Page 1 of 2

Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 1:31 am
by cjgone
Epicness.
Image


Image
11/30/08

Will hopefully finish in summer of 2009.
Image

>Enemies can be picked up
>Pow blocks
>coins
>cool beast fruits that can be used to pwn stuff
>jumpy enemies. :D


Working on a
>score system
>more enemies
>level support
>Beast things

Re: Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 3:20 am
by DigiTan
Lookin' awesome so far. How many levels would you guess there will be?

Re: Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 3:51 am
by cjgone
Uh, 5 with the first launch, assuming I finish this :D.

Prolly 10 max -- only 20 levels in teh game.

Re: Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 10:42 am
by tr1p1ea
Looking cool, good to see teh bobness lives on in some respect :).

Re: Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 11:39 am
by benryves
Looks good so far. :) Keep up the good work!

Re: Blobby aKa the new mario

Posted: Mon 10 Nov, 2008 3:29 pm
by ahudson
We could use a new Mario game like this for math class... :P

Re: Blobby aKa the new mario

Posted: Tue 11 Nov, 2008 3:15 am
by DigiTan
Plus, no one's done a Mario Bros 2 port/interpretation before. At least not one quite like this. You might say this puts a new...spin on the series. (Crap! That pun would've worked before on a Sonic game)

Re: Blobby aKa the new mario

Posted: Tue 11 Nov, 2008 5:41 pm
by kalan_vod
Wow, this is great! I would love to see a mario 2 clone on the z80!

Re: Blobby aKa the new mario

Posted: Sun 30 Nov, 2008 11:59 pm
by cjgone
Image

coin counter
able to throw jumpie dudes
sparkle coin


I'm aware of teh other cool mario thingy but atleast mine is based on SMA which is totally more cool. ;)

Re: Blobby aKa the new mario

Posted: Wed 03 Dec, 2008 3:33 pm
by NanoWar
I'd love to see more parabolic jumps/throws.
The coins look a bit too stretched in my opinion. Apart from that, it's good!

Re: Blobby aKa the new mario

Posted: Wed 03 Dec, 2008 3:53 pm
by kv83
SMA is actually just a port of SMB2, which is a remake (?) of a japanese game because we guys from the wester half of the world are to dumb to play the true SMB2 :P

:o

Posted: Thu 04 Dec, 2008 6:21 am
by cjgone
I'd love to see more parabolic jumps/throws.
I don't understand physics, but how is it supposed to be in mario?

Are you supposed to like accelerate upward and slow down then fall back down? =X

Re: :o

Posted: Thu 04 Dec, 2008 8:52 am
by driesguldolf
Yeah:

The easiest way is to keep a vertical velocity. Every frame you add this velocity to the y coordinate and increment its value.
Example:
ypos dy
50, -2
48, -1.5
46.5, -1
45.5, -0.5
45, 0
45, 0.5
45.5, 1
46.5, 1.5
48, 2

(ok, this is a pathetic little hop but it's an example :D)
See how he raises fast then lingers in the air and falls back down

You'll have to use fixed point numbers though

Re: Blobby aKa the new mario

Posted: Thu 04 Dec, 2008 10:59 am
by benryves
That's the second time you've done that, cjgone - make sure you hit the "post reply" instead of the "new topic" button. ;) *merges*

Re: :o

Posted: Thu 04 Dec, 2008 10:46 pm
by ISUCK
cjgone wrote:
I'd love to see more parabolic jumps/throws.
I don't understand physics, but how is it supposed to be in mario?

Are you supposed to like accelerate upward and slow down then fall back down? =X
I'm assuming they want this: y=Vo*t + 1/2 at^2, where y is distance it travels up, Vo = initial vertical velocity, a = gravity or 9.8 m/s^2 and t for time.

Basically you need to figure out what you want your initial velocity to be, or how fast you want to throw it upwards. That will allow you to figure out how high it will go and the time it takes for you to throw it up and for it to fall down to the ground.

Now, once you have the time, all you need to do is have a separate velocity, or horizontal velocity, to determine how much you want it to travel forward.