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China Hyper
Ambitious but too burnt out
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#241
05-04-2020, 03:02 AM
I'm still working on this game:


I'm expecting to name this as "Regular Toad Game" and release a beta in around a week or two.
[Image: Hyper86-Camry.png]

Main Site | YouTube | Bluesky | My OC

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SuperSledgeBro
Hammer Bro
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Iso Collab Contributor MFGG 19th Anniversary
#242
05-20-2020, 02:58 PM
[Image: f1Yom9D.gif]
Slopes! Now, these work in a different way than most of you are used to. No collision masks are involved, it all works with numbers and variables! From my observation, this method should cause less FPS drops because every slope you see here is only a straight line with two set ends, and they tell exactly where Mario's position on the slope should be.
[+]Spoiler
[Image: V4bzhla.gif]
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United States mrpin355
Actually feel like engaging here again
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Submitter Iso Collab Contributor MFGG 19th Anniversary
#243
05-22-2020, 04:17 PM
(05-20-2020, 02:58 PM)SuperSledgeBro Wrote: [Image: f1Yom9D.gif]
Slopes! Now, these work in a different way than most of you are used to. No collision masks are involved, it all works with numbers and variables! From my observation, this method should cause less FPS drops because every slope you see here is only a straight line with two set ends, and they tell exactly where Mario's position on the slope should be.
Gatete and I would like to talk.

Seriously tho, nice job.
A new signature is on the works but have this:
[Image: lol.gif]

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NaitorStudios
Goomba
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#244
05-22-2020, 10:45 PM
(05-20-2020, 02:58 PM)SuperSledgeBro Wrote: [Image: f1Yom9D.gif]
Slopes! Now, these work in a different way than most of you are used to. No collision masks are involved, it all works with numbers and variables! From my observation, this method should cause less FPS drops because every slope you see here is only a straight line with two set ends, and they tell exactly where Mario's position on the slope should be.

Could you please help me with the collision/slope part? Sad
It's the only thing I can't get right...

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SuperSledgeBro
Hammer Bro
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#245
05-23-2020, 07:25 PM
(05-22-2020, 10:45 PM)NaitorStudios Wrote: Could you please help me with the collision/slope part? Sad
It's the only thing I can't get right...
Send me a private message so we can talk about it and see if my code will work!
[+]Spoiler
[Image: V4bzhla.gif]

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SuperSledgeBro
Hammer Bro
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#246
06-03-2020, 11:28 PM (This post was last modified: 06-04-2020, 12:35 AM by SuperSledgeBro.)
[+]Spoiler
[Image: AK2ZUE3.gif]
[Image: inErHBm.gif]
I made this a long time ago, but I now decided to start touching it again. I spent a lot of time analysing the behavior of the Koopalings bosses in an emulator to try and copy it in Game Maker. I made all the SMB3 Koopalings, but Larry is the only one that came out near identical to the original, except for a few collision bugs and miliseconds of difference in the timers. I made Iggy from SMW as well, which made me proud (even though the imperfections are noticeable in the gif), but I gained some experience since then and I think I can make all that better now. Other Big Brin The purpose was to make a boss rush game.
[+]Spoiler
[Image: V4bzhla.gif]
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SuperSledgeBro
Hammer Bro
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#247
06-24-2020, 12:17 AM (This post was last modified: 06-24-2020, 12:17 AM by SuperSledgeBro.)
[Image: ntUmLog.gif]

Behold! The see-saw platforms!!! Once again, using my new slope system. I'm surprised I was actually able to pull this off!

And, if you want to have an idea of how I made Mario rotate along the platform...
[Image: yZnUhQF.gif]
[+]Spoiler
[Image: V4bzhla.gif]
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SuperSledgeBro
Hammer Bro
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#248
08-09-2020, 09:21 PM (This post was last modified: 08-09-2020, 09:23 PM by SuperSledgeBro. Edit Reason: image won't appear )
[Image: ttpBlop.gif]
I made a new slope collision engine that supports wide hitboxes! Big Grin If you saw my other gifs, the previous system worked by checking the slopes at the center of the player. This new system I made works by checking on the two "sensor lines" on the left and right side of the player. This is similar to the logic that the 2D Sonic games use; though there are places where it doesn't work in a desirable way, such as when Sonic is standing on the ledge of a trapezoid or the top of a triangle, he won't collide with pointy shapes between the two lines. This a problem that persists in a lot of fangames as well. The method I thought of fixes this issue, somewhat. The player picks every slope inside the area between the two sensor lines, stores them in a DS list, compare the height where the two lines are on each slope, and places the character on top of the highest one. Well, this method is not without its imperfections, but at least you can't see them in the gif. Whoops! It took me a lot of headaches to code this, so I don't plan on using it for anything.
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[Image: V4bzhla.gif]
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NaitorStudios
Goomba
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#249
08-10-2020, 01:00 PM
Really interesting, SuperSledgeBro
Although I always see a single middle sensor being used on a slope and two for flat ground

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Q-Nova
This is neat.
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#250
08-10-2020, 10:02 PM
@SuperSledgeBro Whoa, all of this slope programming you've shown is awesome! Do you ever plan on releasing the code on the main site as a how-to (or tutorial)? I think people would find it very useful! Smile
Quillax Ship - Where you can download all of my cool, keen mods and super-marvelous fangames!

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SuperSledgeBro
Hammer Bro
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#251
08-11-2020, 02:08 PM
(08-10-2020, 10:02 PM)Q-Nova Wrote: @SuperSledgeBro Whoa, all of this slope programming you've shown is awesome! Do you ever plan on releasing the code on the main site as a how-to (or tutorial)? I think people would find it very useful! Smile

Thank you! Yes, I'm planning to release it in the "Tutorials" tab in MFGG. But it all comes down to a single line of code, I'm afraid it may be too simple to be accepted.
[+]Spoiler
[Image: V4bzhla.gif]

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Spain Gate
Your local demolitionist cat!
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#252
08-11-2020, 04:21 PM
(08-11-2020, 02:08 PM)SuperSledgeBro Wrote:
(08-10-2020, 10:02 PM)Q-Nova Wrote: @SuperSledgeBro Whoa, all of this slope programming you've shown is awesome! Do you ever plan on releasing the code on the main site as a how-to (or tutorial)? I think people would find it very useful! Smile

Thank you! Yes, I'm planning to release it in the "Tutorials" tab in MFGG. But it all comes down to a single line of code, I'm afraid it may be too simple to be accepted.

As long it works, it is accepted Smile
[Image: Vb8vjwW.png][Image: uIrDfRP.png][Image: Jd3PZ8y.png][Image: BvmA5Pf.png][Image: 6L4ceD0.png][Image: LAKfOPp.png][Image: 10CGjip.png][Image: gEIdmj2.png]

[Image: 8GCySLU.png]

"shy guys are wall plugs confirmed" - Vitiman on Club Saturn Ex

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United States Mikeystar
Your classic 16-bit fan and workaholic
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Game of the Month Winner NCFC Contributor (2)
#253
08-12-2020, 06:04 PM
[Image: wvU5HMk.gif]

This is an easter egg within Super Mario: All-Star Attack ... if you want to play as DK,
you will have to talk to the bygoers in Sushie's Shop.
[+]Spoiler
Mikeystar is my name.
I do well at my game; I wish you do the same!
Laughing
~~~~~~~~~~~~~~~~~~~
[Image: e4owXaG.gif][Image: WCRUmqs.png]
~~~~~~~~~~~~~~~~~~~
[+]Spoiler
Here, have a fangame meme.
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United States CGWorks
Hammer Bro
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#254
09-18-2020, 05:51 PM
[Image: bfJYdkQ.gif]

mimicking the old fashioned SNES/Genesis sprite segment movement was harder than i expected but I'm quite pleased with the result in the end
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#255
09-25-2020, 08:22 PM
(09-18-2020, 05:51 PM)smbmaster99 Wrote: mimicking the old fashioned SNES/Genesis sprite segment movement was harder than i expected but I'm quite pleased with the result in the end
That must have been very complicated to make!

I myself am trying something a little bit similar:

[Image: pokeygif.gif]
[Image: pokeygif.gif]
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[Image: V4bzhla.gif]
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United States mrpin355
Actually feel like engaging here again
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#256
10-25-2020, 08:18 PM
Really cool seeing people program segment movements, I'm willing to know how to make one that shares the same concept.

If only I was mentally capable of programming one that isn't fundamentally broken...

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Chasman86
Goomba
Members
#257
12-01-2020, 01:21 AM
[Image: Project-Popstar-Test1.png] [Image: Project-Popstar-Test2.png] [Image: Project-Popstar-Test3.png] [Image: Project-Popstar-Test4.png] [Image: Project-Popstar-Test5.png]

Testing out a possible 3d Kirby platformer. Trying to translate Kirby's typical movement into 3d while keeping it as smooth as HAL's 2.5d engine is more difficult than I thought.
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United States kremling
Koopa
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#258
12-03-2020, 12:45 PM
Wow, that looks awesome!

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LGBTQ+ Pride Pedigree
Resident Furry Degenerate
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#259
12-13-2020, 06:51 AM


progress on some dumb little thing in clickteam
 
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#260
12-14-2020, 04:12 AM


Got koopa troopa mostly working today. Will be adding the collisions and such for the two koopa troopas against one another soon lol.
 
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