Post subject: Mario fangame (Can someone explain this?)
Joined: 10/24/2005
Posts: 1080
Location: San Jose
http://video.google.com/videoplay?docid=-4163271045616899336&q=Mario Is this a real hack? I haven't been able to find more info on google... It looks pretty ingenious. But it seems short (8 levels). What are your comments on it? EDIT: Duh, it links to the main site on the google video page. I'm checking it out right now... It doesn't seem to a ROM hack. Whoops. Still, it's pretty intersting. [Edit by Bisqwit: Better thread title]
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Player (36)
Joined: 9/11/2004
Posts: 2630
*cough* (It was at the end of the film...)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 4/24/2005
Posts: 104
It's a typical Game Maker-esque game (doesn't neccessary have to be Game Maker in question, but it's a similar tool), where the controls and game engine ain't as pixel perfect as in official roms made by official game companies. Some boss battles were alright in the game, but due to my own personal opinion, I grew tired of it after about 3 boss stages.
Joined: 5/20/2005
Posts: 78
Location: switzerland
Can i have more info abouts this plz. Anyways , the game is funny. Except you can't... remap button.
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nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i got tired of it just by looking at it, the gravity just didn't feel right, and the triple jump could have been better explored.
Former player
Joined: 7/2/2005
Posts: 309
Location: Baltimore, MD
I thought it looked really interesting, aspects from all the mario games jammed into one. Might be fun to play.
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Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
That game looked cool!
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Cool game :)
Current Projects: ???
Former player
Joined: 7/14/2005
Posts: 103
i'm guessing the general stream of play is something like this. first 5 minutes: "cool! wall jumps." next 5 minutes: "uh, i'm done."
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
*/me looked at the opening* cool^^ */me look the start game* cool *-* */me jump* oh guy ;_; aw.. if the physics were not this bad, it could be a really good game ;-;
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Experienced player (544)
Joined: 5/12/2005
Posts: 707
This is cool "hack" Fan maked game.. :) Everything is awesome in this game.. i have just played first 2 levels.. :E
Joined: 3/25/2004
Posts: 459
I thought it was very creative. But the physics REALLY sucked. I made it to Boo but couldn't jump high enough on the springs. So I quit and I'm never playing it again.
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
i'll tell them to improve this, what about it? do you think they will considerate? [edit] i dont know how to contact them ;_;
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ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
I don't think he would improve, its 1 or 2 years old. BTW He didn't make the platform physics, Game Maker (or whatever related software, MultiMedia Fusion or something) build platform physics in game. If you really want his contact info, it's right here. *edit* they != he
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
sent email^^ thx ventuz
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Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
There's also Super Mario XP, a cross between Mario and Castlevania. I actually played that one all the way through, the music (from Castlevania) is soooo awesome.
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
Ryan Bloom by e-mail wrote:
I would have loved to re-coded Mario's movement before I released the game, as I understand it looks a little unweildy at first. Unfortunately, the program I use to make it (Multimedia Fusion) is extremely picky about things like that. Each level in the game has it's own self-contained code that it runs on. If I change the code in one level, I have to go through and change the code for every single level in the game, seperately. Add to the fact that copying and pasting large amounts of data like that in a project that's around two years old causes MMF to crash and/or corrupt data, and, well, you can see why I won't. Doing something like that would take a good four or five months minimum; at least a month or more to design the new physics, and then three or four months to implement them all properly. And frankly? I've washed my hands of the game. It's released, finally, after a much, much longer than anticipated development time and I'm glad it's out there. People overall seemed to like it (60000+ downloads speak for themselves, I believe). I understand the complaints some have, but fixing them would really be more work than it's worth, as what you are suggesting is much like re-writing the entire game from the ground up. I'm sorry, I've moved on to other projects now (which have been coded far, far more tightly than MarioWeen was): http://blazefire.mooglecavern.com/shadowdemo_16.exe http://blazefire.mooglecavern.com/dk.rar
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