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Jumpman (ioSMB4) Development

If it doesn't fit elsewhere, it should go here
Cake
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Post » 15 Jun 2014, 23:40

Sexy.
Image Image

Edit:
I updated the main post, and that's the only place where I'll be putting my animations now. I have too many to keep updating with individual posts here.

A new poll should also be up soon.

Defiant Shout
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Post » 17 Jun 2014, 05:13

imaginary cake wrote:Credits:
alesan- Coding
Victinistar- wasting my time concepts
Hans- Some of the sprites and more
IC- 95% of the animations, a ton of concepts, and story.

I'm also here for moral support >:O

Lol. I do the pre-spriting. Not just concepts. (Drawings, not pixels basically)

Mr.Q.Marx?
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Post » 17 Jun 2014, 17:07

What are the level themes again? The concept docs say outdated.

Cake
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Post » 19 Jun 2014, 01:36

Yesterday, I was able to finish 2 world's worth of levels.
I won't post it though until I finish the chapter in whole.

Anyways, today I have a new poll:

1) Should the checkpoint be obvious, (like in SMW) or hidden like the original SMB's?

2) Should the checkpoint be the bell from SML2, or a more original creation?
Image


3) Should the checkpoint automatically award you a mushroom, like in SMW? (This is a no if it's hidden.)

(I feel ridiculous for asking the following question...)
4) Should Peach's FLUDD costume be a skirt or a swimsuit?
Mario's FLUDD costume:
Image + khakis

Someone else's art of a skirt: (Big)
Image

It'll have a different design on it though, don't worry about that.

Olympic Games Swimsuit:
Image


5) Should this happen at the end of the game?
[removed]

New 5) Should Shadow Mario be a costume for Mario, and a shadow version for Luigi and Peach likewise?
Image

Shadow Mario is the disguise Bowser Jr wore to make Mario seem like a villain on Isle Delfino.
The paintbrush that Shadow Mario holds is a new power-up as well.
Image


6) Should Bowser Jr be a part of the game?

7) Should you bounce out of lava, (like in SM64) or drown in it? (Like every other 2D Mario platformer)
Last edited by Cake on 19 Jun 2014, 06:48, edited 3 times in total.

HansAgain
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Post » 19 Jun 2014, 01:59

1) Obvious checkpoints, people may want to know when it's safe to die.

2) Original, like a button or something better, i don't know.

3)Nope, i don't like this thing about new Mario games too much, it makes things easier, it has to be a challenge.


4) Skirt *dot* *dot* *dot* ... *dot* *dot*

5) HAHAHAHAHAHAhAAH!! NO! Maybe.

6) If you know a good way to add it, go ahead.

7) Bouncing in lava? No, thanks, i want a lot of pain dying.
Last edited by HansAgain on 19 Jun 2014, 22:52, edited 1 time in total.

mindnomad
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Post » 19 Jun 2014, 06:48

1. Obvious checkpoints
2. Something original.
3. Yes
4. Dress
5. No. But maybe you can give them Shadow clothes? Instead of their entire being?
6. As long as he's a boss or something and not playable, yes.
7. Have him bounce out with a smoke trail behind him.

HugoBDesigner
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Post » 19 Jun 2014, 06:48

1) I prefer obvious. I hate when I die and don't know where I'll restart;
2) I'd prefer a flag, but it is also not much original.
3) No, I don't think so. This'd make things too easy, not so funny...
4) I'd say swimsuit, but maybe the skirt looks better.
5) I saw the image before it got removed. It could be a maybe.
6) If you make a nice battle or something, then why not?
7) Drown. Probably.

HowToEatGirafes
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Post » 19 Jun 2014, 13:28

1 The checkpoint should be hidden
2 The bell is good
3 No
4 Peach in skirt is more "peach style"
5 Yes , it should be a costume but a very rare .
6 No
7 Drowning is better

alesan99
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Post » 19 Jun 2014, 13:50

  1. Visible
  2. The flag from nsmb
  3. No mushroom
  4. Skirt though I don't find a change of clothes necessary since it makes her less recognizable
  5. Not sure if I understood correctly but I think shadow mario should be an enemy so we can do some things from smg and sm3dl
  6. Sure
  7. Drown

Cake
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Post » 19 Jun 2014, 15:46

Shadow Mario is different from the ones in SMG / SM3DL:
Image

HowToEatGirafes
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Post » 19 Jun 2014, 16:06

I think you should better use cosmic clone from 3d land because he's pretty neat

Cake
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Post » 19 Jun 2014, 16:16

Yeah, sure, whatever.
I mean, it looks difficult to program, in addition to this being a 2D game (which means cosmic clones are harder- you're limited in space) but if alesan codes it I'll make use of it.

So, the results are:
1) Visible checkpoint
2) Original checkpoint (if it turns out better than the flag)
3) No mushroom for going over the checkpoint (I may make a checkpoint variant that gives you the mushroom anyway)
4) A little inconclusive; I'll give more options next time
5) Inconclusive, I changed the question (which I shouldn't have done) and now I really don't want to put it back up for changing / voting.
6) Bowser Jr as a boss somewhere
7) Drown in lava.

idiot9.0
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Post » 19 Jun 2014, 16:27

1. Obvious checkpoint. Modern games use one, so it'd be best to make it feel like a current mario
2. I wouldn't mind the return of the bell, but if you choose not use an original or the modern checkpoint flags from recent games
(Tiny bowser flag that changes when touched to player flag)
3. It's been happening since SMW so yes, it should.
4. I say skirt. However if you're putting Mario in an outfit from Sunshine, why not Peach? She had a differnt one too. Lighter-shade pink sleeveless dress.
I'd prefer that honestly to match a theme.
Image
Large image example, hence spoiler
5. I honestly don't know. I don't like the idea but I can't suggest anything better.
6. Include him if you can fit him into the plot.
7. I think the bounce would be more comedic but the drowning would be more like the 2D Marios. Take that how you will.

Mr.Q.Marx?
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Post » 19 Jun 2014, 22:20

If it helps, I prefer Peach's short dress look. She looks weird in that bathing suit to me.

TurretBot
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Post » 19 Jun 2014, 22:32

I think the bounce would be good as a death animation
...or a "QUICK GET ON A PLATFORM YOU SILLY" one-shot jump for freedom

Cake
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Post » 20 Jun 2014, 00:37

4. I say skirt. However if you're putting Mario in an outfit from Sunshine, why not Peach? She had a differnt one too. Lighter-shade pink sleeveless dress.
I'd prefer that honestly to match a theme.
Image
Large image example, hence spoiler

The problem with Sunshine's outfit is that it's too similar to Fire Peach. I guess I can see FLUDD being a major change, in addition to sunglasses...

I mean, I did check Sunshine Peach, but at first glance I just saw a whiter dress.



I also find Shadow Mario the perfect match for the paintbrush power-up, as Shadow Mario is merely a disguise- and he's always equipped with the paintbrush. It's like a package deal, and I don't see the issue with it. Plus, it's a lot more cooler than the Mario Paint Mario.

Yes, Bowser Jr was Shadow Mario. But that was a disguise, it doesn't mean it's attached to the character.

MagicPillow
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Post » 20 Jun 2014, 05:21

If it's not too late,
1) Obviously.
2) I don't really have a preference for this one.
3) Only if you start in big form when you respawn at the checkpoint.
4) Swimsuit.
5) If you can't think of anything better, than sure.
6) Yes. Yes. Yes. Oh, and did I mention yes?
7) Bounce out, but take lots of damage so that it's still extremely dangerous.

Defiant Shout
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Post » 20 Jun 2014, 06:56

1) Obvious exit. I don't want our players wandering aimlessly.
2) Something. Dunno what. But something.
E) Definitely not. It's what we have a ton of other things for.
4) A mix between them! >:D
5) I like Shadow Mario from SMS, maybe do Mr. L. from SPM and give Peach Belladonna. Of course, I think we should have more than just one costume each.
6) Sure why not. That should be how you get the Shadow Mario costume. Hidden boss battles. yay.
7) I think you should sink into it slowly, as he cries out "Mama mia" as if it isn't painful.

Cake
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Post » 20 Jun 2014, 07:10

No, these aren't costumes.
They're the design for power-up costumes.
Alternate costumes are not what we're focusing on right now.

Those are for another update.

MM102
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Post » 20 Jun 2014, 08:54

7) drown. Although I had the idea of being able to swin in the lava like water if you had a star

MagicPillow
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Post » 22 Jun 2014, 00:41

Hold on a minute...
7) Drown! I don't know what I was thinking before...

Cake
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Post » 22 Jun 2014, 05:21

Image Image Image Image Image Image
Punis.
I love them.

(Imagine a bunch of them running around with you in a level... heh heh heh)
Last edited by Cake on 22 Jun 2014, 08:42, edited 1 time in total.

TurretBot
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Post » 22 Jun 2014, 07:42

Like Sackbots (in LBP)? They're not enemies in the OP.

Cake
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Post » 22 Jun 2014, 08:42

They're friendly, yes.
They follow you, too.
Puzzles should be fun.

bubba_nate
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Post » 22 Jun 2014, 22:46

6) Yes, add him with his own levels and stuff made for him and have it be a bonus thing unlocked afterwards. Don't make him a hero.

Cake
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Post » 28 Jun 2014, 10:14

I had a new subject to discuss but it was too controversial to bring here.

Anyways, 1) What if I put a limit on how many discharges you can create from the Battpack? (It's that battery-looking thing on the first post.)
(You refill via coins- max 10 discharges without refilling.)
2) Should I cram in as many references in as possible? I mean, it's impossible to encounter every character and subtle hints to locations, but I'm just talking about Egadd acquiring TEC or the likes. (What I'm really trying to say here is: Should I have original characters and themes, or preexisting ones take their place?)
3) A pit of 100 trials, or an infinite, random-generating level that's scrolling speeds up over time? (It's all post-game, of course.)
4) Another Poison Mushroom-esque 'power-up', but to a greater degree?
5) Can anyone create pure SNES 16-bit music?
6) Original sound effects, or the 'classic' ones?
Why is it always 1:00 AM
Why are my questions not quite planned out right

TurretBot
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Post » 28 Jun 2014, 10:54

1) what is this question even
2) Although references is always cool, you might want to stick to the game's namesake: What if they did a SMB4? Since it's a SNES-style game, there should be mostly SNES (and below) references and cameos, because that's what a SMB4 would/could have been. Other things original. Post-SNES things can be small cameos. (Remember, GameBoy games is SNES era, too, so Wario is fine! But Waluigi isn't, since he debuted on N64)
3) What's the pit of 1000 trails? Option 2 sounds cool, though.
4) I like the idea of more Poison Mushroom stuff, but what's “to a greater degree” supposed to mean? Insta-death Mushroom? Poison Flower? A Poison Mushroom version of Toad? Tell us!
5) Baf. I'm sure someone can, I think most people here wouldn't be able to.
6) Well, considering SMAS and SMW were the only SNES Mario platformers, and SMAS reused some of its sound effects, I guess you should reuse most, but make some, too. (Unless you mean how NSMB used a bunch of sound effects from the other games, including 8-bit, then no, you shouldn't.)
7) Your clock is broken.
8) How should I know?
Last edited by TurretBot on 28 Jun 2014, 21:36, edited 1 time in total.

renhoek
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Post » 28 Jun 2014, 11:29

imaginary cake wrote:I had a new subject to discuss but it was too controversial to bring here.

Anyways, 1) What if I put a limit on how many discharges you can create from the Battpack? (It's that battery-looking thing on the first post.)
(You refill via coins- max 10 discharges without refilling.)
2) Should I cram in as many references in as possible? I mean, it's impossible to encounter every character and subtle hints to locations, but I'm just talking about Egadd acquiring TEC or the likes. (What I'm really trying to say here is: Should I have original characters and themes, or preexisting ones take their place?)
3) A pit of 100 trials, or an infinite, random-generating level that's scrolling speeds up over time? (It's all post-game, of course.)
4) Another Poison Mushroom-esque 'power-up', but to a greater degree?
5) Can anyone create pure SNES 16-bit music?
6) Original sound effects, or the 'classic' ones?
Why is it always 1:00 AM
Why are my questions not quite planned out right

1. I'd suggest not, most power ups in Mario don't limit how many projectiles you can throw in total before needing to recharge.
2. No unless you have a very good reason or have a clever way of putting them in, otherwise it's going to look sloppy.
Re-curing characters like E-Gadd are okay and one or two one time characters isn't so bad, but if you want it to feel more Mario like you should introduce new characters.
3. I'd say 100 trials since you can be a lot more creative with the designs.
4. I think 1 anti-power up is enough.
5. This is BIG request you should probably make a bigger post about this rather than with a bunch of minor questions.
6. This doesn't really matter, do both. You'll need certain sounds for certain situations. And re using sounds isn't a big deal either.

Defiant Shout
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Post » 28 Jun 2014, 18:45

1) I like the idea of it because this is supposed to be the "different" game, and saying there isn't a "limit" is actually incorrect. In SMB3 as well as NSMB2 the tanooki took running time to charge. So maybe just have it charge via steps, not coins.
2) I believe I gave you this idea. Anyhow, I like references. I really like comedic ones as well. As Renhoek said though, it does make it sloppy with references everywhere. SO I'd like them to be present, yet subtle. For example, a doll that resembles Genno on a shelf, or a wanted poster of Bowser Jr.
3) I like both, so why not just make a level like that in the pit of 100 trials (of course, it actually ends).
4) So of course, poison mushrooms. I like the idea. But they seem to have little penalty in their few appearances. I would like some variation, but not too much to clutter the whole game with them and scare off players.
5) I would say use something like Rythimic Retrobits for this because it just seems easy, but it'll be a pain in the ass for anyone and everyone. We need a whole team for this.
6) A mix, depending on the world and level :P
I agree with Turret, your clock is broken.
Because you base them off things we discuss. And because I don't write them.

MagicPillow
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Post » 28 Jun 2014, 21:37

1) I think it would be a good idea, but have it recharge over time or something (not coins)
2) You should have some of both.
3) Yes.
4) Why not just an enemy?
5) Probably, but nobody that I know of.
6) I don't think this matters too much. Probably a little of both.

Cake
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Post » 04 Jul 2014, 22:38

Image
Red Coin font for when collecting red coins.
I have no idea what to do with red coins, but they'll be there.
(Maybe if you collected all of them, a secret exit would unlock...)

Oh yeah, the 9 and 0 are there in case there are more than 8 red coins coins on the field.

Edit:
Image
A mini mushroom that I plan to never use, but someone will probably make mini sprites if all goes well anyways, so: why the heck not?

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage


Anyways,
1) When Fire Mario is hit, should he revert back to small Mario immediately?
2) Item inventory, (like SMW/NSMB) or map inventory? (Like SMB3, NSMBU) Or both? Or an option to choose at the beginning of the game?
3) Should Yoshi act like he did in SMS when he gets the FLUDD power-up? (Or, when playing as Yoshi in single-player, replace FLUDD with berries if going how he did In SMS?)
Because I don't really have any other ideas...
SMS Yoshi:
http://youtu.be/FxBlqjdjCvM?t=3m1s

HowToEatGirafes
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Post » 04 Jul 2014, 23:57

1) No
2) Map inventory is better , i think
3) idk

Defiant Shout
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Post » 05 Jul 2014, 02:26

imaginary cake wrote:Image

Why not? ._.

1) I like the mega penalty, but it was really just lazy coding on Nintendo's behalf originally.
2) I like both. I'm not sure :L
3) A modified version of the SMS Juice Yoshi.

Cake
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Post » 05 Jul 2014, 06:33

victinistar wrote:but it was really just lazy coding on Nintendo's behalf originally.


Oh really?
Prove it.

TurretBot
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Post » 05 Jul 2014, 07:38

1) They did it not that way since SMB3, so it'd make sense here to not do it.
2) Random idea: The item in your item inventory gets carried over to your map inventory at the end of the level. (Both. Otherwise, SMB3/NSMBU.)
3) *didn't play sunshine* uhhhhhhh

Defiant Shout
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Post » 05 Jul 2014, 07:52

imaginary cake wrote:
victinistar wrote:but it was really just lazy coding on Nintendo's behalf originally.


Oh really?
Prove it.

Have you ever seen how if you get a fire flower while small Mario all you turn into is big Mario? It's called shortcutting. It was lazily done (not in all areas of course). Also, it would take more coding to regress to big Mario, reversing all the code and over complicating it instead so instead you become small Mario. Then it became tradition until smw. :T

Cake
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Post » 05 Jul 2014, 08:36

It was shortcutting because there's only so much data on a NES cartidge. Which is why SMB3, a massive game at the time, had extra memory space inside the cartridge.

No, I don't think they were lazy, but they did cut corners. I mean, the clouds and bushes are the same because they were running out of room for sprites.

Mr.Q.Marx?
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Post » 05 Jul 2014, 13:44

For the record, Snes music is made from Samples. Therefore the snes just sounds like the samples the musician loaded in. Normally it sounds like midi files though which were used later in the N64.

MagicPillow
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Post » 05 Jul 2014, 16:03

1) Nope. Mario should change to big form.
2) Map Inventory. Level inventory makes it too easy
3) Not sure. Never played Sunshine.

alesan99
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Post » 05 Jul 2014, 16:50

1. No
2. Map Inventory
3. Whatever you think works better

Sergione
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Post » 05 Jul 2014, 17:36

1. I do not want to Fire Mario becomes Small Mario
2. Map Inventory
3. I've never played in Sunshine, but okay.

bubba_nate
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Post » 05 Jul 2014, 18:38

imaginary cake wrote:4) Another Poison Mushroom-esque 'power-up'

On another thread about IOSMB4, I suggested a straaange powerup/anti-powerup thing: The Ghost Shroom. It comes out visible, and quickly goes invisible, but every so often it has to stop being invisible. If you grab it while it's visible, you get to go invisible which is like the stone leaf statue except you can move, and it's a single-use thing. If it hits you while it's invisible, it vanishes and hurts you. It would appear in ghost houses. It would vanish after a while of not hitting mario or being grabbed.

As for the references thing, I would do stuff like Super Paper Mario did with Francis' castle, which was reference-topia because of all the posters of Punis and the bad guys from Thousand Year Door getting their own TV show which Francis was obsessed with...

Cake
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Post » 06 Jul 2014, 06:13

bubba_nate wrote:
bubba_nate wrote:
imaginary cake wrote:4) Another Poison Mushroom-esque 'power-up'

On another thread about IOSMB4, I suggested a straaange powerup/anti-powerup thing: The Ghost Shroom. It comes out visible, and quickly goes invisible, but every so often it has to stop being invisible. If you grab it while it's visible, you get to go invisible which is like the stone leaf statue except you can move, and it's a single-use thing. If it hits you while it's invisible, it vanishes and hurts you. It would appear in ghost houses. It would vanish after a while of not hitting mario or being grabbed.


I read that a week or two ago, actually. I just forgot about it when I posted the question.

Also:
I'm surprised at how many of you voted for the same thing.

Edit:
Image

The Volt Mushroom, taken from Paper Mario, will damage any enemy that damages you; ex a Goomba hits you, you take damage and the Goomba is defeated.
This only applies to direct attacks; it's also useful in case of a boss or something.
No, there won't be a costume change for this but instead some shock effects will appear around the character.
It also turns small Mario into big Mario.
Lastly, the shock status will also apply even after a Fire Flower is collected; the Volt Mushroom can be still collected while using another power-up, and the shock status will still apply.

Yes, there is temporary invincibility granted after taking a hit, but the Volt Mushroom should still be useful for boos, or backtracking. (Especially backtracking with Thwomps.)

Edit:
Image
Luigi Skinny Mushroom from Mario Maker.
Yes, I plan on stretching the small Mario sprites.
I don't know if it should apply to the Fire Flower and beyond, I think I'm going to take a look at Mario Maker first- oh wait, they didn't have the Fire Flower implemented yet.

Edit:
Image
I based it off of the previous Ghoul Shroom that I somehow remembered from Super Paper Mario:
Image

I guess I'll spend the day restoring the blog back to a proper state.

MM102
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Post » 06 Jul 2014, 08:53

tbh I like level inventory better
If I need a power to get a collectible in SM3DW I like being able to have it in my inventory so if I get hit I don't have to restart the entire level
and I never really used items when they are given to me in the map I've always ignored them when going through nsmbw and smb3
but these are just my opinions

idiot9.0
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Post » 06 Jul 2014, 09:10

I know I'm late but:

1/ Turn him big. This has been the norm since SMB3 (sans SMW) and it should stay that way
2/ Item inventory. Not sure how everyone plays but for me an item inventory just becomes a giant stash of stuff I never use. In SMW and SM3DW I always use item inventory, it's just nice and convenient to have one item on hand you can use immediately instead of a toolbox you can only use before a stage.
3/ Why? Do you have a reason for him to? Does his juice spit clean anything? If you have absolutely no reason to, don't. Have a normal Yoshi.... and if you are making him playable just don't have him for the others. IMO it'll be weird.

Cake
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Post » 06 Jul 2014, 21:45

I thought I said this before, but I guess I wasn't clear enough.
Yoshi is playable, but he can't use power-ups beyond the Fire Flower, Battpack, and whatever I decide FLUDD does.

Defiant Shout
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Post » 06 Jul 2014, 22:52

imaginary cake wrote:I thought I said this before, but I guess I wasn't clear enough.
Yoshi is playable, but he can't use power-ups beyond the Fire Flower, Battpack, and whatever I decide FLUDD does.

In a greater extent of explanation, Yoshi is an easy mode. He has a flutter jump, eating enemies (maybe eggs?) and other such easymode traits. therefore any abilities he gets are limited and obviously altered because of his easy mode traits. However, they will be relatively similar if not the same besides visuals to the other character counterparts to the items.

Cake
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Post » 08 Jul 2014, 06:51

Image
Touch Fuzzy, get dizzy.

Edit:
Image
Instead of Phantos hiding in the background, waiting for you to grab that key, they won't be visible beforehand.
So you grab the key, and you start to see this evil mask rise from the ground instead.
Happy "What the FU-" moments!

TurretBot
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Post » 08 Jul 2014, 15:46

Cool, but why is it spinning?

bubba_nate
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Post » 08 Jul 2014, 16:34

It's kind of boring for it to just come up out of the ground. Also, it emphasizes that it's a mask.
I think there should be a blend of level and map inventory, where you choose what goes in your bonus slot beforehand if you don't have anything in it. But if there's already something there, then you don't get to put something in. (So powerups from toad houses are the only way to get map powerups, while the level inventory is like it usually is and can be filled from the map inventory between levels.)
imaginary cake wrote:Image
A mini mushroom that I plan to never use, but someone will probably make mini sprites if all goes well anyways, so: why the heck not?

You could add it into the level editor, if there's going to be one. (It'd probably be an external program since this is supposed to look like it has only the capabilities of SNES.)


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