|
Post by nocturnal YL on Nov 18, 2009 3:05:26 GMT -5
On the other hand, the Wing Cap is pretty justifiable identical to the cape. You can't twirl the wing cap on the ground, but the flying dynamic is pretty similar. In the orignal games, you can go indefinitely upwards with the cape, but not the Wing Cap.
|
|
|
Post by The Great Gatsby on Nov 18, 2009 17:43:27 GMT -5
Wow, I love all the inputs i've been getting from you guys. Thanks.
Just keep in mind that this is just an engine, not an actual game. How everything works out at the end in gameplay is up for the guys using my engine to decide.
|
|
|
Post by Shrikeswind on Nov 18, 2009 18:55:02 GMT -5
I'd argue the Cape Feather and Raccoon Leaf are not similar at all. They accomplish the same thing, but are both pretty distinct. That's kinda missing my point (that having two different items programmed with the same ability isn't necessary,) but that's good to know. Thanks for that tidbit.
|
|
|
Post by The Qu on Nov 19, 2009 0:01:38 GMT -5
Not to mention that the Cape gives something the Raccoon suit can't- the Spin Jump.
Any reason you're making an engine when we already have a great one in Hello's? I'm not trying to put ya down though. Go for it!
|
|
|
Post by Fryguy64 on Nov 19, 2009 5:26:11 GMT -5
Wow, I love all the inputs i've been getting from you guys. Thanks. Just keep in mind that this is just an engine, not an actual game. How everything works out at the end in gameplay is up for the guys using my engine to decide. Just keep play-testing it. There's SO many nuances to the Mario control scheme, and it's so well known that you HAVE to get it right, or nobody will use it. Testing testing testing. And you know our criticism will be thorough and harsh
|
|
|
Post by nocturnal YL on Nov 19, 2009 5:47:56 GMT -5
I'd argue the Cape Feather and Raccoon Leaf are not similar at all. They accomplish the same thing, but are both pretty distinct. That's kinda missing my point (that having two different items programmed with the same ability isn't necessary,) but that's good to know. Thanks for that tidbit. If sync is going for an engine, then it's a good idea for him to try to be inclusive. Any reason you're making an engine when we already have a great one in Hello's? I'm not trying to put ya down though. Go for it! I'd say Hello's engine is far, far and I mean FAR from perfect. All control schemes are the same across all games (can't there be at least some constants to change?), Mario has NO slope interaction (what happens if you press down on a slope? NOTHING SPECIAL!) and, importantly, horribly overused. Fine for the physics and stuff, but EVERY SINGLE GAME NOW USES THE SAME HUD. It's almost worse than seeing every computer using the same OS.
|
|
|
Post by The Great Gatsby on Nov 19, 2009 11:33:54 GMT -5
Any reason you're making an engine when we already have a great one in Hello's? I'm not trying to put ya down though. Go for it! Although Hello's engine is OK, I think he just didn't do it right. He honestly could've done a lot more, but he secludes himself from the public so much, that it's impossible for him to be told by the people that use it what they want and don't want; thus every release usually people with mixed opinions. I'm basically just going to experiment and see what would happen if I made a (literally) public Mario engine, allowing everyone to help in on it, may it be advice, or actual content contribution. I've been thinking about trying to do something like this for a long time, but i've never figured out what I could use as a subject; for some reason, I recently felt like this might be a good idea. By the way, NYL; you don't have to worry about seeing the same things over and over again in games that come out of this engine; I plan on making different Map Engines, Level Ends, and HUDs. I honestly get sick of seeing that flagpole and SMB3 map style over and over again myself; seriously, I wish they could try out something different for once.
|
|
|
Post by Fryguy64 on Nov 19, 2009 11:57:39 GMT -5
If you're making an engine, then surely rather than programming in certain enemies, you want to program in certain enemy reactions (eg. Stomp = Enemy Dies, Stomp = Shell, Stomp = Mario Damage) and then allow the user to insert an enemy of their choice and set the reaction. You could then do the same with action, speed, projectiles, etc. Basically allow the user to add an enemy and set their conditions themselves. I'm thinking of a game like Super Mario Land 2, where there are many different kinds of enemy. The Vampire stands still and can be jumped on to defeat it. It throws bats that move in an unusual pattern and can also be safely jumped on. I'm not really sure how this will all work, but I'm just speculating on how this could be set up. If there was a lot of freedom for the Mario fangame designers, it would become the new standard
|
|
|
Post by Shrikeswind on Nov 19, 2009 13:26:19 GMT -5
Never forget "Stomp = Enemy Flattens" for Dry Bones and "Stomp = Nothing" for Parabeetles and SMB2-styled games. Platform enemies are important to making an all-inclusive engine, if that's what you're going for.
Make several map engines and level ends. It's great being able to pick and choose whether you want a hub like in SM64 or a map like in SMB3 or nothing at all like in SMB, and from there whether you want a checkpoint like SMB, a boss like SMB2, a minigame like SML, the SMB3 card grab, or the SM64 star hunt. It makes for diverse gameplay.
|
|
|
Post by The Great Gatsby on Nov 19, 2009 14:28:43 GMT -5
If you're making an engine, then surely rather than programming in certain enemies, you want to program in certain enemy reactions (eg. Stomp = Enemy Dies, Stomp = Shell, Stomp = Mario Damage) and then allow the user to insert an enemy of their choice and set the reaction. You could then do the same with action, speed, projectiles, etc. Basically allow the user to add an enemy and set their conditions themselves. I'm thinking of a game like Super Mario Land 2, where there are many different kinds of enemy. The Vampire stands still and can be jumped on to defeat it. It throws bats that move in an unusual pattern and can also be safely jumped on. I'm not really sure how this will all work, but I'm just speculating on how this could be set up. If there was a lot of freedom for the Mario fangame designers, it would become the new standard You mean like a base for people to make new enemies themselves? Well of course i'm going to add something like that in; I wouldn't be surprised if I couldn't make every Mario enemy ever. That, and of course, some people may have their own custom enemy ideas, and want to bring them to life...
|
|
|
Post by Fryguy64 on Nov 20, 2009 4:43:51 GMT -5
Indeed, that's what I mean There are so many different options. Will you be running this as an ongoing project with version updates?
|
|
|
Post by The Great Gatsby on Nov 20, 2009 7:49:14 GMT -5
Yup. It could go on for a long time if I do it right.
|
|
|
Post by Shrikeswind on Dec 5, 2009 13:24:27 GMT -5
Then an important note: Work small. Play it like Party and Kart. You have a SERIOUSLY HUGE character pool and it's CONSTANTLY growing. Start with the basics: Mario, Luigi, Wario, and Yoshi. As you update the engine, expand the roster in twos. Remember that while Wario and DK will play similarly, DK has the Ground Slap and a skill with barrels, while Wario has the Arm Ram and bad gas. DK will also be a bit more extreme than Wario, as he's a gorilla, not just a ridiculously strong fat guy.
|
|
|
Post by Hiker of Games on Dec 5, 2009 19:04:27 GMT -5
Perhaps irrelevant, but Wario does not have the bad gas. That's an invention of Brawl, not the Wario Land series.
|
|
|
Post by Shrikeswind on Dec 5, 2009 19:26:04 GMT -5
Oh, I know. Just hoping someone would catch that.
Your first four will work something like this... Mario - Fairly average. No abilities not shared by the other characters. Luigi - Justifiably similar to Mario, but with higher jumps and worse traction. Wario - Slow and heavy. Has access to the Arm Ram, lands hard. Yoshi - Fairly quick. Can eat enemies, lands hard, Flutter jump, Egg Throw.
Remember this, because these basics will help you with later characters.
|
|