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Re: Lovely Mario Bros

Posted: Fri Feb 26, 2010 9:19 am
by Robin
Deecodeuh wrote:
TechnoCat wrote:When I press jump mario flies into the sky. Way above the screen.
Yes, I know. You wouldn't happen to know the best way to figure out if mario is standing on a solid object would you?
You might want to look at LovelyBigPlanet, it has a variable that gets set to true when the player collides with an object, and set to false when he jumps.

It allows for some weird tricks, but it was worth it.

Re: Lovely Mario Bros

Posted: Fri Feb 26, 2010 7:13 pm
by Deecodeuh
New Updates:

Added holes, now you can fall down them. :D
You can also push the balls down the hole too, which is strangely satisfying watching them disappear.
Added a max velocity for mario, he can no longer run at the speed of light.
Made it so he only jumps when his vertical velocity is about zero, give or take .5. (temporary solution)

Re: Lovely Mario Bros

Posted: Sat Feb 27, 2010 1:55 am
by TechnoCat
Pushing the balls in the bottomless pits was surprisingly very satisfying.

Re: Lovely Mario Bros

Posted: Sat Feb 27, 2010 3:27 am
by Deecodeuh
TechnoCat wrote:Pushing the balls in the bottomless pits was surprisingly very satisfying.
The game works a lot better than yesterday, doesn't it?

Re: Lovely Mario Bros

Posted: Wed Mar 03, 2010 5:25 pm
by qubodup
Fun!

I have only one suggestion and that is to ponder upon the wisdom in the Knytt Stories Design Tour (commented game design discussion YT video), especially the sentences following 0:28 (to 1:00).

I hope I'm not completely off from what you mean by "suggestions" :emo:

Re: Lovely Mario Bros

Posted: Fri Mar 26, 2010 5:24 am
by Deecodeuh
Yes, that's a perfect suggestion.

Re: Lovely Mario Bros

Posted: Mon Mar 29, 2010 7:25 pm
by Deecodeuh
How is the performance for anyone else? I just ran this project for the first time in windoze, and oh wow is it terrible.