Dislocated Thread Where I Make the Worstest Game

If it doesn't fit elsewhere, it should go here
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Cake
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Joined: 06 Mar 2012, 03:29

Post » 21 Dec 2013, 01:02

Currently being used as me code-in-training.

Accomplishments:
Printed text.
Did math.

To be not maybe accomplished
Make something move in a direction or 2.
(Probably something I'm missing.)


I don't care if the text inside the spoiler is ugly, I just want to put it away.
Image

Camewel made a good point that I never really explained what IOSMB4 was at first.

IOSMB4, standing for If Only Super Mario Bros 4, is meant to be a SNES-styled (as in it's art direction: pixels) game that focuses on the environment, a different direction than the expansive SMB3 and detailed SMW. While the game is essentially still a concept with some pixel art for it, (aka no code has actually been done thus far) it's been a childhood dream that I will not stop until it's complete. (As in it's released, not perfect, but released.) The environment aspect was chosen for the lack of variety or creativity for it in the series, although the Galaxy games are a bit of an exception.

Again, no code has been done for the game so far. If anything, it'll probably be menus first. Then physics, and logic about the way Mario's power-ups overwrite one another.

By a focus on environment, I want to emphasize that every level should be unique in some way. For example, one level in a factory world may use toxic, rising bubbles, separating it from the rest of the levels. In that same world, there can be a recycling plant that melts down scrap metal- and you're on the conveyor belt through it. To further place importance on environment, the worlds will all transition from one to another. No more 'suddenly you're in a lava deathtrap world after jumping around clouds for a bit.'

There will also be a whopping 24 worlds, each organized into 4 chapters. My only worry here is messing with the classic 'boot-up' screen that shows how many lives you have left. (About 3-7 levels per world; it's organized where it makes sense. For example, there aren't that many levels you can create in a large, wheat field. There are plenty more options for a toy world, though; space-themed, wooden blocks, legos, pillow forts, baby's toys, and so on.)

The story of the game is not "princess peach gets kidnapped by Bowser oh no.", but something much more dynamic. The game starts off with Mario, Luigi, Peach, and toads and stuff on a plane going towards the Mushroom Kingdom, coming back from some vacation or another. However, the plane crashes (leading cause: airships) and the crew must find a way back to the Mushroom Kingdom. At first, the queen bee seems like a liable option to fly them back, but when they finally get to her, they unveil a chain of events that they end up stopping anyway, which indirectly stops the chaos going on in the Mushroom Kingdom. Most of the story is written out in this sense, but there are still blanks to fill.

A full list of worlds:
Chapter 1: Chroma Land
Fields of Gold: Wheat meadows at sunset with hills and a forest in the background.
Harvesting Tree: A giant, autumn-themed tree.
The Great Apiary: A beehive world. Is in the Harvesting Tree.
Shy Guy's Toy Box: A toybox world, named after the one in Paper Mario. Has a hazy blue-grey sky.
Beatbox Boombox: A music-themed world. Levels are synced with the music, everything has an instrument or music sheet theme.
Tick Tock Clock: A clock world also named after the SM64 one. Difference involves heavier use of clock elements, windows to outside sections, and so on.

Chapter 2: Kara Kara Sea
Water Falls: Waterfalls, but essentially in sinkholes. The sinkholes lead to strange underwater caverns, of which a strange temple is at the bottom.
Atlantis: An underwater city, but more styled to the one in Super Mario Sunshine's Noki Bay. It's essentially an underwater world, but with a more special focus on the elements of the sea.
Utsobo's Belly: Don't call me weird for this one, but these levels are more involved with the individual organs of the boss that you were fighting earlier- this world is optional, depending on how well you do in the boss fight.
Pallete Island: An island, but with a mansion in the middle, based on art. Various levels are located inside the paintings, SM64-style, each with themes like pencil doodles or pastel masterpieces. It also includes an attic of sculptures.
Kasuka Carnival: An overgrown and rainy abandoned carnival. Overrun with dandelions, plants with spores run this place.

Chapter 3: Jackpot City
Pinball Casino: A combination of pinball games and casino themes, this world will be elaborate.
Infinisafe:
Construction Zone: Meant to be a throwback to the original Donkey Kong, this world focuses on construction sites.
Moai Moai Steamworks: A large, Easter island-themed factory. Previously named Mechatroop Factory.
The Frying Pan: An abandoned (and condemned) restaurant, this world has a focus on bugs, mold, and kitchen appliances.
Cake Land: Acceptable through a pipe in The Frying Pan, this world is entirely optional. It's also made of sweets.
Glowcap Gulch: A large ditch, full of glowing mushrooms. It also happens to have a mining operation running through it, along with an entire village.
Luigi's Mansion: A 2D version of Luigi's Mansion, of which needs a better name. Focuses on ghosts, but also will have a key-and-door system like the game it's based on.

Chapter 4: Dreamy Skies
Analog Dimension:
World -1: A glitchy, screwed up version of the original Super Mario Bros. Inspired by the famous glitch, this world takes it a step further.
Dream Realm: A dreamy world, the only exit to World -1. The levels are each of the playable character's dreams; for example, Yoshi's is a fruit world, Mario's is Subcon, and so on.
Skybound: A city, in the clouds. Plants, clouds, and temples are the focus in this world.
The Floating Fortresses: The classic airships and fortresses, except there's a ravaging storm all-around.
The Dark World: Well, remember that level in SM64 where peach's painting was a trap? This is a world based off of those levels, and expands on the concept.

New world ideas will be accepted if it's unique enough.

Some of the few, unique enemy designs.
Image
(Not my idea, I just drew it for someone.)
Occasionally uses it's flame like a flamethrower.
Flies around, cannot be jumped on.

Image
Needs a name.
Jumps out of a submarine window and throws a bomb in the air, which explodes in the air.

Image
Yes, this is (or was) Bobthelawyer's avatar.
Rolls/swims around in a goldfish bowl; cannot be jumped on, you can stand on it.
Bowl breaks when it falls any distance.

Image
Needs a name also.
Has rotating rings around it, creates expanding forcefields that are nonlethal.

Image
Oddball creation needs a name.
Flies around, needs a function.

That being said, I'm also looking for something more innovative; SMB3 introduced bonus stages, world maps, an abundance of power-ups. SMW introduced Yoshi, star world, ghost houses, and so on. I mean, sure we have a system where you can combine power-ups, but I'm looking for something new. Really new.

And something somewhat new to that respect is the ability to combine power-ups. Not int he sense that 'oh, I can throw fireballs and iceballs!', but in that it creates a new power-up. power-ups will be detailed at a later date.

I know that Twatter, or for that matter a simple thread in a forum, is not quite the place to explain the binder full of ideas and concepts. I know that starting to code it will contribute to it's momentum, which leads to having someone actually comment on the old site

The idea of this thread is to suggest ideas that would work in a such a Mario game; there hasn't exactly been a creative/pushing the boundaries/unique 2D Mario platform for a long time. And fantasizing is fun.

Hopefully this is a better explanation.
Last edited by Cake on 22 Dec 2013, 07:57, edited 11 times in total.

Camewel
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Post » 21 Dec 2013, 01:27

I never understood what you were even trying to do with this "IOSMB4" thing anyway so maybe if you explain that better people can help.

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Cake
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Post » 21 Dec 2013, 01:51

Good point.
Will do, although I'm sort of afraid of it becoming a block of text.

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renhoek
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Post » 21 Dec 2013, 04:30

The elemental wraith seems out of place for a mario game but the rest of the designs are good.

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Cake
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Post » 21 Dec 2013, 22:35

Yeah, I didn't exactly come up with the idea for the elemental wraith thing.

I updated the description, but I know I need something more.
Questions about the game would be nice...

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BobTheLawyer
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Post » 21 Dec 2013, 22:52

Is this just a project with artist, or do you have a coder/can you code?

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Cake
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Post » 21 Dec 2013, 23:06

No code on the game has been done yet, but I strive to learn Lua. (I have a book and a few bookmarked sources for it.)

Camewel
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Joined: 02 Feb 2012, 21:32

Post » 22 Dec 2013, 02:29

imaginary cake wrote:No code on the game has been done yet, but I strive to learn Lua. (I have a book and a few bookmarked sources for it.)
if you actually wanted to learn lua you'd just read the damn book and stop saying "oh I'm going to some day" because you're only lying to yourself
also you still haven't explained a thing about the game so it's kinda hard to ask questions

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Cake
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Post » 22 Dec 2013, 03:11

Then what should I explain?
The question suggestion was so that I could explain more about the game, because I apparently can't

And I am learning Lua. Just not very fast, in between school and everything. (But hey, now it's break.)

Here, have a bit of poorly written info/story.
The story of the game is not "princess peach gets kidnapped by Bowser oh no.", but something much more dynamic. The game starts off with Mario, Luigi, Peach, and toads and stuff on a plane going towards the Mushroom Kingdom, coming back from some vacation or another to end chaos that not Bowser is causing. However, the plane crashes (leading cause: airships) and the crew must find a way back to the Mushroom Kingdom. At first, the queen bee (who's somehow playable in Mario Kart 7) seems like a liable option to fly them back, but when they finally get to her, they unveil a chain of events that they end up stopping anyway, which indirectly stops the chaos going on in the Mushroom Kingdom. (To be better written/finished.)

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BobTheLawyer
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Post » 22 Dec 2013, 03:19

What book are you reading?

I feel it is hard to learn lua from a book.
If you are going to use Love2D, I'd suggest watching SockMunkey Tutorials on youtube. A bit old at this point, but still helpful.

I'm thinking about making my own tutorials, but I wouldn't be able to until late January, plus I haven't looked at 0.9.0

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renhoek
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Post » 22 Dec 2013, 03:27

You should come back to this once you at least have something done in terms of programming for the game otherwise your project's going to be stuck in development hell forever.
And you shouldn't be promoting your game through concepts as it's a terrible way of showing your work.

And if .lua is to hard you should look for another programming language you can understand and can accomplish what you're looking to make.

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Cake
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Post » 22 Dec 2013, 03:43

Heck, it's Christmas, Break.

And I will learn Lua, make a game prototype, and so on.
I will make a (very small) game in the days soon thereafter Christmas. The problem is, I need to get my Lua situation set up- my programs always close after they complete. Suggestions?

Note: I have seen BobTheLawer's SockMonkey suggestions, and I've seen a number of the videos. They're one of my bookmarked sources.

So, in the meantime, I promise not to come back to this thread and try to present stuff otherwise.

Camewel
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Post » 22 Dec 2013, 03:47

renhoek wrote:And if .lua is to hard you should look for another programming language you can understand and can accomplish what you're looking to make.
.lua is the easiest language I've used in my life
imaginary cake wrote:The story of the game is not "princess peach gets kidnapped by Bowser oh no.", but something much more dynamic.
QUICK BASH THE CLICHÉ THAT EVERYONE KNOWS ABOUT
imaginary cake wrote:The game starts off with Mario, Luigi, Peach, and toads and stuff
*cough* SM3DW *cough*
imaginary cake wrote:on a plane going towards the Mushroom Kingdom, coming back from some vacation or another to end chaos that not Bowser is causing. However, the plane crashes...
*cough* basically Sunshine but the other way around *cough*
imaginary cake wrote:and the crew must find a way back to the Mushroom Kingdom.
please do explain how the moon comes into this
imaginary cake wrote:At first, the queen bee (who's somehow playable in Mario Kart 7) seems like a liable option to fly them back,
apart from the one flaw where she's in another galaxy
imaginary cake wrote:but when they finally get to her, they unveil a chain of events that they end up stopping anyway, which indirectly stops the chaos going on in the Mushroom Kingdom. (To be better written/finished.)
oh man and here I was worrying it would be vague and painfully anticlimactic

please come up with a better story because I cried a little reading this

EDIT: ninja'd
imaginary cake wrote:And I will learn Lua, make a game prototype, and so on.
I will make a (very small) game in the days soon thereafter Christmas. The problem is, I need to get my Lua situation set up- my programs always close after they complete. Suggestions?
suggestion one: use love2d and make a game today
just follow the tutorials on the wiki it's really not that hard to get started
but the most important thing is DO IT TODAY (or tomorrow if it's really late or your computer is about to explode or something but the point is do it at the first available moment)

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Cake
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Post » 22 Dec 2013, 07:45

I feel like I'm doing something wrong

Code: Select all

function love.load()

lol = love.graphics.newFont(20)
Astromodraft = love.graphics.newImage("graphics/Astromodraft.png")
lol = "I hate this game."
astromodraftX = 300
astromodraftY = 250
end
function love.update()
	if love.keyboard.isDown("right") 
	then astromodraftX = astromodraftX + 5
	if love.keyboard.isDown("left") 
	then astromodraftX = astromodraftX - 5
	if love.keyboard.isDown("up") 
	then astromodraftX = astromodraftY - 5
	if love.keyboard.isDown("down") 
	then astromodraftX = astromodraftY + 5
end
function love.draw()
	love.graphics.setFont(lol)
	love.graphics.setColor(0, 255, 255)
	love.graphics.print(lol, 300, 500)

	love.graphics.draw(astromodraft, astromodraftX, astromodraftY)
	

end
Stuffs is compressed right, including the folder for the image
(Doing this while doing something else is really inefficient)

Camewel
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Joined: 02 Feb 2012, 21:32

Post » 22 Dec 2013, 12:53

look at your if statemenets in update
the correct way is:

if condition then
thing to be done
end

you're doing

if condition
then thing to be done

you're missing the end statements
also look up "dt" in the wiki

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Qcode
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Post » 22 Dec 2013, 18:47

You're also trying to set lol as both text and a font. You should have different variables or make one local or something.

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alesan99
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Post » 22 Dec 2013, 20:37

Fixed up your code

Code: Select all

function love.load()
	font = love.graphics.newFont(20)
	Astromodraft = love.graphics.newImage("graphics/Astromodraft.png")
	lol = "I hate this game."
	astromodraftX = 300
	astromodraftY = 250
end

function love.update(dt)
	if love.keyboard.isDown("right") then
		astromodraftX = astromodraftX + 50*dt
	end
	if love.keyboard.isDown("left")  then
		astromodraftX = astromodraftX - 50*dt
	end
	if love.keyboard.isDown("up") then
		astromodraftY = astromodraftY - 50*dt
	end
	if love.keyboard.isDown("down") then
		astromodraftY = astromodraftY + 50*dt
	end
end

function love.draw()
	love.graphics.setFont(font)
	love.graphics.setColor(0, 255, 255)
	love.graphics.print(lol, 300, 500)
	
	love.graphics.setColor(255, 255, 255)
	love.graphics.draw(Astromodraft, astromodraftX, astromodraftY)
end
Check what you were doing wrong

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Cake
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Post » 23 Dec 2013, 07:35

Hm.
That wasn't in the tutorials...

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BobTheLawyer
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Post » 23 Dec 2013, 16:06

The tutorials are old and have a limited number of content.