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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 6:05 am 
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Could work.

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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 11:55 am 
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Alright. I mean, something like that would be optional anyways so for now I'll continue to sprite the boss, and if we can add the new feature, cool, if not, oh well.

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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 12:39 pm 
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It's definitely a good idea to sprite the boss, only thing I'm unsure about is the cool-off phase and if it will be fun in action.

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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 1:09 pm 
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Guinea wrote:
It's definitely a good idea to sprite the boss, only thing I'm unsure about is the cool-off phase and if it will be fun in action.

Well, the idea was that it would only last for a second, mainly to catch players who try and jump on him directly after jumping off of the hook off guard, but whatever, for now I'll sprite the basic stuff and we can think of any changes when the time comes.

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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 2:20 pm 
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Thanks Gato!
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Hey Chaoxys, I suggest making some to most of his bandages burnt off.

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 Post subject: Re: Engine
PostPosted: Wed Nov 21, 2012 5:41 pm 
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He's a reskin of the boss, not the same boss, so he wouldn't have bandages to begin with.

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 Post subject: Re: Engine
PostPosted: Sun Nov 25, 2012 1:02 am 
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Alright, so I've more or less finished Mega Fishbones, but it might not be a perfect reskin of Chummy, mainly with him "on dry land" animation, since he'd be on the thin side (which would make him a harder target to hit which might work since he's meant to be a bit harder), is that alright?

EDIT- Uploaded it if you are interested in seeing it. I added a larger version of the bone that Chummy uses. I doubt it would be of use but idk, maybe we can do something with it (like maybe he could spit it and it could bounce along the stage or something? Idk)

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 Post subject: Re: Engine
PostPosted: Wed Nov 28, 2012 4:47 pm 
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Hey Guinea, random question, but how will Fishbones (the enemy, not the boss) work? I mean, there the SMW style that just swims forward (at varying speeds if I recall), and the NSMB version that targets you and swims in a straight line. I guess we could also make a new version, like one that swims left and right but speeds up when you are in it's general horizontal range. Anyways, I'm just asking because I'm working on a level that would use them.

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 Post subject: Re: Engine
PostPosted: Wed Nov 28, 2012 5:00 pm 
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I like your original idea actually, so we go with that. I guess it would work like those nasty Megaman enemies from Elecman's stage?

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 Post subject: Re: Engine
PostPosted: Wed Nov 28, 2012 9:37 pm 
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Guinea wrote:
I like your original idea actually, so we go with that. I guess it would work like those nasty Megaman enemies from Elecman's stage?

Yeah. I'd say their speed should be around Cheep Cheep speed, and boost to.. idk, maybe something around the speed the cyclops goes? Before they speed up, there should be a pause and the eyes turn red (mainly to give the player time to react), but after they turn red, they stay like that for at least 4 or 5 seconds, at least thats my idea for it. Either way, I'll leave the specifics up to you, all I ask is that the eyes have a glow effect since they are going to be in the level that introduces static Takko (in other words, a dark level).

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 Post subject: Re: Engine
PostPosted: Wed Dec 05, 2012 12:01 pm 
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Hey Guinea, I just uploaded Ice Bowser but due to his coloration being vastly different from Bowser (some parts on Bowser use the same colors for different things, but it doesn't on Ice Bowser) there may be some errors. Lemme know if you catch any.

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 Post subject: Re: Engine
PostPosted: Sun Jan 13, 2013 10:07 pm 
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Hey Guinea, I think I've figured out how to trigger the Big Boo glitch. What I did was I ran to the right with him following me, slid under him and rand back to the left, leaving him off screen. When I ran back to the right, he had respawned in his original spot, but he was unable to turn around or move (at least, he couldn't move to the left.)

Not a huge issue, just thought I'd make mention of it. Also, I'm not sure if this glitch works on normal Boos.

EDIT- I guess it's also worth mentioning that I should have about 3 or 4 (maybe even 5) new levels (most for world 4) finished sometime in the near future. A few of them may require a new enemy or two, but it's nothing I can't work around until then.

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 Post subject: Re: Engine
PostPosted: Tue Jan 15, 2013 4:08 am 
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^Oh, maybe there's a reset event missing.

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 Post subject: Re: Engine
PostPosted: Tue Jan 15, 2013 11:38 am 
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Oh hey, haven't heard from you recently. Anyways, if you have some time in the future, I need a couple of things for the levels I'm making.
Gamble Guy (he's just a stationary spawner. The dice he tosses work like the footballs in SMW. 2 normal bounces, then 1 high).
Lava
Podoboo
Thwomp

I think thats all I'll need, the other things being reskins and what not. I actually need a few other things like some BGs and what not, but nothing that would make it harder to test a level, so for now I really only need those 4 things when you have some free time.

EDIT- Oh, and Amps if you have the time but thats optional.

EDIT- Just uploaded 3 new level, all of which are nearly complete aside from a few missing things here and there (that and the rooms don't connect yet). I still have at least 2 or so more levels I have planned.

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 Post subject: Re: Engine
PostPosted: Fri Jan 25, 2013 11:21 pm 
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Hey Guinea, earlier you asked me if anything needed to be updated. I was in a bit of a hurry so I didn't have time to think, but there are a few graphical updates that will be needed at some point in the future.

Captain Syrup
Hammer Bros.
Boomerang Bros.
Buzzy Beetle
Quicksand

I think thats it for now. Anyways, I get off around 2pm tomorrow (so about an hour after we talked today (or yesterday for you?)) so we can go over anything then if you are on.

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 Post subject: Re: Engine
PostPosted: Mon Jan 28, 2013 1:27 am 
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Mkay so I've been trying to add the new door object into earlier levels but it's not working. I mean, the object works, but the issue is that the level really needs to be designed around the concept of the door which obviously isn't the case. For now I plan on having it officially introduced in world 3, but I did manage to sneak it into the pyramid level in world 2, however I don't have Ed Vice explaining it there because it's kinda hard to find it and you have to carry it through the entirety of the second room, and it results in a shortcut that skips the 3rd room completely, so I figured since it's completely optional and doesn't actually give you a "physical" reward, theres no point in explaining it (at that point at least).

EDIT- Oh yeah, if you have time, could you please add more nonsparkling frames (the first frame) between the sparkle ones. Right now it's doing some crazy rapid fire sparkles.

EDIT2- Oh yeah, I had an idea for the casino thing we were talking about earlier, I'll tell you next time you are on MSN.

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 Post subject: Re: Engine
PostPosted: Wed Feb 13, 2013 1:46 am 
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Hey Guinea, I finished those sprites you asked for, but if my past attempts at editing the character's sheets have taught me anything, it's that I probably did it wrong.


Seriously though, I had a question. What happens when a frozen player hits the water? I figured it would happen considering the first level planned to use this mechanic has a lot of water in it (I was thinking you'd just float but I don't know how much of a pain that would be for you (granted, programming anything sounds difficult for me since I can't so idk)).

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 Post subject: Re: Engine
PostPosted: Wed Feb 13, 2013 3:25 am 
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Since this freezing mechanic could be taken directly from the Wario Land series, I'll do the same thing that happens there (also for gameplay reasons): You just unfreeze upon hitting water.

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 Post subject: Re: Engine
PostPosted: Fri Feb 15, 2013 1:00 am 
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Oh hey, Guinea made an update!

Quote:
ERROR in
action number 1
of Step Event
for object objMapChar:

Error in code at line 64:
if (ctXaxis < 0 && ii.vPathLeft) {

at position 26: Unknown variable vPathLeft


Oh...

That aside, I like the fog you added on the map. I'll have to see it over everything before I can say for sure, but I think it looks pretty nice so far.


EDIT- Oh yeah, do you think we'd be able to start on wind mechanics sometime in the near future? I plan on making the final level in world 3 (and possibly a few levels in world 4) use wind gimmicks. If not thats fine, I'm just currently trying to knock out as much of world 3 as I can so I can fully focus on world 4. Either way I've started to work on the wind graphics, and but that I mean I'm spriting leaves that that will go flying in the direction of the wind (I'm also going to try and make little dancing lines that can be somewhat transparent to better show the wind.

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 Post subject: Re: Engine
PostPosted: Fri Feb 15, 2013 8:20 am 
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^The error is because I shifted the map to the right and you saved on this map.

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