Super Mario 16 - a traditional Mario platformer (UPDATE: Demo 5.0)

Mapping related threads and questions go in here!
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Evan.F
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Post » 29 Mar 2020, 13:32

6-2.gif
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also I'm planning a new update for the 12th April, as it will be the one year since I started the project.

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Britdan
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Post » 29 Mar 2020, 15:56

new page

also this looks epic

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Evan.F
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Post » 30 Mar 2020, 13:36

Aidan wrote:
29 Mar 2020, 15:56
new page

also this looks epic
Thanks.
I changed the rain effect. Oh there's also a new world 1 level
rain.gif
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It's supposed to serve as a transition from world 1 to world 2

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Evan.F
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Post » 31 Mar 2020, 21:19

1-7 is done.

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Evan.F
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Post » 02 Apr 2020, 20:07

3-4 is being started
3-4.PNG
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alesan99
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Post » 02 Apr 2020, 20:41

aye the sinking platforms nice

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Evan.F
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Post » 02 Apr 2020, 21:40

alesan99 wrote:
02 Apr 2020, 20:41
aye the sinking platforms nice
Thanks, I also put them in World 8
I feel like I should change their sprites.

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Evan.F
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Post » 03 Apr 2020, 16:51

Guess who's found stairway to revelation as a midi
https://www.vgmusic.com/file/76c0f4d76f ... 6ce81.html

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Evan.F
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Post » 03 Apr 2020, 17:46

I need help resizing the blinking blocks to two blocks.

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alesan99
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Post » 03 Apr 2020, 18:12

Evan.F wrote:
03 Apr 2020, 17:46
I need help resizing the blinking blocks to two blocks.
change the width and height for each enemy of the blinking blocks. unless you're having another issue

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Evan.F
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Post » 03 Apr 2020, 18:22

alesan99 wrote:
03 Apr 2020, 18:12
Evan.F wrote:
03 Apr 2020, 17:46
I need help resizing the blinking blocks to two blocks.
change the width and height for each enemy of the blinking blocks. unless you're having another issue
It's more collision, the enemy is 2 blocks long and 1 block tall, and is meant to align with the tiles. I can't get the collision to line up

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alesan99
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Post » 03 Apr 2020, 19:46

Evan.F wrote:
03 Apr 2020, 18:22
It's more collision, the enemy is 2 blocks long and 1 block tall, and is meant to align with the tiles. I can't get the collision to line up
How does it look when you press f10?
It should just be a matter of using spawnoffsetx and adjusting the sprite offsets afterwards

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Evan.F
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Post » 03 Apr 2020, 20:44

alesan99 wrote:
03 Apr 2020, 19:46
Evan.F wrote:
03 Apr 2020, 18:22
It's more collision, the enemy is 2 blocks long and 1 block tall, and is meant to align with the tiles. I can't get the collision to line up
How does it look when you press f10?
It should just be a matter of using spawnoffsetx and adjusting the sprite offsets afterwards
Collision.PNG
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alesan99
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Post » 03 Apr 2020, 21:30

Evan.F wrote:
03 Apr 2020, 20:44
I'm assuming you want it aligned with the background?
Add "spawnoffsetx": 0.5

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Evan.F
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Post » 03 Apr 2020, 22:11

alesan99 wrote:
03 Apr 2020, 21:30
Evan.F wrote:
03 Apr 2020, 20:44
I'm assuming you want it aligned with the background?
Add "spawnoffsetx": 0.5
Okay their moving towards the right now. If you want the code, it's a slightly edited version of Aidan's blinking blocks.

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alesan99
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Post » 03 Apr 2020, 22:21

Evan.F wrote:
03 Apr 2020, 22:11
Okay their moving towards the right now. If you want the code, it's a slightly edited version of Aidan's blinking blocks.
Make an enemy that spawns the platform then despawns immediately.

EDIT: or use transformpassedparameters: ["x"]

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Evan.F
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Post » 03 Apr 2020, 22:33

alesan99 wrote:
03 Apr 2020, 22:21
Evan.F wrote:
03 Apr 2020, 22:11
Okay their moving towards the right now. If you want the code, it's a slightly edited version of Aidan's blinking blocks.
Make an enemy that spawns the platform then despawns immediately.

EDIT: or use transformpassedparameters: ["x"]
With or without Spawnenemyx

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alesan99
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Post » 04 Apr 2020, 02:07

Evan.F wrote:
03 Apr 2020, 22:33
With or without Spawnenemyx
Choose one.
just have an initial enemy (with spawnoffsetx) that is just used to spawn the enemy (without it) then it dissapears immediately
or
leave spawnoffsetx and put transformpassedparameters

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Evan.F
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Post » 04 Apr 2020, 08:33

It's in the right place, but the collision is still malaligned
Collision.PNG
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Parameters are 0. Changing parameters changes nothing

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Evan.F
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Post » 04 Apr 2020, 10:22

done what you said and it's the collision is still off center, Here's a gif of the the original 1x1 version I made it from
Blinking blocks.gif
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Evan.F
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Post » 04 Apr 2020, 16:59

I should mention that the block the collision is supposed to align with IS the enemy.
Collision[1].PNG
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Evan.F
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Post » 05 Apr 2020, 10:54

As I can't figure it out, I am starting work on a different level. I feel world 2 has been barely worked on.

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Evan.F
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Post » 06 Apr 2020, 14:13

New level finished. It's a haunted swamp, and an autoscroller. The new Ghoulba enemy can be found here
2-3.gif
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alesan99
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Post » 06 Apr 2020, 18:30

Evan.F wrote:
04 Apr 2020, 10:22
done what you said and it's the collision is still off center
Evan.F wrote:
04 Apr 2020, 08:33
It's in the right place, but the collision is still malaligned
Collision.PNG
Parameters are 0. Changing parameters changes nothing
ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY

that said, the position of the actual enemy itself can be fixed with either of the two methods i previously stated
alesan99 wrote:
04 Apr 2020, 02:07
Choose one.
just have an initial enemy (with spawnoffsetx) that is just used to spawn the enemy (without it) then it dissapears immediately
or
leave spawnoffsetx and put transformpassedparameters
transformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
blinkingblock.zip
(6.96 KiB) Downloaded 777 times

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Evan.F
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Post » 06 Apr 2020, 20:05

alesan99 wrote:
06 Apr 2020, 18:30
Evan.F wrote:
04 Apr 2020, 10:22
done what you said and it's the collision is still off center
Evan.F wrote:
04 Apr 2020, 08:33
It's in the right place, but the collision is still malaligned
Collision.PNG
Parameters are 0. Changing parameters changes nothing
ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY

that said, the position of the actual enemy itself can be fixed with either of the two methods i previously stated
alesan99 wrote:
04 Apr 2020, 02:07
Choose one.
just have an initial enemy (with spawnoffsetx) that is just used to spawn the enemy (without it) then it dissapears immediately
or
leave spawnoffsetx and put transformpassedparameters
transformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
blinkingblock.zip
Thank you Alesan, I was thinking X could mean whatever, like in maths. I can't be more grateful for the long blocks. As for the level itself, I started work on 7-4 just before I got the reply and started writing this
W7 desert.PNG
W7 desert.PNG (30.75 KiB) Viewed 124154 times
As it's a less ambitous level, I'm gonna finish this one first (My goal for this week is a new level a day until I release it in time for Easter as a minimum).

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alesan99
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Post » 06 Apr 2020, 21:35

Looks cool. This mappack is definitely going in the dlc so I'm excited to see a lot of progress.

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Evan.F
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Post » 06 Apr 2020, 23:04

I might as well give a progress report or something. Use this to determine new levels as I go along

5-4 (storm)
6-2 (snowy plain)
1-7 (stormy coastal forest)
8-2 (dark world)

Monday: 2-3 (haunted Swampland)
Tuesday: 7-4 (Mushroom Kingdom Desert)
Wednesday: 7-5 ( Totem poles)
Thursday: 3-4 (underground ruin 1st part)
Friday: 3-4 (underground ruin 2nd part)
Saturday: 4-6 (Mountain)
Sunday: New Demo being released

There are, as of now, 9 new levels coming in the demo (as seen here). I might make one more if I have an idea, but it's very unlikely.
Also some graphics (like the platforms) have been updated slightly.
Last edited by Evan.F on 11 Apr 2020, 12:21, edited 7 times in total.

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Evan.F
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Post » 07 Apr 2020, 10:29

World 7-4 complete
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Evan.F
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Post » 07 Apr 2020, 13:44

alesan99 wrote:
06 Apr 2020, 18:30
Evan.F wrote:
04 Apr 2020, 10:22
done what you said and it's the collision is still off center
Evan.F wrote:
04 Apr 2020, 08:33
It's in the right place, but the collision is still malaligned
Collision.PNG
Parameters are 0. Changing parameters changes nothing
ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY

that said, the position of the actual enemy itself can be fixed with either of the two methods i previously stated
alesan99 wrote:
04 Apr 2020, 02:07
Choose one.
just have an initial enemy (with spawnoffsetx) that is just used to spawn the enemy (without it) then it dissapears immediately
or
leave spawnoffsetx and put transformpassedparameters
transformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
blinkingblock.zip
One more thing. Is there a property to have the enemy work on a global timer? I remember there being one but couldn't find it on the wiki. My plan is to have W3-4 be like the yoku block sections in Megaman.

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Evan.F
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Post » 08 Apr 2020, 11:30

Totem poles
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Britdan
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Post » 08 Apr 2020, 12:24

Evan.F wrote:
08 Apr 2020, 11:30
Totem poles
totem poles.gif
this is looking epic.

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Evan.F
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Post » 08 Apr 2020, 19:33

Aidan wrote:
08 Apr 2020, 12:24
Evan.F wrote:
08 Apr 2020, 11:30
Totem poles
totem poles.gif
this is looking epic.
Thanks, here's the new GIF. The level is finished now.
7-5 end.gif
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Evan.F
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Post » 08 Apr 2020, 22:22

I remembered animated tiles are a thing.

Expect 3-4 to be included. It might take more then one day to make this one.

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Evan.F
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Post » 09 Apr 2020, 21:43

Evan.F wrote:
08 Apr 2020, 22:22
I remembered animated tiles are a thing.

Expect 3-4 to be included. It might take more then one day to make this one.
Also I added similar Spikes and Vines it's gonna cover 2 slots unless I can cram another in tomorrow. I'm also having problems finding good music for the Underground Ruin in 3-4.

Any ideas?

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Evan.F
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Post » 10 Apr 2020, 14:05

3-4 is finished, with the exception of the music.
Here's a gif of the boss
3-4.gif
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Evan.F
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Post » 10 Apr 2020, 23:22

Which final level would you prefer
4-6 (mountains)
8-3 (lava cave)
5-1 (clouds)

Or another idea.

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Evan.F
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Post » 11 Apr 2020, 11:22

Evan.F wrote:
10 Apr 2020, 23:22
Which final level would you prefer
4-6 (mountains)
8-3 (lava cave)
5-1 (clouds)

Or another idea.
4-6 is the one, so every world gets a new level.

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Evan.F
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Post » 11 Apr 2020, 19:58

Forgot this
4-6 complete.gif
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Evan.F
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Post » 12 Apr 2020, 09:34

5.0 is here now download it from the main post.

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Evan.F
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Post » 24 Apr 2020, 23:59

World 7-8, Beach level. It's gonna be based on SML World 2-1 and SMB1 World 2-3
7-6.gif
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Evan.F
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Post » 26 Apr 2020, 10:34

The Mario character is being upgraded

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Evan.F
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Post » 26 Apr 2020, 23:29

Evan.F wrote:
26 Apr 2020, 10:34
The Mario character is being upgraded
Currently He is almost complete. Frog suit sprites won't work due to being too big for AE

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Evan.F
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Post » 02 May 2020, 00:18

Evan.F wrote:
26 Apr 2020, 23:29
Evan.F wrote:
26 Apr 2020, 10:34
The Mario character is being upgraded
Currently He is almost complete. Frog suit sprites won't work due to being too big for AE
He is done, minus frog suit as it's too big to work with frog form without shrinking the size too much

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Evan.F
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Post » 10 May 2020, 18:35

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Evan.F
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Post » 15 May 2020, 14:20

7-6 is getting new backgrounds
Beach BG.gif
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Underwater BG.PNG
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Evan.F
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Post » 16 May 2020, 09:49

7-6 is complete
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Evan.F
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Post » 01 Jun 2020, 10:47

Changed the link. Does it work?

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Britdan
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Post » 01 Jun 2020, 13:11

yeah it works!

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Cleiton Studios
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Post » 12 Jun 2020, 03:27

OH MY GOD!!! This Mappack Is So very Huge, Very very very Huge, The Hugest Mappack Created In This Forum!!!!!

I Think...

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Evan.F
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Post » 12 Jun 2020, 08:44

There was an SE one released soon after I began this that had so many enemies it had to be split in two for the whole experience

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