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Help with Mario's Moves in my Engine Test.
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Help with Mario's Moves in my Engine Test.
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Help with Mario's Moves in my Engine Test.
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Help with Mario's Moves in my Engine Test.
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#1
04-21-2018, 02:52 AM
A sort of Engine Test i'm making has the these Keyboard controls (X is Jump, S is Run, and Z is also Jump, Down in the air is Ground Pound, etc etc), and i don't know which button i should map to dive yet. If anybody could make a suggestion that is comfortable to use, then i'l try to implement it.
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#2
04-21-2018, 07:55 AM
Why does jump have two buttons?

Make Z the dive button when you press it in the air and an attack button like a kick when standing on the ground.

Ideally, though, you make the controls gamepad by default and let users map their own keyboard controls.
 
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#3
04-21-2018, 09:54 AM
(04-21-2018, 07:55 AM)Pedigree Wrote: Why does jump have two buttons?
Play either SMAS or SMW, then you'll understand.
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List of projects I eventually plan to finish after the indefinite hiatus is over, assuming I don't abruptly cancel them:
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Sonic's Foray into Random/Unusual Zones (spin-off of Unusual Trilogy, in development)
Angry Birds Slingshot Frenzy (In development)
Super Mario Flashback: Really Good Edition (In development)
Super Hilda DX (In only conceptual phase)

Yes, I am aware that I have about 6 or so fangame projects currently in development at the same time. And yes, I am also aware that all of this is very ambitious.
+ List of projects I'm helping out with in some small capacity during my hiatus:
[+]Spoiler
Super Mario Bros Dimensions 2 (as a spriter, only for Mario's sprites)
MFGG Community Fangame Project 3 (as a spriter)
WordGirl ReWired (as a artist)

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#4
04-21-2018, 10:44 AM
Is it a spin jump?

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#5
04-21-2018, 04:04 PM
Basically, what Pedigree said. Customizable controls are the best way to go.

If you don't know how to set up customizable controls, I'd probably do Z to run, X to jump, and C to dive.
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#6
04-21-2018, 10:20 PM
Well, in Super Mario 63 (a 2-D Super Mario 64 remake), they had down as up as jump, down as dive, and z as ground pound (in mid-air). If you would like to see the game itself to see how the control scheme works out, you can find it here (it's also very well done and fun to play): https://www.newgrounds.com/portal/view/498969

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#7
04-22-2018, 12:58 AM (This post was last modified: 04-24-2018, 01:44 AM by OssieTheOstrich.)
(04-21-2018, 10:20 PM)GamerInGeorgia Wrote: Well, in Super Mario 63 (a 2-D Super Mario 64 remake), they had down as up as jump, down as dive, and z as ground pound (in mid-air). If you would like to see the game itself to see how the control scheme works out, you can find it here (it's also very well done and fun to play): https://www.newgrounds.com/portal/view/498969
I actually did play a bit of it. But as for the controls, i'm going for a NSMB/SMW style with SM64 and SMO controls in the mix.
UPDATE: I made C the dive button.
Other socials:
Sonic Retro
NCFC
YouTube

List of projects I eventually plan to finish after the indefinite hiatus is over, assuming I don't abruptly cancel them:
[+]Spoiler
Mario's Rather Unusual Trilogy (Mario's slightly unusual Boss Rush (Completed), Mario vs. Some Unusual Foes (In development), Mario's VERY Unusual Final Frontier (In development))
Sonic's Foray into Random/Unusual Zones (spin-off of Unusual Trilogy, in development)
Angry Birds Slingshot Frenzy (In development)
Super Mario Flashback: Really Good Edition (In development)
Super Hilda DX (In only conceptual phase)

Yes, I am aware that I have about 6 or so fangame projects currently in development at the same time. And yes, I am also aware that all of this is very ambitious.
+ List of projects I'm helping out with in some small capacity during my hiatus:
[+]Spoiler
Super Mario Bros Dimensions 2 (as a spriter, only for Mario's sprites)
MFGG Community Fangame Project 3 (as a spriter)
WordGirl ReWired (as a artist)

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