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Author Topic: Progress of "M" -  (Read 29482 times) Bookmark and Share
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calc84maniac
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« Reply #60 on: 09 October, 2008, 03:39:40 »
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Okay, I suppose I'll have to do a bit of a rewrite of the ducking code... I personally found it annoying that he couldn't duck unless he was still, anyway.
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« Reply #61 on: 09 October, 2008, 12:19:28 »
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In the real games if he is under a block and stands up he is forced out to the left or right, depending on which side of the mid point of the block he is on.
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« Reply #62 on: 09 October, 2008, 15:54:20 »
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well it depends, if there were other blocks next to the one Mario was under he moved to the right by default all the time (left in SMB3)
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« Reply #63 on: 09 October, 2008, 18:13:40 »
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I think I'll just make him go out the way he came, just to be safe. Smiley
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« Reply #64 on: 10 October, 2008, 00:18:32 »
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Cool I hope it works out well. Maybe have him go out so quick that if there are enemies behind they are crushed with lot of gore appearing. Necro will play the game for sure

j/k Tongue
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« Reply #65 on: 10 October, 2008, 08:53:25 »
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-;- ...not every thing I do has to have gore, its just a tendency
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« Reply #66 on: 10 October, 2008, 10:09:47 »
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don't worry I was just joking Tongue
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« Reply #67 on: 10 October, 2008, 21:32:38 »
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IMHO, pushing him out to the right  regardless would probally be the best solution.
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« Reply #68 on: 11 October, 2008, 00:02:43 »
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just make sure to not accidentally add the old SMB glitches that caused mario to go through walls when jumping backwards near them and the ceiling or stuff like that Big smile. All old SMB games had this bug, even Super Mario All Stars did
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« Reply #69 on: 11 October, 2008, 00:47:52 »
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IMHO, pushing him out to the right  regardless would probally be the best solution.
Well, I dunno... there could be a wall blocking him from going out to the right.
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« Reply #70 on: 11 October, 2008, 01:07:55 »
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then he goes through the wall, like the original SMB, until it reaches a part where there's no more walls and that he can stand up. If he gets stuck in a small place afterward then it's either the player's fault or poor level design. That's how it used to be in Super Mario back in our childhood (well, at least, most of us on Omnimaga who were born in the 8 bit era when TI had yet to release their first graphing calculator ever)
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« Reply #71 on: 11 October, 2008, 07:30:25 »
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It should be fine as long as you design the levels to be Y2K compliant Tongue. If there is a wall he should just clip through it. I'll post some vid clips from SMB3 tomorrow and you can decide what you want to do Smiley.
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« Reply #72 on: 11 October, 2008, 09:47:53 »
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mhmm actually in SMB3 you go to the right too x.x my bad, I got confused with another mario game i think http://www.youtube.com/watch?v=HZNDo-Sk_ec at 00:28 it's an example
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« Reply #73 on: 11 October, 2008, 16:55:13 »
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when using tiles, his hit detection would most likely pickup that there's a tile there and stop him. Just letting him go through walls is not a good thing, it could lead to a lot of issues in the future. So for ease of programming I would say just kick mario back out which ever way he came from you could have him slide until he hits a tile and then bounce him back. That would allow you to do some cool stuff with putting coins under the blocks and allowing mario to get them.
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« Reply #74 on: 12 October, 2008, 01:07:56 »
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Okay, sliding to the right and perhaps bouncing back it is?
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