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I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it.
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« Previous 1 2 3 4 5 6 … 16 Next »
I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it.
MFGG Forums MFGG Developer Discussion v
« Previous 1 2 3 4 5 6 … 16 Next »
I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it.
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I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it.
Videogamejunkie443
Hammer Bro
Members
#1
04-26-2021, 10:56 PM (This post was last modified: 04-28-2021, 11:17 AM by Videogamejunkie443.)
You can crucify me for what I did. I understand. While I don't know everything about GML, I can make simple edits. For example, I made entirely new Sledge Bros. based on ones I've seen & encountered in ROM hacks, mainly Roberto Zampari's hacks. but that's not what I want to talk about. I've been including 8-bit levels accessed by pipes. There are also doors that lead to sprite swaps of Bowser, but let's get to why you might start to dislike me a little bit. I made Multiple 8-bit SMB1 Bowsers and I was displeased because they weren't accurate enough, but I remembered I had decompiled Ralakimus's Super Mario Bros. NES Remake Demo. I thought I would be able to find some code in there that would make bowser act more accurately. I found obj_bowser, opened it up, and looked for the code that makes him jump. I found it. It looked like it would be compatible with the Bowsers I had made in the Hello Mario Engine for Game Maker Studio, so I copied and pasted the code over the code that was there before. It sort of worked, but Bowser jumped low like he originally did before I made the first edits. So I bumped the value from 2.5 to 4.5, and it worked. I also applied the code to some Bowsers in my edit of Hello Engine 6 Fan-Made, but in that engine, the value had to be decreased by 2.

It was just 2 lines of code, though, but I think I read somewhere that it doesn't matter how much you take. If that's the case, I'm ready to be yelled at.


Let Me go even further and post the whole Alarm:

if fall = true exit
if not place_free(x,y+sprite_height+1) or position_meeting(x,y+sprite_height+1,obj_solidtop)
vspeed = -round(random(1)+2.5); <------ I took this line of code...
alarm[1]=random(round(100))+90. <------ ...And this one.

I'll be fair. If any of you guys need code, you can steal it from me. I would prefer if you would ask me, but I just revealed that I stole from Ralakimus, so... yeah. Just don't take more than a few lines of code. I wouldn't do that.

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Messages In This Thread
I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Videogamejunkie443 - 04-26-2021, 10:56 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by SuperSledgeBro - 04-28-2021, 05:43 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Videogamejunkie443 - 04-28-2021, 06:24 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Videogamejunkie443 - 04-30-2021, 11:48 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by CGWorks - 04-29-2021, 04:24 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Videogamejunkie443 - 04-30-2021, 09:34 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by CGWorks - 05-01-2021, 12:55 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Videogamejunkie443 - 05-02-2021, 12:33 AM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by CGWorks - 05-02-2021, 05:27 PM
RE: I made a somewhat accurate 8-bit SMB1 Bowser, but you might not like how i did it. - by Hyper - 05-02-2021, 08:43 PM

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