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(Princess) Peach Multiverse
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(Princess) Peach Multiverse
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(Princess) Peach Multiverse
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(Princess) Peach Multiverse
Princess Peach
VIP Member (Sworn Princess of the Mushroom Kingdom.)
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#21
11-29-2019, 08:34 PM (This post was last modified: 11-29-2019, 09:51 PM by Princess Peach.)
Just to let anyone know who's viewing the thread, I may end up having to upload the demos a bit later than planned. I did inform y'all that this upload may be a little late, so I'm sorry if this was of any sort of inconvenience to you.

Welp, I've finally gotten the files uploaded. The demo is now ready to play.

Version: 0.0.0 (Development (Period))


Unfortunately, I wasn't exactly able to upload this on time; I'm pretty late for this one. But better late than never, they say, and this is especially so with this project, at least for me. Also, the aforementioned dev blog post won't be showing up until tomorrow, on Saturday, so it'll be especially late. Hopefully, I can get it up on time next Friday.
There's actually two versions of this project available. One is the Default variant, which is Super Princess Peach. The other is the Super Mario Brothers style, which the original Mario Multiverse's default style itself is. So therefore, there are technically two versions of this project version available, each with the distinctive games styles as mentioned before. The links also include the raw Godot files you can import into your copy of Godot yourselves to examine the project yourself, or you can even contribute to it if you have the skill.

I should mention there are a few "problems" with it that will certainly be fixed in the near future. One is that the sliding sprite is "off" in-game, but that's only because I forgot to set it "to scale" so it could line up with the rest of the sprites. I made them 64x64 because some animations, the Parasol swing attack animation in particular, required an absurd amount of size just so she could fit in the space required, so at least one sprite is off, unfortunately. Another issue is the lack of jump and fall animations, but I'll certainly get those finished in the next version at earliest. Other than those animation bugs, everything works perfectly technically, so this project would definitely be "shippable".

I've forgotten to add a certain move, and that was walking (pacing), or slow walking. I'll certainly add that in the next update.

Both stages of both variants are representations of what levels could look like in PPMV. Although very basic constructions, I still feel like they serve this general purpose, so they should work as that for y'all.

The links will be down below starting after this paragraph. The SMB SPP Peach sprite is there because the SMB variant doesn't have that Peach style variant yet, and the sprites would take too long to work on in the meantime. For now, just imagine it as part of the style itself. I'll provide you the controls after showing these links. So here they are:

PPMV - Default:
https://drive.google.com/file/d/1x2sm18g...sp=sharing

SMB Style:
https://drive.google.com/file/d/1XfTzQnB...sp=sharing

Raw Godot file(s):
https://drive.google.com/file/d/1KoYYrJp...sp=sharing
[Image: Peach-SMB1.png]

Screenshots:
[+]Spoiler
[Image: Screenshot-2.png]

[Image: Screenshot-1.png]

Controls:
  • Arrow Keys: Movement
  • Down while running: Slide
  • X: Jump
  • Z: Swing Perry Parasol
  • You cannot move while pressing down, but if you were moving, you can slide.
To download these files, there are on my Google Drive. Just click the download button on the top-right corner of the screen to download the ZIP file(s). Once that's done, unzip the files, then navigate to the .exe file. Double click on that. You're in the Godot demo now. For the raw Godot project folder, repeat the first step. But you don't have to unzip the file at all first. (In fact, you shouldn't.) Just open Godot and use that to locate the ZIP. Find or create an installation folder if needed, and import the file. You're now using the project to view or edit.

Oh, and as one more thing, I've turned VSync in this project off to allow for the 60 FPS. Your performance with this project may vary, regardless. If you feel this needs to be changed, please inform me. Thanks.

Please let me know of any bugs or glitches you find in the games themselves. Any feedback would really be appreciated. Thank you. Smile

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United States VinnyVideo
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#22
11-30-2019, 11:05 AM
It's a good start! The sliding animation is a little off - Peach needs to be lower to the ground, and it's weird that Parry disappears while Peach is sliding. I'd also think about making the game resolution a bit smaller, since Peach is kind of small in the current window.
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Princess Peach
VIP Member (Sworn Princess of the Mushroom Kingdom.)
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#23
11-30-2019, 02:33 PM
(11-30-2019, 11:05 AM)VinnyVideo Wrote: It's a good start! The sliding animation is a little off - Peach needs to be lower to the ground, I've actually mentioned this in the original release post. The reason I felt we could live with it is because when I found out, it was a bit late to go back. I did at least want the demo released on schedule, on Friday at 8:00 PM EST, because I didn't want things going off the rails, and I would prefer a schedule anyway. Though you may have a point here. and it's weird that Parry disappears while Peach is sliding. I actually forgot to mention this in the OP; I felt like it was another thing we could live with. I wanted to avoid stress, and I wanted to avoid feature creep and consider the demo done at this point. Though I would definitely consider this a point of consideration, and besides, I'll certainly fix those in the next update; I just felt like we could live with these in the release. I'd also think about making the game resolution a bit smaller, since Peach is kind of small in the current window. You may have a point here. The reason I made it this large was to make the screen size impressive, in comparison to Mario Multiverse's screen resolution. But based on your point, I'll certainly consider making the resolution faithful to the original MMV's, since it'll make it easier to onboard the player, as well as looking nicer in general, etc.

Replies in bold. Sorry if this seems like a wall of text to you, but these are just my honest replies to you. Thank you anyway. I appreciate that you seem to like how this project is going so far. I'll certainly expand on it as it progresses.

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#24
12-04-2019, 02:29 PM
Why can you only double-jump when doing a small hop? Kinda ruins the whole point of a double jump.
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#25
12-06-2019, 09:34 PM
Turn off the filtering (you can do so in the Re-import tab when you select all of your sprites), the sprites will look much cleaner and prettier.

Looks pretty decent so far.
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