Author Topic: Super Mario ASCII  (Read 25420 times)

0 Members and 1 Guest are viewing this topic.

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
Super Mario ASCII
« on: April 10, 2006, 07:24:00 am »
Yes, this will be one of my side projects. I'm in th process of working out the technical issues, like random enemy detection. Tell me what enemies you want included!
One of these days I'll get a sig I'm really proud of.

Krid

  • Guest
Super Mario ASCII
« Reply #1 on: April 10, 2006, 08:23:00 am »
Cool! I was thinking of doing an ASCII platformer today. I'll be very interested to see how you are going to pull the engine off! Very cool idea :Dbiggrin.gif

As for enemies, I'd say you should start out with the most default enemies in the Mario universe? Goombas, forms of Koopa's etc.

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
Super Mario ASCII
« Reply #2 on: April 10, 2006, 09:05:00 am »
Thanks, its always good to hear specific responses rather than screenshot please. :)smile.gif
I'm definitely going to do Goombas and Koopas, but I was also thinking about including the piranha things. I've been playing Super Mario v1.2 all day to see what I've missed, and there aren't many.
The characters to represent them are also my main concern right now. (I know, this type of programming is bad.)
One of these days I'll get a sig I'm really proud of.

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Super Mario ASCII
« Reply #3 on: April 10, 2006, 11:57:00 am »
http://tifreakware.calcgames.org/ainfo/90.htm :Ptongue.gif

I thought about doing one, but then decided against it. I have too much to do as it is... :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline rivereye

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 996
  • Rating: +0/-0
    • View Profile
Super Mario ASCII
« Reply #4 on: April 10, 2006, 11:59:00 am »
might turn out good, good luck
>(<')

tenniskid493

  • Guest
Super Mario ASCII
« Reply #5 on: April 10, 2006, 12:34:00 pm »
Screenshot please  :Dbiggrin.gif:Ptongue.gif

LOL...sounds really cool.  I would stick with the basic enemies like Krid said, and I'd also like the flower/eating things (don't know their name) that come out of the pipes.  Those always make things interesting.

[ot]Avatar size is too small.  Could it be made bigger[/ot]

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
Super Mario ASCII
« Reply #6 on: April 10, 2006, 06:14:00 pm »
some suggestions:

omega : goomba
n : koopa
u : flipped koopa
n w/~ : flying koopa

v
:  :pirahna plant (tube flower)
:


pi :small mario

o
6 :big mario

r
6 :fire mario

* :fireball

L :floor

= :bricks

?: question block

[ ]
[ ] :tube

w :fire flower

pi :musheroom

x :starman

flashing pi :1 up
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker

the_unknown_one

  • Guest
Super Mario ASCII
« Reply #7 on: April 11, 2006, 01:27:00 am »
This sounds cool, but I hope i'll be able to decode the screen... I think not :Ptongue.gif

Krid

  • Guest
Super Mario ASCII
« Reply #8 on: April 11, 2006, 02:27:00 am »
Regarding necro's list: Wouldn't it be better if a regular koopa would be "n" and a flipped koopa "u". That way it really looks flipped.

The main concern, next to getting a suitable engine done in BASIC, are indeed the graphical differences between enemies. Would it be possible to make mario and/or enemies 2 characters high?

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Super Mario ASCII
« Reply #9 on: April 11, 2006, 02:35:00 am »
wow that sound nice, do u know if you'll have a playable demo or screenshot soon?

the_unknown_one

  • Guest
Super Mario ASCII
« Reply #10 on: April 11, 2006, 02:38:00 am »
A playable screenshot :lol:laugh.gif Well I hope he shows us something soon.

Krid

  • Guest
Super Mario ASCII
« Reply #11 on: April 11, 2006, 02:41:00 am »
Be a bit more open minded ;)wink.gif Would be a waste to see Radical_Pi rush things too fast just to get a screenshot done! Tell us more about the engine you're going to use.

the_unknown_one

  • Guest
Super Mario ASCII
« Reply #12 on: April 11, 2006, 02:44:00 am »
I was joking! C'mon give us some more info ;)wink.gif

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
Super Mario ASCII
« Reply #13 on: April 11, 2006, 04:34:00 am »
then the screen would only be 4 enemies tall...
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
Super Mario ASCII
« Reply #14 on: April 11, 2006, 11:13:00 am »
Wow I've been gone less than 20 hours and this is what happens?!
I have still been playing SM 1.2 to think of what I missed. And my handy Super Mario Bros Deluxe for GameBoy Color...

Necro: omega makes a good goomba. :)smile.gif
n is already koopa.
One of these days I'll get a sig I'm really proud of.