08-02-2021, 11:02 PM
(This post was last modified: 08-09-2021, 08:09 PM by GeneSu730. Edited 1 time in total.)
Today, I am going to post the first stage that required a lot of new work in the new phase of my project. World 1-M (M stands for Military) is going to be called the First Division. It will be Larry Koopa's airship.
This will be where you start out. Once again, thanks to SuperSludgeBros for these wonderful graphics. Where do you get them from, by the way?
It took quite some time to code the Bullet Bills, Cannon Balls, and Launchers (especially the 4-way). I wanted to also code the Rocky Wrench and Mecha Koopa enemies but had to quit after that.
I decided not to have auto-scrolling for the first airship stage. That way, I can experiment with other features like conveyer belts and hidden areas.
I decided to use the Koopaling sprites from some guy named sunsoftdev10. I had about a half dozen options. I used his because they looked like the most colorful. I had a lot of crazy decisions to make with regards to the Koopalings. I was wondering whether I should have the wand sprite separate from the Koopaling sprite. I decided not to because it would not cut down the space of the sprite - as well as present a whole bunch of problems with regards to having the wand in front or in back of the Koopaling. I couldn't find sprites that were 32 x32 pixels. 64 x 64 is quite big and can slow the game down when it is running on Visual Studio. In the end, I decided to have the shell as a separate object from the Koopaling actor to make things easier. Coding Larry was a pain in the ass. I had to make a lost of special cases and fix a lot of bugs.
Generic Koopaling fight. Larry Koopa jumps around, shooting magic blasts. You jump on his head 3 times to beat him.
Sooner or later, I have to have a sequence where the wand comes down for Mario to catch, ending the stage (sooner) and a beginning cut scene with Mario boarding the airship via an anchor (later).
This will be where you start out. Once again, thanks to SuperSludgeBros for these wonderful graphics. Where do you get them from, by the way?
It took quite some time to code the Bullet Bills, Cannon Balls, and Launchers (especially the 4-way). I wanted to also code the Rocky Wrench and Mecha Koopa enemies but had to quit after that.
I decided not to have auto-scrolling for the first airship stage. That way, I can experiment with other features like conveyer belts and hidden areas.
I decided to use the Koopaling sprites from some guy named sunsoftdev10. I had about a half dozen options. I used his because they looked like the most colorful. I had a lot of crazy decisions to make with regards to the Koopalings. I was wondering whether I should have the wand sprite separate from the Koopaling sprite. I decided not to because it would not cut down the space of the sprite - as well as present a whole bunch of problems with regards to having the wand in front or in back of the Koopaling. I couldn't find sprites that were 32 x32 pixels. 64 x 64 is quite big and can slow the game down when it is running on Visual Studio. In the end, I decided to have the shell as a separate object from the Koopaling actor to make things easier. Coding Larry was a pain in the ass. I had to make a lost of special cases and fix a lot of bugs.
Generic Koopaling fight. Larry Koopa jumps around, shooting magic blasts. You jump on his head 3 times to beat him.
Sooner or later, I have to have a sequence where the wand comes down for Mario to catch, ending the stage (sooner) and a beginning cut scene with Mario boarding the airship via an anchor (later).