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#21
Re: [ENTRY] Mario VB
Posted on: 2008/9/23 16:35
Nintendoid!
Joined 2006/3/15
Ecuador
224 Posts
PVBCC 3rdCoderLong Time User (11 Years)
Quote:

DogP wrote:
I just played through the level... it looks really good, the only thing that got annoying was the plant coming out of the pipe. It would come up while I was on it, I would jump when I thought it was down, but it'd still get me... maybe 1 pixel was still up, and it wouldn't come up until I'd jump, and then it'd come up on me (the second one was especially annoying). Other than that, it's really cool!

DogP


Hehehe... it is my own take on the plants... I really didn't like the way they worked in the official games (stop coming out when mario is close to the pipe) so I change it the way I want them to work... anyway I can make the bounding box for collision detection to be maybe 4 pixels after the top of its head to not being killed by it when it's starting to coming out.

Thanks for the feedback!.

jorgeche
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#22
Re: [ENTRY] Mario VB
Posted on: 2008/9/23 21:53
VB Gamer
Joined 2008/9/23
37 Posts
Long Time User (9 Years)
This is the first game I'll try when the Flashboy when the Flasboy arrives at home :D
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#23
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 2:15
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (14 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Quote:

jorgeche wrote:

Hehehe... it is my own take on the plants... I really didn't like the way they worked in the official games (stop coming out when mario is close to the pipe) so I change it the way I want them to work... anyway I can make the bounding box for collision detection to be maybe 4 pixels after the top of its head to not being killed by it when it's starting to coming out.

Thanks for the feedback!.

jorgeche


Heh, cool... I kinda agree about the plants coming out while you're on them (keeps you moving), but the biggest problem I had was how the second flower wouldn't come out of the pipe until you jumped... and by then it's too late :-P. I had to fake it out by going closer to it in the background, then go to the foreground and jump as it was going down. And then dying after landing on an (almost?) non-existant flower was kinda annoying too ;-). But yeah... it's looking good!

DogP
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#24
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 4:08
Nintendoid!
Joined 2006/3/15
Ecuador
224 Posts
PVBCC 3rdCoderLong Time User (11 Years)
Quote:

Heh, cool... I kinda agree about the plants coming out while you're on them (keeps you moving), but the biggest problem I had was how the second flower wouldn't come out of the pipe until you jumped... and by then it's too late :-P. I had to fake it out by going closer to it in the background, then go to the foreground and jump as it was going down. And then dying after landing on an (almost?) non-existant flower was kinda annoying too ;-). But yeah... it's looking good!

DogP


Thanks. Well if you look closer, there are two little blocks, one in the furthest layer and one in the middle one (the same as the pipe with the plant)... maybe you can jump from one block to the closer and that way avoid the plant ;-)...

And now that you point those issues (and that I'm currently working in the industry where you must program to satisfy the customer's tastes, tell me about soccer moms) I think I'm going to make the game as hard and exactly as puzzling as I (a programmer) think it must be, regardless of the general opinion. We are doing this stuff for the fun and the challenge isn't it? and no one is going to pay us for, so I think we deserve the right to design our games the way we want, and the people downloading them can complain all what they want, but since they are not paying, we don't lose any customer |-D., what do you think?

By the way... did you check the topic I created in the Development forum? I could use some advice from you.

jorgeche
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#25
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 6:43
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (14 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Heh, actually I didn't realize that I didn't need to jump on that block... that solves my problem ;-). The problem that I had with it was that the plant wouldn't come up unless I was close enough to it, and if I go directly to the floating blocks, the plant would never come up. Is that how you intended it? But yeah... of course it's your game, so make it however you want... just wanted to give you some feedback from a players point of view.

DogP
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#26
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 6:59
Nintendoid!
Joined 2006/3/15
Ecuador
224 Posts
PVBCC 3rdCoderLong Time User (11 Years)
Yes, well I mean, It is cool and all to make a Mario game and emulation the layout and enemies from it... but it would be better to add some twists to the formula to make the demo worth a note as not only a clone, but hey, any feedback is welcome!, otherwise I wouldn't post my work and keep it solely for myself.

BTW after the competition I would love to see the code you re doing for the ┐7 mode? graphics, are you going to release the code?

jorgeche
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#27
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 9:15
VUE(xpert)
Joined 2008/1/17
USA
266 Posts
ContributorLong Time User (9 Years) 20+ Game Ratings
i love the idea of a challenging mario game with puzzles in it. its way better than a port of sorts.
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#28
Re: [ENTRY] Mario VB
Posted on: 2008/9/24 9:22
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (14 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
I plan on releasing the code when I'm done... but who knows when that will be. I'm not sure if I'll release the full code before it's "finished", but I'd be glad to give out chunks of code or make a simple demo using it if it'll help people use it in their own stuff and understand it better.

DogP
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#29
Re: [ENTRY] Mario VB
Posted on: 2008/9/30 3:14
Nintendoid!
Joined 2006/3/15
Ecuador
224 Posts
PVBCC 3rdCoderLong Time User (11 Years)
Hi, here is the latest build which is now running a lot better on the real machine (due to changing all math from float to fixed point, thanks guys) and it haven't crashed on it too.

jorgeche

Attach file:


vb marioVB.vb Size: 512.00 KB; Hits: 186
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#30
Re: [ENTRY] Mario VB
Posted on: 2008/9/30 15:59
Administrator
Joined 2000/1/8
Germany
2420 Posts
Highscore Top10Highscore Top ScoreCoder#1 PosterHOTY09 1stLong Time User (15 Years) App Coder90+ Game Ratings
i couldn't try it out on hardware yet, but the game is becoming getting better and better rapidly, fantastic! :)

you forgot to include the compo splash by the way. :)
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