07-28-2026, 09:37 PM
(This post was last modified: 07-28-2026, 09:39 PM by PaperMarioLover.)
(07-28-2026, 08:41 PM)Merit Celaire Wrote:(07-26-2026, 05:40 PM)PaperMarioLover Wrote: Well I've decided to use GameMaker as my engine of choice for this game. It's going to be a Platformer RPG (or side-scroller RPG).Also, interesting; just curious, if this is a "Platformer RPG", are you aiming to go the Super Paper Mario route, or are you using the Super Paper Mario angle for the main navigation stuff, but still implementing the battle engine angles seen for the original Paper Mario and Paper Mario: The Thousand-Year Door games?
So, it'll be like Super Paper Mario in the sense that it'll be a platformer. The only differences between Super Paper Mario and my game, will be that Mario can't go into 3D. Now, that's not to say that I couldn't implement a system like that, I probably could, but I'm not going to. The other difference is, you will not be able to kill enemies in real time like you could in Super Paper Mario. What I mean by that is, anytime you bump into an enemy, you'll be redirected to an area where you'll have a turn-based system of playing (cause again, PM64 and PM:TTYD have a similar system where you take a turn and do whatever you need to do, and then your partner takes a turn. And then, the enemies take their respective turns). So, to answer your question, yes, my game will have the battle engine of PM64 and PM:TTYD, but as far as movement and levels go, it will look like that of a Platformer (or side-scroller, which I think are the same things no?)? So yeah. And there will be a level up screen where you can choose to upgrade your HP, FP, or learn a new ability. And there will be a Game Over screen. And you'll have the option to use items both inside and outside of battle. And, Mario and Peach's partners will have an ability to use in the platforming section of the game, but as far as movesets go, those are used just for battles. I'm not sure about implementing a badge system for Mario, I want to, but I am not sure. I want this to be a game with many similar themes from PM64 and PM:TTYD, because I miss that style of gameplay for the newer Paper Mario games (except I actually did enjoy Origami King).
I hope this answers your question. If not, I'll be more than happy to clarify something.
(07-28-2026, 09:21 PM)VinnyVideo Wrote: If you're using objects when you could be using tiles, yeah, that could have a significant negative effect on performance - especially if your rooms are large and have a lot of decorations.
On the other hand, you'll probably want your Toads to be objects if you want to be able to talk to them. (If your Toads were just static objects that sit in the background and aren't animated and don't do anything, you might make them tiles.)
Thank you for your help, I figured out what was causing the lag. And yeah, Toad Town isn't stuttering or lagging anymore, so that's good. So far the game moves so much better. Thanks again man!
![[Image: Title-Page.png]](https://i.postimg.cc/68Drt89V/Title-Page.png)
You should check out my game when you get the chance. Updates every week, and sometimes more than one update per week: Paper Mario: The Star Princess

