sat Dec 03, 2016 11:22 am 
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Yeah it makes no sense here.

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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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Fan Art
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Sat Dec 03, 2016 1:07 pm 
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a good hi-q level should only really have 1 or 2 extra lives to collect, and besides locking players out of using extra lives in the levels where they obtained them is going to be a pain in more challenging areas

 
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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Sat Dec 03, 2016 5:54 pm 
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I removed the 1-up limit from the engine, I also added a data structure variable for all the hidden blocks containing 1-ups to prevent them to re-appear.

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 Post subject: Re: "New" Super Mario Redrawn
PostPosted: Mon Dec 12, 2016 6:28 am 
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You probably thought that I missed posting on this topic

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