Omnimaga
Omnimaga => Our Projects => Project M (Super Mario) => Topic started by: calc84maniac on September 08, 2008, 10:59:31 pm
-
Project M is a Super Mario Bros clone for the TI-83+ family.
Features so far include:
- Smooth-scrolling animated tilemapper
- Support for many different types of objects. These include: sprite objects, enemies with customizable movement types, bouncing blocks which hurt enemies, flying debris, mushrooms, bouncing coins, and possibly more I haven't mentioned.
- Tiles detect collisions from various sides.
- You can grab coins by hitting them with blocks.
- Sprite routine is masked and clipped, and it is possible to manually clip the associated object (such as ones that go into pipes or powerups rising out of blocks).
- Powerup and death animations.
- Animated coin counter and lives counter.
- Pipes! Incomplete, however, because it only supports going down into and coming up out of pipes (none of the other 3 directions yet).
- The game is around 6000 bytes so far (not including the map, which I haven't separated from the program yet).
Things I need to work on:
Hills
Variable map heights
Latest screenshot:
(http://i88.photobucket.com/albums/k168/calc84maniac/projectm-9.gif)
-
Yay first post! This game looks awesome ... w00t vertical scrolling :).
*waits for feather*
-
Yay glad you finally posted ^^, looks nice as usual. However, I notice now it looks like SMB1 instead of SMB3, does it means you'll not have any items from SMB3/SMW like a feather/cape and higher maps? I hope you finish this either way though :)
-
sweet!
-
Yay glad you finally posted ^^, looks nice as usual. However, I notice now it looks like SMB1 instead of SMB3, does it means you'll not have any items from SMB3/SMW like a feather/cape and higher maps? I hope you finish this either way though :)
Well, I just happened to use the first level from SMB1, so that's probably why it looks that way. :P
-
Super Mario Allstars then eh?
-
That would be cool lol, altough personally for SMB3 items you should only add the basic items, like star, flower, mushroom, shrooms and feather. Btw are you planning to have a level editor when the entire game is finished?
-
Yep, a level editor is a must. And by the way, SMB3 had the leaf/Racoon Mario, not the feather/Cape Mario. ;) Also, I added some info to the feature list which I forgot about (namely, program size and another application of the clipped sprite routine).
-
oh i always get confused between feather and leaf cuz they kinda look a bit similar in SMB3/SMW. SMB3 racoon mario would be easier to do I guess. Keep up the good work :)
-
Is this going to be like the other mario game which when you get hit, no matter if you have fire power or whatever, you go back to little mario?
-
Maybe allow Mario to keep an item and when he gets hit he gets small this item falls from the top of the screen like in SMW? Also another thing, please make mario dying animation at the same speed than the original Mario games. I never understood why every Mario fan games has it go very slow. Even Super Mario 68k does that x.x
-
Well, regardless of what style you choose it looks very promising in these early stages. I do have to say however that adding a racoon leaf would be quite a feat, and certainly a delight. ;D
-
true, I saw very few mario fan games with that before
-
Do you need anyone to help test the game and look for bugs?
If so let me know and i would be glad to help with that
-
calc84maniac
could you send me a copy of the program so i could test in on my ti-84 plus sliver edition?
-
hiya, you might have to wait a little before he reply, usually between a day and a few weeks, because he doesn't visit the forum very often. I doubt he will give a testing version right now though, he's probably planning to do so when the entire game is finished and ready for full beta testing. He'll prbly make the beta testing by many people too since earlier in the 2000s I think there was an episode of program theft (the author of the game gave a copy to someone, and the beta tester released it on ticalc.org as its own game and it was an hassle for the author to get it removed because he had little proof it was his game)
-
i didn't know that someone wild try to steal credit for a game that they didn't even create.
- calc84maniac
are you planning on including a level editor? If so I could help create some levels if you wanted.
-
Yep, a level editor is a must. And by the way, SMB3 had the leaf/Racoon Mario, not the feather/Cape Mario. ;) Also, I added some info to the feature list which I forgot about (namely, program size and another application of the clipped sprite routine).
This post was copied from the previous page, you should read things a bit more carefully before asking. Very likley, the level editor will be released after this project is completed.
-
Hooray, I now have pipes working!
(http://img232.imageshack.us/img232/796/projectmgf6.gif)
-
awesome! keep up the good work!
-
That's pretty cool, I don't think any other Z80 Super Mario games let you go in pipes (I think...).
-
you're right, none lets you do that
-
Very nice looking, i think bfr is right too! Come to think of it, im not even sure if SM68k has warp pipes. Keep up the good work!
-
SM68k does
-
Wow I love this~! I remember that the original mario game on ticalc didnt have these working and it was upsetting!
-
This is gonna be a great addition to the TI-83/84+ series of calcs. I love that the pipes work and you can pick up stuff. This is awesome calc keep it up!
-
@DJ Omnimaga ah ok, that means it will be SM68k's rival! >:|
P.S.- We need a good ninja smiley face.
-
If this caliber of work continues, you'll have something that will truly pwn all the Mario games out there on the z80 series of calculators. I'm guessing you'll have more work to do regarding what the levels should be, since I'm also guessing that the main engine is practically done.
On another note, with such progress going on, you *should* have a couple of backups of your project in varying places. If you can, you should, say, e-mail yourself a copy of the project across varying accounts to keep your project safe from any unfortunate accidents that have plagued a few people in the past. Keep a backup on a USB flashdrive or two. Or you can even post the source for the most important part of the game someplace either private or public (but make sure you edit it so that it doesn't work right away and would require an ASM guru or yourself, the creator, to fix. You know... to prevent just any bozo from stealing code and claiming it for themselves).
Also, if you need any help with the coding aspect of the game, either because it's too complicated or you just don't have the time to code, you can ask me to do it. (SHAMELESS SELF-PLUG)
Ahem. Keep up the good work.
.end
-
true that, there has been so much people losing data and projects due to crashes or stuff, backups are always good. I learned the hard way back in 2002, altough back then I had absolutely no way to do backups due to the lack of a second unused calc, computer and link cable
-
do you have any type of kind of time estimate before the game will be finished?
-
So far it seems to have a quite solid walking/jumping engine and enemies seems to work pretty well. It is hard to give an estimate though, because some people work faster than others on projects, sometimes problems involving debugging can occur and overload of school projects. I would say between 4 months and 4 years, which is far less than the usual range in which previous calculator projects got finished
-
New screenshot! I added the feature of getting coins when you hit them with blocks. :) The rest of the screenshot is just playing around, heh.
(http://i88.photobucket.com/albums/k168/calc84maniac/projectm-10.gif)
Oh, and about the finishing date... I have no idea. I just work on this whenever I have time and feel like it, which seems to be less often since school started.
-
Still love this, durk would be happy :P
-
talking about durk, I still have the video on my PC somewhere I think. It was quite awesome
-
Great job calc84maniac, keep up the good work! :D
I'm Lovin' It!!!
-
I'm Lovin' It!!!
http://www.youtube.com/watch?v=jZDzmiP2WXs
-
New screenshot! I added a forward-facing sprite for Fire Mario, 1UP Mushrooms (though lives aren't a feature yet), and a coin counter!
The coin counter is the most advanced addition, as it drops down when you get a coin and goes back up after a few seconds. This was also made possible by my new hacky "normal" sprite routine (as in not object-based).
(http://img248.imageshack.us/img248/3364/projectmdt6.gif)
-
That looks awesome, especially with new the auto-hiding coin counter 8)
-
wow this is awesome, this will look even greater. I would make it go hidden faster though, like after 4 seconds. Keep up the good work :)
Maybe this will be the first Omnimaga POTY ever?
-
I've fixed a couple of bugs that popped up after the change to the bigger map. This was one of those times when I looked at my code and... what was I thinking?! Anyway, there was a large chance that when you let go of the Koopa shell, it would go backward and hit you in the face. Also, when you bounced a mushroom, it would almost always go the wrong way.
Also, I added a lives counter, which is completely independent of the coin counter. However, it's a bit useless at this point, as lives aren't actually implemented./me decides to update the first post, for once...
-
pretty cool, keep it up! I wonder how big will final maps be and how much space will each take?
-
Still love this, durk would be happy :P
talking about durk, I still have the video on my PC somewhere I think. It was quite awesome
For refrence, this is a gif of the old Mario game durk was working on at maxcoderz. As far as what the respective engines are capable of there are alot of similarities. I'd upload the video, but its xbox huge! (well 4mb huge anyways) :o
(http://i238.photobucket.com/albums/ff315/ticalcmania/img1.gif)
Ah what the heck. The video is linked below and is in AVI format. It is higher res. and shows of durk's engine a bit more.
http://s238.photobucket.com/albums/ff315/ticalcmania/?action=view¤t=mario1.flv
-
what happened to durk's Mario Game is he still working on it? Is it avalible for download?
-
Durk contributed alot to the TI community, however he left the community sometime ago and this was one of the many things he left unfinished. As far as I know he never released a public demo.
-
did he ever release source for anyone else to finish?
-
Yeah the screenshot was a lot slower than the video, but still nice. He released the source on MC a few years ago when he left the community but I don't know if it's still up since they moved hosts often
-
do you know how close it was to being finished?
-
nah the main engine was quite solid but besides koopas/shells and goombas and mushroom not much was working yet. What was done is pretty much what's seen in this screenie. However calc84 version is progressing further now so we will still have a new mario game with better physics than the Bill Nagel version and working pipes ^^
-
@ Omnimaga, Hell yea we do! Just as DJOmnimaga said, the source should still be on maxcoderz somewhere and the video shows pretty much what state the project was left in.
-
Yeah calc's is awesome, I cant wait to hear/see more of it.
If you wanna take a look at durks source...I think I have it somewhere
-
More progress! I added bullet bills, which seem to work quite nicely. Also, Super Mario and Fire Mario do the correct jumping sprite (as in Mario puts his arm up), and they can also duck now!
(http://img523.imageshack.us/img523/5603/projectmzj9.gif)
-
Hey, that's lookin really great! Are you going to add the ability for mario to slide under objects?
-
Hey, that's lookin really great! Are you going to add the ability for mario to slide under objects?
I'm kind of thinking that wouldn't work well... what if he ended up under a block and couldn't get up?
-
wow awesome, getting better and better. You should try to make the bullets so they won't appear over the cannons (maybe use some kind of masking so the cannon appears on top?) Or maybe add some kind of (...nuke...er...not...) explosion on the cannon sprite when a bullet is fired?
As for sliding under objects I think art of camelot meant when you run and crouch while moving, like in all other mario games. I wonder if that would be possible. I think Duck's mario had this
-
@DJ Omnimaga: Yes, thats what I meant, :) and yea Duck's did. I guess a better way of saying it is "will there be inertia ?"(which would allow mario to slide under blocks if you duck while in motion).
-
@DJ Omnimaga: Yes, thats what I meant, :) and yea Duck's did. I guess a better way of saying it is "will there be inertia ?"(which would allow mario to slide under blocks if you duck while in motion).
I understood the question, and my answer still applies. What if he slides under a block? He won't be able to get up or get out. How did the real Mario games handle this?
-
I'm unsure, but in SMB1 on the NES when you stood up again under blocks Mario moved automatically to the right and in SMB3 to the left. This was to prevent cases of being stuck, altough it was still possible to get stuck, in which case, you had to wait until timer runs out. This added challenge to the game actually
-
In New Super Mario Bros for the DS, when Mario gets stuck under something, he automatically scrolls to the right, until he is not stuck anymore. It looks sort of like a glitch, though, because he scrolls out, not walks.
-
yeah true, I never understood why mario had no animation when doing that, but I guess that's how Nintendo wanted it to be since it has been doing that in almost all SM platformers
-
This is just a sugestion
I think you should make the enemy guys that you can flatten when you jump on ther heads walk fast enough.
-
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.
-
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.
-
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)
-
I think I'll just make him go out the way he came, just to be safe. :)
-
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 :P
-
-;- ...not every thing I do has to have gore, its just a tendency
-
don't worry I was just joking :P
-
IMHO, pushing him out to the right regardless would probally be the best solution.
-
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 XD. All old SMB games had this bug, even Super Mario All Stars did
-
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.
-
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)
-
It should be fine as long as you design the levels to be Y2K compliant :P. 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 :).
-
mhmm actually in SMB3 you go to the right too x.x my bad, I got confused with another mario game i think at 00:28 it's an example
-
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.
-
Okay, sliding to the right and perhaps bouncing back it is?
-
that might be a good idea. It would also make an improvement over the old NES/SNES marios I guess
-
I assume you check above mario to see if he hit a tile right. (I suppose you check only when your jumping) Because you could just check when he is ducking if there is a tile above him or to the right and then if there is one above him, keep him sliding if one is to the right bounce him back.
-
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.
Okay, sliding to the right and perhaps bouncing back it is?
Actually, I really like this solution. Sounds great :)
-
have you done anymore work on the game?
-
Yes, I just made a bunch of progress tonight. It now supports external levelsets! To be more accurate, it only reads from a certain program (must be archived). But it can actually reload the level now, and now dying actually decreases your lives and does just that. I also made a special tile that advances you to the next level when you touch it (this is only a temporary implementation, I'll have something more permanent later). I still need to deal with the fact that Mario always appears small in the next level, even if he got power-ups in the previous level. But still, this is a good start! :D
-
cool to hear more progress :)
-
I made a new Youtube video (actually my first one ever) just to see how people will react. :P
http://www.youtube.com/watch?v=nJZj2XCnrXs (http://www.youtube.com/watch?v=nJZj2XCnrXs)
Edit:
Interestingly enough, the Omnimaga revival video is the first one on the list in Related Videos. :D
-
Video looks great. This just keeps getting better. Keep up the good work! :)
-
looks really awesome and cool music used. I hope this gets finished, I'll probably spend a lot of time on it, especially when there will be also a level editor
-
More progress! Fireballs and Piranha Plants disappear in a puff of smoke, Koopa shells can pick up coins for you, and, more importantly, I added the Starman and invincibility! The flashing Mario is a whole lot more noticeable when not in the screenshot, by the way. I also added Mirage/Ion support, since levels are in another program now and I don't have to worry about writeback saving changes made to them.
(http://img512.imageshack.us/img512/6369/projectmqq4.gif)
I still need to deal with the problem of sliding under things... let's hope I get that done at some point. :P
-
Thats super awesome, this is nearing completion rapidly! :).
-
wow awesome, I like the shell picking up coins for you idea, more original now :)
-
Aaaaawesome!
-
Looks great, this is really coming along fast! Check out my post a few things back I think i gave a pretty simple solution to the sliding implementation. Anyways keep it up calc, is this going to be another OTBP or are you flying solo now?
-
I think it's gonna be OTBP+Omni but it could be solo as well I think. Only thing is that OTBP has load of downtimes and I'M unsure if he still maintains the site :(
-
Haha, I spoke too soon. The sliding stuff wasn't that hard after all. However, I think I still need to deal with what happens when he jumps while ducking, stops ducking, and his head ends up inside something. That one should be even easier, though.
And I still consider my programs to be OTBP, heh. It just seems much more convenient for everybody to post where people actually frequent. Plus, it's cool to be a Coder of Tomorrow... gives me an excuse to procrastinate. ;)
-
I wonder if you should put OTBP on your UTI webspace? I'm unsure if they support PHPBB but I know Kms375 and Leofox used to have forums hosted there. Except between 3 and 4 AM UTI usually have better uptime. I would try with a copy of the site first in case though and you may need to ask AlienCC for info about your MySQL database. That's assuming they still give a MySQL database to UTI members though
As for myself when I was part of Epic Programmign Studio (the team that started the MLC project in 2004), I only released Zelda under Omnimaga then I started releasing everything under Epic Programming Studio, but if Omnimaga still had a programming team at that time I would have released my stuff as Omnimaga programs, like I'm gonna do with Super Star Hero, even if half of the music is being contributed by another website
-
I was gonna say...ducking and sliding should be fairly easy...ha ha
Great news to hear you seem to have it.
-
This continues to look great. I see.... a POTY in the near future. Keep it up man, great stuff!
-
have you made any new updates?
-
Well, I've added ice tiles since the last update (extra slide :D) and I'm working on hills. Those are definitely the hardest thing so far.
-
are you also making ice hills which you slide down when you hold down?
-
are you also making ice hills which you slide down when you hold down?
Actually, I was planning on being able to slide down any hills. And ice hills should be easy to make once I've made normal ones.
-
hills always posed problems everywhere. Even necro has trouble coding them in his gamemaker game
-
I know how hard hills are to make. Last year i was making a mario game for my cassio fx9750g plus and i never found out how to do it. the main reason i never found out how to do it was because I gave up on it because it was written in basic and mad entirely out of text symbols and when you jumped it was so slow it took 5 or 6 seconds before you landed.
-
oh you got a 9750g+ too? I haven't messed much with it yet, but the BASIC language seemed quite similar to the TI models. MY only gripe about it is that I can't find a link cable for that calc anywhere, even ebay :(
-
The BASIC language is almost identical. The main difference is some of the functions just have a different symbol or abbreviation.
And for a link cable i think that the ti-83 link cables would work they look the same.
-
Well I meant a link to PC cable, to be able to get programs from the internet to the calc or vice versa.
-
thats what i was talking about. I think they cost 20 dollars for the ti-83
http://softbyweb.stores.yahoo.net/teinticokitu.html
-
oooh ok but i doubt it would work with my 9750G because it only has a 2.5 mm link port and the USB cable I got like this doesn,t have a 2.5 mm end. I also own a very old black link that has a 2.5 mm end but it didn't worked with my casio calc :(
-
The cables are incompatible (link to link and link to PC) between TI and Casio.
-
Yeah that's what I guessed. Of course the link software for the 9750 is really old though, it came out before Windows XP it seems, so it might pose a big problem
-
variable heights, eh? does this mean vertical levels?
-
variable heights, eh? does this mean vertical levels?
Yep, vertical levels should be possible. :)
Oh, by the way, I'm going to predict this topic will become as much of a monster as Spencer's Zelda topic. :D
-
lol indeed, i also expect your Youtube vid to get a lot of views too. On the old board the biggest project topic ever was Ultima V I think (about 1000 posts if we combined both main threads)
-
Speaking of Youtube, none of the comments I post are showing up... is this because I'm a new member and they have to be approved?
-
did you refresh? but yeah, it could be a new member thing.
-
I replied on my video a couple of days ago and it hasn't shown up, but DJ_Omnimaga posted more recently and it showed it. I think it's just because I've only posted one comment before, though it was a long time ago. This is probably to reduce spam.
-
nah, cause people post loads on youtube all the time. i dont think thespam engine is singling you out.
-
nah, cause people post loads on youtube all the time. i dont think thespam engine is singling you out.
But, see, they have posted loads, so they are exempt from the spam engine (theoretically).
-
that sounds like a flawed system, but whatever.
-
It's flawed because I made it up just now. :P
-
try a diffrent browser?
-
sometimes when I post yt comments it wont show up for days or won't show up at all unless you click all comments. Also when replying to someone's comment sometimes the comment shows as last comment and cause confusion
-
indeed, I wish youtube would fix that
-
meh, fooey on youtube >:[
-
I made a new Youtube video of my progress! ;D
http://www.youtube.com/watch?v=i50pu2SkINg (http://www.youtube.com/watch?v=i50pu2SkINg)
-
that was not, cool.....
-
FUCK x.x not again ;.;
you got me here :P
-
i would be banned for saying **** <_<
-
any more progress?
-
nah, calc84maniac's been pretty quiet recently
-
Well, technically I've been improving the graphics routines (i.e. the tilemapper and sprite routines). I've been avoiding having to work with hills... :P
-
is it grid based or triangle based? Also are the slopes always .5 or are there other slope ratios
-
It's grid-based, but it calls the tile collision callbacks each frame so I can customize the collision if I need to. (You know, check the coordinates of the object and see if it collided with the slope :P)
-
i wouldnt want to mess with slopes, it must be very hard to code x.x, I don't recall seeing any SMB clone/pirate game for calc/PC respectively that had working slopes. Usually those that handled them did it in a glitchy way, especially the sliding
I also noticed you haven't been around much lately, same for Necro O.O
-
I've been finishing up my course work and getting reay for my exams for the quarter
if its grid based, would a lookup table be quicker than actualy trying to do the math?
-
in pure basic terms, i can sort of see how it can be coded.
but beyond that i dont think it would be terribly hard >_>
-
It already uses a LUT for the tile callbacks, and the math is quite simple... it just has to take the position collided within the tile and compare the x and y coordinates. Right now I even have it so that it makes sure his head won't go through a block when he's going up a hill. :D However, there is a bit of a glitch that happens with objects 8 pixels high... and I'm pretty sure what it is, too.
In other news, I updated his horizontal acceleration code to make it more accurate to the originals: when he's jumping, he does not accelerate or decelerate unless you press an arrow key. He used to go back to zero velocity just like he was on the ground.
-
lol
-
Is this alive bigley?
-
Hi new member :), I do hope it is still alive, I noticed Calc84maniac has been visiting the board and posted less and less often as time goes, I do hope he's just busy and not giving up on the project or the community :(
-
Hi new member :), I do hope it is still alive, I noticed Calc84maniac has been visiting the board and posted less and less often as time goes, I do hope he's just busy and not giving up on the project or the community :(
Is he in school? He might be taking finals and is busy studying and taking the test, hopefully.
-
Hi new member :), I do hope it is still alive, I noticed Calc84maniac has been visiting the board and posted less and less often as time goes, I do hope he's just busy and not giving up on the project or the community :(
Is he in school? He might be taking finals and is busy studying and taking the test, hopefully.
quite so. he told me this last night during a z80 lesson. apparently he will be finished with all that tomorrow.
-
Alot of members (Calcmaniac included) are still in school. Although he was moving at a crazy pace, I wouldn't worry to much. Things do tend to slow down here and there. He'll post when he has something new to add. =) Do remember it's also the holiday season and people tend to be bussier with relatives and shopping and traveling and whatnot. =)
-
i myself have 2 more exams before im finished.
-
any more progress?
Any idea of when you will release it?
-
I hope it's not dead. I am getting worried because he has been coming on forums fewer and fewer times since December started. I hope he won't quit or go on long hiatus again like last year x.x
-
he was working on it for a little while during the holidays, i think. at least he made some progress. how much of it only he knows.
-
I was working on it? O.o
Erm... yeah, I have been at least thinking about it. :P
-
thinking, working, its all the same to you, lol
-
Well at least we know it hasn't been forgotten.
-
I was getting worried x.x, some projects ends up this way: lot of updates, then fewer and fewer updates, then boom, no more sign of life.
Maybe Netham45 scares people away :P the reason why no one bought nethamburgers during the day there was a shop mod installed on this board
-
No news is good news I always say. I'm sure the will be progress soon. *Brandishes a hot cattle prod at calcmaniac! =P
Also, I didn't have enough money for a nethamburger. :*(
-
I was getting worried x.x, some projects ends up this way: lot of updates, then fewer and fewer updates, then boom, no more sign of life.
Maybe Netham45 scares people away :P the reason why no one bought nethamburgers during the day there was a shop mod installed on this board
not true. i myself bought a nethamburger moments before deletion.
-
aah ok
-
Haha, you know this will be finished one day! It will be the one of the first actual Marios (completed) for calcs!
-
i still like the current one.
though, i can forsee replacing it when this gets finished ^_^
-
The major problem in the current one is the random crashes, mainly when using the level editor, and the physics aren't as good as in Calc84 version. Also there are some bugs, like fireballs shot by flowers appearing on the other side of the screen sometimes. Also in the latest stable official release of Sam's Mario port to the 83+ water doesn't work. I'm unsure about the unnoficial version though
-
I thought water worked in the 2.0 build either way....it really doesnt matter because maniac's gonna blow it out of the water. Hell if he released it now it looks like it is leagues way ahead of sam's.
-
well i was talking about 1.2, since 2.0 was not officially released. It was grabbed from Sam then uploaded to ticalc without his permission then he requested ticalc to take it down. But then calcg.org uploaded it in their archives.
-
Ok that is where I had gotten it from...ha it wasn't a huge step forward like maniacs though.
-
true, just a few minor updates, but as a beta it still had some bugs involving ram clears. I hope calc84 finishes his version
-
any updates?
-
I think he's working on F-Zero
-
Yeah he is. He made a post of the updates on RevSoft, im sure he will update accordingly.
Edit: I was responding to kevin.
-
true, just a few minor updates, but as a beta it still had some bugs involving ram clears. I hope calc84 finishes his version
omg, AM I READING THIS RITE? HE LET U PLAY TEH BETA?!??!
-
true, just a few minor updates, but as a beta it still had some bugs involving ram clears. I hope calc84 finishes his version
omg, AM I READING THIS RITE? HE LET U PLAY TEH BETA?!??!
Must murder kevin and steal his beta.
-
The beta being reffered to was a beta of an old mario game by Sam Heald(IIRC). Not calc84maniacs mario.
-
Yeah, what Art Of Camelot said. I was refering to the Sam Heald Mario 2.0 beta.
-
Calc, did you happen to try out the Mario that was being developed by duck on MaxCoderz (long time ago).
-
I think I have the .rar sitting around, but I never extracted it... I'll try that out sometime.
-
Cool, let me know if you need it (I have all his released files).
-
a mario i know not of? post it here!
-
Duck on MaxCoderz.org was working on a Mario game back in 2004-05. Physics weren't as good as Calc84 version, but still pretty good, and it looked nice too. However, he lost interest in calcs and retired
-
Duck on MaxCoderz.org was working on a Mario game back in 2004-05. Physics weren't as good as Calc84 version, but still pretty good, and it looked nice too. However, he lost interest in calcs and retired
Patrick and Ben are there only active staff (with calcs) sadly, but MaxCoderz is the team that had many of the most successfully programmers (like the FFTOM guy, histochi?).
Calc, have you added in any physics since the last SS (more realistic ones)?
-
Er... the physics isn't realistic in the last screenshot? O_o Explain.
-
Umm, sorry I cross referenced this (http://img.photobucket.com/albums/v82/cjgone/awesomerz.gif) game for this one..Sorry!
-
Calc84maniac game physics arepretty good imho.
And I agree that MaxCoderz is the team that had the most amazing releases so far. I wish they didn't erased this work when moving to a new portal (I remember they deleted all BASIC games from their site at one point, then they eventually became only a forum). They should put back FFTOM, Gundam Wing, etc. FFTOM2 is still my favourite MaxCoderz game
-
Calc's game does have good physics. Also, before Maxcoderz moved all Duck's stuff WAS still on the board. Don't know if it still is.
-
Well, what I mean is all the file downloads from Hitoshi, Tom Dupont and more:
http://web.archive.org/web/20050405084038/http://www.maxcoderz.net/
Idk if Mario is still on the board, though. THe links might now be broken since it has been so long.
-
Calc's game does have good physics. Also, before Maxcoderz moved all Duck's stuff WAS still on the board. Don't know if it still is.
Yes it is. I could get it.
hey, I didn't know that fftom was maxcorderz neither they had other things than forum. They have some BASIC projects finished in the forum but not those.
I have to check if I have all that stuff >_>
-
any more progress?
-
Nope... I'm kind of considering F-Zero as my current running project (at least I'm a bit more motivated than usual, so I'm getting some stuff done! :D)
-
and you need to make it better than F-zero 68k :D
j/k
-
is there any beta release?
-
Glad to see you keeping us going with your projects, I love them all equally.
-
so have you dropped this project?
-
I'd say it's more on hold.
-
He's working mostly on F-Zero atm
-
Hey, we have a mario game to hold us over for now XD..Just need our F-Zero fix!
-
have you worked on this project anymore?
-
It's still on hold I belive.
-
He's certain to release it before 2025
-
whats he have left?
I might be able to finish it
-
He is not ditching this yet, he's just busy working on a different game, he can't be working on 10 games at once :P.
-
Glad to hear he is working still with calcs, hence his name has calc in it ;) (nick name).
-
This is shaping up to be very impressive. Reminds me heavily of Mario Land for the original Game Boy, which was a great game.
-
oh man. a good game was Ruebens Quest.. although i got stuck at the end
-
Which one do you mean? Ev Awakening or The Lost Mirror? I might be able to help a bit, since I recently played it to do the calc RPG nostalgia videos series on Youtube
-
i like rueben quest (both)... one of the older games with non-ascii graphics, although the two layer ascii is cool, too
-
ah ok, but it's still two games so it's hard to help you continuing in the game ending if you don't specify which one. Plus ASCII games aren't necessarly bad, even if one layer ascii, they just don't look as good as the graphical games
I am unsure how we went straight from Super Mario Project M to Reuben Quest, though, we need to cut down on topic hijacking x.x
-
oh man. a good game was Ruebens Quest.. although i got stuck at the end
I believe this was the line that hijacked it.
-
When can we expect an alpha/beta? Because this looks sweet :)
-
calc84maniac just finished Chips Challenge but I don't know if he still is going to do anything with Ti-boy, since I have no idea how completed it is. He has some other project too so yh, it could take a while before he gets back to work at Project M. I'd say he diserves a break tho D: He has done lots of nice work past months.
-
Calc84 has a lot of unfinished projects he has to start up again :P
I myself am rooting for fZero :P
-
ah indeed, that still needed a lot of work :/
Project M was alreaddy looking like a game, not just a demo
-
ah indeed, that still needed a lot of work :/
Project M was alreaddy looking like a game, not just a demo
Well, though Project M looked shiny on the outside, it was a mess on the inside. :P It was getting hard to correctly implement important features, so that's why I decided I should start fresh.
-
owhzors ://me boohoohoos
I want a new Mario so bad :X
-
I want a new Mario so bad :X
QFT
Really nice job on this so far of course, I'm rooting for you with all your projects ^^;
-
Me too, I am kinda happy you are finishing some now, tho ^^
-
well that helps :)
-
So was this project abandoned or given up on? O_o
-
So was this project abandoned or given up on? O_o
Try this (http://ourl.ca/3343) thread buddy.
-
Still alive, but progress is slow as he is working on another project now (documentation on the Nspire if I remember, plus gbc4nspire). Progress is also available in other threads.
-
Maybe allow Mario to keep an item and when he gets hit he gets small this item falls from the top of the screen like in SMW? Also another thing, please make mario dying animation at the same speed than the original Mario games. I never understood why every Mario fan games has it go very slow. Even Super Mario 68k does that x.x
Nice idea