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Posts by Vanya
Vanya's Profile - Posts by Vanya
Pages: « 1 216 17 18 19 »
No problem all the basic functions you'd need to make a simple game are available in the drag and drop system.

Just follow the tutorials and you'll be good to go in a day. When you want to start making more complex things there are tutorials on scripting and a very robust support network at the Game Maker Community Forums.

And you have any questions feel free to pm me.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Speaking of 3D I've heard Unity is good for that, though I've never tried it myself.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Originally posted by LX5
Why is this thread loldead?

Well, there is something that I'm working on.



It doesn't use Mario hitbox to detect walls, but since I'm using the sprite hitboxes, they can act a bit weird in corners.

As you can see in the gif, you can ride it but you can also get out of it by pressing B.

It moves faster if you move forward. If you move backwars it goes slower.

The first extra byte is used to determine the direction of the sprite. The second extra byte is used to force Mario to be inside of the Marine Pop like in the versions submitted here, you can still get out of it, though.

When you get hit by a sprite maybe I'll make it to explode like a bob-omb.

I need to make it to fire torpedoes, I'm planning to make those as cluster sprites, so you won't get slowdown very easily unlike the other versions of this sprite that uses another sprite to make the torpedoes.


This is pretty damn awesome. I imagine this could pretty easily be modified to look like the clown car from Super Mario Maker, too.



Originally posted by Pinci
Started to learn a bit of asm and I ended up making this lol





it's pretty simple though, inspired in super mario galaxy's spinjump


...I did this video too, but it's a bit outdated because I edited the asm to make the jump a bit higher so it would be more useful




btw it works only in levelasm/uberasm because I haven't figured out how to make patches lol


I would totally use this. Personally, I've always considered the normal spin jump to be a bit over powered. I think this would make a great alternative.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Originally posted by Sonikku
video

i made a few sprites over the last few days; they're inspired by the Mario Bros (Arcade) enemies, albeit they're more modeled towards the GBA version ones.

they use custom interaction with the player, with bounce block sprites, with fireballs, with the cape, and etc.; they don't have special interaction with other sprites however.

existing sprites exist that are modeled after the same enemies, although i tried to add as much customization to these as possible; some features available across all of them are:

- fireballs can be set to kill the sprite; setting "spawns a new sprite" in the CFG editor causes it to turn to a coin as standard enemies do.
- if fireballs can kill the sprite, the "can be killed with 5 fireballs" setting can be enabled, and will also work with the sprite turning to a coin when killed unlike standard SMW enemies.
- cape can be changed to kill the sprite.
- blocks can be set to kill the sprite.
- stomps can be set to kill the sprite; if configured to say that mario cannot stomp the sprite it'll hurt him instead, but he can spin jump off of it. this feature is disabled in the Spiny.
- the Spiny and Sidestepper can be set to stay on ledges.
- the Fighter Fly can be set to chase after the player.
- the Spiny, if spawned with $C2,x set to #$02, will appear as a Spiny Egg; compatible with Lakitu-esque sprites with a tiny bit of changing.
- all 3 enemies can be set to not shift colors beyond the one they're initially set at when they recover from a stun.
- if the extra bit is set, they will appear as the "medium" and "fast" variants depending on their initial X position.
- if $163E,x is set, they'll appear from behind the foreground (as if coming from a pipe); a shooter will spawn the enemies in this way.
- if $163E,x is set and the sprite is a Spiny spawned in the Spiny Egg state, it'll have full gravity; this means that the Spinies can be, for example, fired from a cannon.


funny enough i coded the SideStepper first and realized later that 60% of the code can just be reused in the other two sprites.

i might release these if there's enough interest



I definitely have interest.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Disassembly hacking in general is inherently for more advanced users anyway, isn't it?

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
@RZIBARA: The beach(?) looks funny. The dark outline makes it seem like the beach is just above the water and not touching it. I suggest gibing it a white border like the rest of the tiles that touch the water.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Oh, nice! It never really occurred to me what a perfect fit FF:MQ would be for an RPG Maker project. Cool.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Originally posted by Katrina
If there aren't any tiles left, the allocator will return tile $1ff (which is basically useless as a 16x16 tile) and it is up to your sprite to decide what to do. A lot of sprites will be "okay" if they don't upload graphics and use some kind of "default tile" (which would probably end up being just whatever tiles are in VRAM at tile $100), but a sprite that really needs dynamic graphics can choose to kill itself in its INIT routine.

Right now I have the SMW sprites on the "glitchy default tile" route.

I figure that in most cases it is better for a glitchy-looking ugly thing to happen than for the game to potentially become unbeatable because of a missing sprite.

It might be better to make sprites without tiles use a more proper default graphic, like the question mark block or something, but that complicates the graphics routines a bit.


Here's a wild idea off the top of my head with little knowledge or understanding of the underlying systems at work...
Instead of a default sprite or just suicide, could you have it spawn an instance of a sprite that is already present before offing itself?
That way you avoid something glitchy or missing altogether.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
I second the request for a patch that prevents pipe dwelling enemies from being killed while inside their pipe. That has been a thorn in my side for a long time.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Pages: « 1 216 17 18 19 »
Vanya's Profile - Posts by Vanya

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