04-20-2020, 03:40 PM
(This post was last modified: 04-20-2020, 10:35 PM by GeneSu730.
Edit Reason: Corrected video. Can you delete my next reply?
)
Of all the 2D Super Mario platformers, I don't think there was any attempts to model wind except maybe in one measly stage of The Lost Levels. That's a real shame because, just as with conveyor belts, wind would have added an extra challenge to them game. It doesn't have to be in a "cliffs" level. Why can't it be in a "regular" level? Here, we have wind with falling leaves. The wind can push the leaves, Mario, and inert Koopa shells. See the middle portion for a side area with flying. I also encoded some more essential features of the Mario framework.
In my game, I encoded the mid way goal tape and end-of-stage goal tape that came from Super Mario World. They work nearly the same way. The only thing I couldn't encode was a gamma ramping routine that would fade out the screen to black. I am making this game with an old version of DirectDraw. Any routine I created either slowed my frame rate to 25 frames per second or had really crappy video quality. Hopefully, I will be able to encode other features of the Super Mario framework during this time of Corona viruses and quarantine.
In my game, I encoded the mid way goal tape and end-of-stage goal tape that came from Super Mario World. They work nearly the same way. The only thing I couldn't encode was a gamma ramping routine that would fade out the screen to black. I am making this game with an old version of DirectDraw. Any routine I created either slowed my frame rate to 25 frames per second or had really crappy video quality. Hopefully, I will be able to encode other features of the Super Mario framework during this time of Corona viruses and quarantine.