SUPER MARIO (for MZX) It's coming!
#33
Posted 03 May 2004 - 04:01 PM

Attached File(s)
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SM4MZXb.zip (226.13K)
Number of downloads: 170
This post has been edited by T-bone6: 03 May 2004 - 04:03 PM
#35
Posted 03 May 2004 - 07:53 PM
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#36
Posted 03 May 2004 - 08:35 PM
As for Super Mario, it is a graphical goldmine. I think the background could have been composed of a little more than just clouds, but everything else looks peachy (especially for normal MZX graphics). The gameplay is choppy, though. It needs to be a lot smoother.
#37
Posted 03 May 2004 - 08:44 PM
This post has been edited by T-bone6: 03 May 2004 - 08:47 PM
#38
Posted 03 May 2004 - 09:34 PM
Played through the demo a little bit. Very nice graphics, but I'm expecting a little more in the gameplay department. Graphics aren't everything. The jumping was really choppy, and you can't interact with enemies yet...
#39
Posted 03 May 2004 - 09:43 PM
If an enemy hits Mario, he shouldn't just stand there (I know you plan on having him shrink, but the enemy shouldn't just bounce off). Perhaps something else could happen as well? Mario getting pushed back a bit when hit would give you more reason to try to avoid it, especially on close quarters.
Jumping needs a little work. It seems the jumping's slower when you jump with two arrow keys held down. When jumping straight up, however, it's too choppy. A good control scheme would be for the player to jump up to a given height for as long as the up arrow key is held down, then to wait for a moment for air time (As long as the player still holds the up key), then it would finally end in the descent. It's not necessarily Mario, but it'd make it easier to control.
There were quite a few enemies I didn't know how to kill. I don't know if you intended on them to be killed or not, but it'd be good if there were a specific way to get rid of the ones that you can't simply jump on. And on the enemies you can jump on to kill, perhaps Mario should bounce a little up in the air after jumping on them, so it's easier to tell the difference between when you actually land on one, and when you land on the ground next to it.
That's all I have for right now. Nice graphics, but the physics need a bit of tweaking.
#40
Posted 03 May 2004 - 10:50 PM
I'm not saying you have to implement this number but your engine should emulate the basic effects of this: the jump starts out quickly, gradually slows down towards the top, a little bit of hangtime at the top, then gravity takes over and pulls him to earth with increasing speed.
Now, in a videogame, it's a good idea to not let gravity accelerate stuff forever - and in MZX, the limits of the system will force this on you already. Just have the descent speed up until one motion every given amount of cycles and keep that constant, the usual rate of gravity.
#41
Posted 03 May 2004 - 10:57 PM
#42
Posted 03 May 2004 - 11:10 PM
#43
Posted 04 May 2004 - 03:49 PM

I'm working on the gravity probs right now for the next version. I'll have to re-do the engine. I'm kind'a new to SPRITEs so I may not get the jumping controls down packed.
I'm also going to create an effect for when you are harmed by enemies. You will blink and possibly be thrown back one x-axis space. And since Mario is composed of a SPRITE and a robot I can't really make enemies walk through you when you are in hurt mode (blinking).
By the way, all of you that have beta tested any of the versions posted here, will be entered into the credits of the full-version. I'm going to use your Digiboard usernames.
For the next version I am going to add a pipe level! Stage 7-1 (contains Human Fire Trap! You know those plants in the pipes.)
Attached File(s)
-
SM4MZXb.zip (250.5K)
Number of downloads: 176
This post has been edited by T-Bone: 03 October 2014 - 08:06 PM
#45
Posted 04 May 2004 - 07:26 PM
For those have downloaded the demo, do read the reversion history to know what changes I have made.
This post has been edited by T-Bone: 03 October 2014 - 08:07 PM
#46
Posted 04 May 2004 - 08:09 PM
Now, there isn't necessarily a right or a wrong way to do things here, but the way you're going about using sprites in this is at the very least making things much more complicated than they should be, and could be one of the reasons why your implementation of things is still rather minimalistic. You should really be using the builtin collision detection mechanism with sprites, and then make robots completely independant of their sprite entities and just move sprites around remotely. This is actually really easy and would use a lot less code.
You might be asking, "if I don't have robots with the sprite positions, how will I send them labels when things happen?" The answer is by naming convention. I name the control robots something like pN where N is the sprite number they correspond to. If you say, would collide with sprite N while moving normally you might send "pN" the "touch" label. If while jumping, you could send the "bump" label. Static entities that have fixed responses (like breakable blocks) don't need to have sprites mapping them of course; the collision mechanism will return -1 for customblocks too... you can then check what customblock (char range?) is at that location to see what to do. How about sending things to the north or another direction? The "if sprite" method works but only checks one space at a time. You can check entire spaces by using "sprite swapping"; doing a collision test with a filler sprite of the right size at the position you want. For instance, when you hit a block, it might test a sprite of collision size 2x1 directly above it to see if you hit a badguy too.
Your walking is way too slow. The problem is that even though you've exported the walking animations to another bot, you have the waiting between frames chained to the walking bot. The animations bot should have complete animation cycles and the walking bot should issue these and itself wait 1 or so inbetween movements.
You should really use partial charsets. It would save you a ton of grief; of course it's a little hard to transition now. Might not be so bad using in-MZX code to dump the charsets as they're edited to.
I strongly recommend not having so much light vertical scrolling in this game (for instance when you jump); you should either make the screen height smaller or (better) make the viewport larger. Also, you need not manually set the scrollview position with the sprite, there's a sprite command to do this for you:
"If you set sprN_setview to anything it will do the equivilent of "resetview" for the sprite N." (from 265_info.txt)
The rest of the "problems" you're probably already aware of and working to fix. So I'll let you to it.. good luck..
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#47
Posted 04 May 2004 - 08:12 PM

This post has been edited by T-bone6: 04 May 2004 - 08:18 PM
#48
Posted 04 May 2004 - 08:40 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#49
Posted 04 May 2004 - 08:50 PM
T-bone6, on May 4 2004, 03:12 PM, said:

They definitely won't slow the game down, since you'd only be removing an element, not adding something..
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#50
Posted 04 May 2004 - 08:54 PM
"Only two things are infinite, the universe and the stupidity of mankind, and I'm not sure about the former." -Albert Einstein
"I wanna take a ride on your disco stick." -duvel
#51
Posted 04 May 2004 - 08:55 PM
EDIT:
Removed radio show plug.
This post has been edited by T-Bone: 03 October 2014 - 08:07 PM
#54
Posted 05 May 2004 - 03:06 PM
Attached File(s)
-
SM4MZXb.zip (250.47K)
Number of downloads: 161
This post has been edited by T-Bone: 03 October 2014 - 08:08 PM
#55
Posted 05 May 2004 - 04:20 PM
#56
Posted 05 May 2004 - 05:17 PM
Holy fucking crap.
BEST SIDESCROLLER FOR MZX EVER
in DosBOX, you seemed to have to sit on the enemies for a while to kill them as opposed to instant enemy death. I'm not sure that this is a game bug though. I will tell you when I get home.
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#57
Posted 05 May 2004 - 07:24 PM
DON'T PM ME ABOUT THIS! I CAN READ THE ******* THREAD!
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#58
Posted 05 May 2004 - 08:27 PM
It's not so much a bug, but in the mario games when you're on ice, if you jump straight up when you land you won't slide. Yours did. REGARDLESS IT IS NEATNESS.


#59
Posted 06 May 2004 - 04:22 AM

#60
Posted 06 May 2004 - 09:19 AM
EDIT: Oh, a new version.

This post has been edited by Galladin: 06 May 2004 - 09:21 AM
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.