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		<title><![CDATA[MFGG Forums - All Forums]]></title>
		<link>https://forums.mfgg.net/</link>
		<description><![CDATA[MFGG Forums - https://forums.mfgg.net]]></description>
		<pubDate>Sat, 22 Aug 2026 02:11:24 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Best Fan-Made Mario Game]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3588</link>
			<pubDate>Thu, 20 Aug 2026 14:10:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2643">PaperMarioLover</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3588</guid>
			<description><![CDATA[What's the best fan-made Mario game yall?]]></description>
			<content:encoded><![CDATA[What's the best fan-made Mario game yall?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[This should come as no surprise to you all...]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3587</link>
			<pubDate>Thu, 20 Aug 2026 11:57:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2643">PaperMarioLover</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3587</guid>
			<description><![CDATA[I think I'm going to get the Gamecube version playable on my computer of Paper Mario:  The Thousand Year Door.  What other games should I play on Gamecube?  Is there an emulator out for the Switch yet does anybody know?]]></description>
			<content:encoded><![CDATA[I think I'm going to get the Gamecube version playable on my computer of Paper Mario:  The Thousand Year Door.  What other games should I play on Gamecube?  Is there an emulator out for the Switch yet does anybody know?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Anybody from MFGG have a Virtual Boy?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3585</link>
			<pubDate>Mon, 03 Aug 2026 23:45:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2408">NowhereMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3585</guid>
			<description><![CDATA[This is coming from someone who (maybe have seen the system at a friend's house or videogame shop) but I have never actually played a Virtual Boy before.<br />
<br />
Have you, or do you own a Virtual Boy?]]></description>
			<content:encoded><![CDATA[This is coming from someone who (maybe have seen the system at a friend's house or videogame shop) but I have never actually played a Virtual Boy before.<br />
<br />
Have you, or do you own a Virtual Boy?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is the ARML still alive?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3584</link>
			<pubDate>Sat, 01 Aug 2026 02:35:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=32">littlelum</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3584</guid>
			<description><![CDATA[While Littlelund is still going strong, I haven't seen or heard anything from ARML. Did they disband? Was there a violent implosion? Did they convert to the other side? What happened?]]></description>
			<content:encoded><![CDATA[While Littlelund is still going strong, I haven't seen or heard anything from ARML. Did they disband? Was there a violent implosion? Did they convert to the other side? What happened?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hey You Guys]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3583</link>
			<pubDate>Sun, 26 Jul 2026 19:31:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2408">NowhereMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3583</guid>
			<description><![CDATA[Like a woman calling a group of girls, "you guys". <br />
<br />
Do you like when I say "you guys"? lol you bros, you men, you boys, my fellow mfggers....?]]></description>
			<content:encoded><![CDATA[Like a woman calling a group of girls, "you guys". <br />
<br />
Do you like when I say "you guys"? lol you bros, you men, you boys, my fellow mfggers....?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Paper Mario:  The Star Princess]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3582</link>
			<pubDate>Fri, 24 Jul 2026 23:30:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2643">PaperMarioLover</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3582</guid>
			<description><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Paper Mario:  The Star Princess!</span><br />
<br />
Summary: <br />
<br />
This is the Spiritual successor to Paper Mario 64. After Princess Peach celebrated her birthday at her castle, she and the Star Spirit ElderStar started making their way back to Star Haven. However enemies started to appear on the road to Star Haven, but with the help of ElderStar, Princess Peach is able to defeat them all. But then they meet up with the mysterious Sorcerous Jaydes, who stole the Star Rod from Star Haven, they immediately go into battle.<br />
Unfortunately, Jaydes wins the battle. Elderstar flees from Jaydes, and Jaydes kidnaps Princess Peach. Now it’s up to Mario and the Star Spirits to reclaim the Star Rod and defeat the evil Jaydes. This time, you get to play as 2 separate parties, Mario and Princess Peach. With Mario, you get the Star Spirits as partners. Each Star Spirit has unique movesets and take on a vital role in helping Mario.<br />
You also get to play as Princess Peach. Princess Peach is no longer the damsel in distress, she’s decided to take matters into her own hands. Princess Peach becomes friends with certain enemies in an attempt to figure out Jaydes weakness and exploit it. Each partner of Princess Peach’s has their own unique moveset, and Peach works diligently to help Mario out while trying to stop her captor Jaydes from making more bad wishes with the Star Rod.<br />
Will Mario, the Star Spirits, Peach, and her partners, will they succeed? One can only hope in Paper Mario: The Star Princess.<br />
<br />
**Stay tuned for Updates**<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #1</span></span></span><br />
<br />
<span style="color: #ff56ff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Princess Peach</span></span></span></span><br />
<br />
<a href="https://postimg.cc/T5Vbbkdf" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/T5Vbbkdf/New-Project(63).png" loading="lazy"  alt="[Image: New-Project(63).png]" class="mycode_img" /></a><br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Description:</span></span>  Meet the lovely Princess Peach, the Princess of the Mushroom Kingdom.  After having a wonderful birthday party, Princess Peach escorts ElderStar to Star Haven.  On their way there, ElderStar senses something isn't right and that there were enemies that appeared on the road to Star Haven.  Worried, Princess Peach and ElderStar team up to take out the enemies.  ElderStar then senses that a very malevolent force was making their way towards them.  All of a sudden a woman, who looks similar to Princess Peach, approaches them with the Star Rod in her hand.  The woman's name is Jaydes, and she's an Evil Sorceress and with her powers corrupted the Star Rod to where only evil wishes can be made.  Peach and ElderStar tried their best, but Jaydes summons a lightning bolt that made Princess Peach unconscious, and then Princess Peach is then kidnapped.  <br />
<br />
She then wakes up in a strange palace.  She quickly finds out she was kidnapped by Jaydes.  She decides though that she's going to be brave and decides to leave her room to explore the Palace.  Along the way she shows love to certain enemies in the palace, and by showing love to them, the enemies turn into her partners.  Princess Peach must brave the Jaydes Palace to figure out not only why Jaydes needs her alive, but to figure out the best way to defeat the evil sorceress.  Little does she know how important her role really is.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Beginning Moveset and Explanation:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pray </span>- Princess Peach says a prayer for her partner, and adds +1 to their attack.<br />
<span style="font-weight: bold;" class="mycode_b">Regular Jump</span> - Princess Peach performs a normal Jump that only does 1 damage.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP:  </span>10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP:</span>  15/15 (FP is shared between the main player and their partner, or in this case Princess Peach and her partners)<br />
<br />
**Peach and Mario eventually do learn different moves through the Level Up screen, as do their partners.  This is subject to change, cause I'm still deciding whether or not I want to bring back the badge system.  Still not sure what I want to do on that front.**<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #2</span></span></span><br />
<br />
<span style="color: #ffdc00;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">ElderStar<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
</a></span></span><a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/zLPrPX2d/New-Project(84).png" loading="lazy"  alt="[Image: New-Project(84).png]" class="mycode_img" /></a><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
</a></span></span></span></span><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Description:</span>  </span>Meet the leader and the oldest of all the Star Spirits, ElderStar!  ElderStar came down from Star Haven to represent all the Star Spirits at Peach's Castle for her birthday.  After the celebration, ElderStar was being escorted back to Star Haven by Princess Peach.  ElderStar however sensed something was wrong on the road to Star Haven.  ElderStar and Princess Peach teamed up to defeat the enemies in their way at Star Haven.  Then the mysterious Jaydes came and, with the power of the Star Rod, knocked Peach unconscious.  After Peach became unconscious, ElderStar panicked and immediately flew back towards the Mushroom Kingdom, trying to find Mario.  Little did ElderStar know that Peach wasn't the only one that was kidnapped at Star Haven.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Floating Star.  Whenever Mario needs to fly over large gaps, he grabs onto ElderStar and is able to get to the other side safely as ElderStar floats over the gap.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
<br />
</span>Tackle </span>- ElderStar tackles an enemy, dealing 1 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Restore (5 FP)</span> -  ElderStar Heals 10 HP either on himself or the player.<br />
<span style="font-weight: bold;" class="mycode_b">Star Laser (5 FP)</span> - ElderStar powers up and shoots a laser dealing 3 damage to all enemies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP </span>- 15/15 (FP is again shared with the player, doesn't matter if it's Peach or Mario)<br />
<br />
**Still debating on whether or not to do the badge system for new moves for Mario, or when Mario levels up.  For Peach though, she'll only learn new moves through leveling up, as well as her partner.**<br />
<br />
***I'm thinking about setting up an e-mail address for this game specifically for input on some of the moves Mario, The Star Spirits, Peach, Peach's Partners, and maybe Bowser and Kammy Koopa's movesets along with other considerations to put in the game.  Not sure if I really want to do that or not, cause if this game gets a lot of hype, I don't want to have to read a ton of e-mails either.  I'll have to think this over.***<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #3</span></span></span><br />
<span style="font-size: small;" class="mycode_size">Just thought I'd give you a very short preview of the battle system.  I tried to make it as similar as PM64 and PM:TTYD.  I'm not going to make an audience, because I don't have the appropriate sprites to make an audience.  So instead, I just made a different room that is made specifically for battles.  Take a look, tell me what you think.  I might tweak the battle system, but not sure how I feel about it.  You also get to see a small bit of dialogue too.  What do you think?</span><br />
<a href="https://drive.google.com/file/d/1SdpqvqT47RPeK1_5n_YJhx1OLxyI3HPd/view?usp=sharing" target="_blank" rel="noopener" class="mycode_url"><br />
</a><br />
<div style="text-align: left;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font">Thanks to the feedback I received from the site Admin, I'm proud to show an anti-lag video of Princess Peach and ElderStar working together to defeat the enemies on the road to Star Haven.  The first level is a very short level, but I wanted to showcase Princess Peach's moves more than anything.  ElderStar you can see all of his moves when he joins Mario (or you can have him show you moves when you play as Princess Peach.)  So without further ado, Princess Peach and ElderStar talk and fight their way through Star Haven:</span></span></div>
<span style="font-size: medium;" class="mycode_size"><a href="https://drive.google.com/file/d/1SdpqvqT47RPeK1_5n_YJhx1OLxyI3HPd/view?usp=sharing" target="_blank" rel="noopener" class="mycode_url"><br />
</a><a href="https://drive.google.com/file/d/1O0SU_dKBBUlhnFVvC-nI5gpbVeRHDvbm/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">The Anti-Lag Battle System<br />
</a></span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #4<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So, I think it's important that I thank the Site Admin for helping me with the lag issues.  The game plays so smoothly now, and it's beautiful!  And thank goodness for my powerful computer too lol.  Ok, so because the Site Admin has helped me and my fears about lag have disappeared, because the Site Admin has been so supportive of my work, I have decided that you're also going to be able to play as Bowser and Kammy Koopa.  I haven't thought of a side story for Bowser yet, but when I do I'll let you know.  Thank you for the support everyone!<br />
<br />
Still not sure about bringing back badges.  Still kind of trying to decide on that.  I think for Bowser and Kammy Koopa, I think I'm going to treat them the same way I will Peach.  In order for Bowser and Kammy Koopa to learn different moves they have to level-up.  Bowser will only have Kammy Koopa as a partner, but Bowser will not gain partners in this adventure.  So thank you everyone!  I cannot wait to show the finished product, I think it'll be great, I'm already liking what I'm seeing!  Thank you!</span><br />
<br />
Note:  As you guys can see, I change up my avatar all the time.  I do that to showcase other characters that, while they're not as important to the story, they still have a role to play.  The last avatar was the Item Shop Owner.  This avatar is a Toad from Toad Town.  Just thought I'd give you a guys a little taste of what the NPC's look like.<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #5<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So, I finally found the correct text font for Paper Mario, so now the font is going to look like the font in the regular Paper Mario games!  Finished Toad Town and will soon be working on the first actual level (since the other ones were very basic).  Also started working on a side story for Bowser and Kammy Koopa.  I'll go more into detail about that soon.</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #6</span></span></span><br />
<br />
<span style="color: #ff4136;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Bowser<br />
<br />
<a href="https://postimg.cc/56LqPq7P" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/56LqPq7P/New-Project(88).png" loading="lazy"  alt="[Image: New-Project(88).png]" class="mycode_img" /><br />
<br />
</a></span></span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Description:</span></span></span><span style="color: #000000;" class="mycode_color">  Meet Bowser, Mario's longtime rival.  Bowser was walking through his Castle when Kammy Koopa (Bowser's most trusted advisor) came down and told of a new enemy, Jaydes, the evil sorcerous!  Kammy said that Jaydes had kidnapped the Star Spirits and Princess Peach.  Bowser became furious, especially at the mention that Princess Peach has been kidnapped.  Bowser then told Kammy Koopa to get ready.  After all, the only person who's allowed to kidnap the Princess is Bowser after all.  And Bowser came up with a very sly plan, one that would ensure him not only being able to have Peach but to be the most powerful bad guy in all the land.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Jump</span> - Bowser takes a big jump and deals 5 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Smack</span> - Bowser goes up to an enemy and smacks an enemy for 2 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Fire Breath (7 FP)</span> - Bowser lets out a stream of fire from his mouth, and fries an enemy for 10 damage.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP- </span>20/20<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 20/20 (FP is shared between him and Kammy Koopa)</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #7</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Kammy Koopa</span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimg.cc/9rX7VSyw" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/9rX7VSyw/New-Project(89).png" loading="lazy"  alt="[Image: New-Project(89).png]" class="mycode_img" /><br />
</a></span></span></span></span><span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimg.cc/cvwZz16j" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
</a></span></span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Description:</span></span>  Meet Kammy Koopa, Bowser's most trusted advisor!  Kammy is Bowser's right hand woman, a Koopa whose well-versed in the Dark Arts (and is more powerful than your normal Magikoopa).  After finding out the Star Rod and the Star Spirits were all kidnapped (except ElderStar), Kammy immediately told Bowser of the new villain in town.  This made Bowser very upset, and Bowser started to prepare for the worst.  And after Kammy and Bowser meet Jaydes for the first time, Kammy and Bowser cooked up a plan to not only have Princess Peach in their grasp, but for Bowser to be the official bad guy in all of the Mushroom Kingdom. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Dark Arts.  Kammy aims her wand at something, and shoots some magic at said object, and depending on what the object is, the magic will act accordingly.  For example, if she aims at a button, the button will go down, opening a door or triggering an event.  Or she aims her magic at a key, and the key floats back to her.  It just depends on what the object is and if the object will react or not.  It's a nice thing when you don't know what to do to move on in a dungeon or level. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Beginning Moveset and Explanation:<br />
</span></span><span style="font-weight: bold;" class="mycode_b">Magic Blast</span> - Kammy shoots a blast of magic at an enemy, does 3 damage. <br />
<span style="font-weight: bold;" class="mycode_b">Summon Random Enemy (6 FP)</span>- Using the Dark Arts, Kammy summons a random enemy that attacks automatically.  (Note that she can only summon 1, so use this move wisely.  The enemy acts as a computer player and will attack after Bowser and Kammy end their turn.)(Damage is dependent upon enemy summoned).<br />
<span style="font-weight: bold;" class="mycode_b">Kammy Heal</span> <span style="font-weight: bold;" class="mycode_b">(10 FP)</span> - Heal spell that heals 10 HP to either herself or Bowser.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span>- 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 20/20 (And again, Kammy and Bowser share FP)<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #8<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So I got some good news and some bad news in regards to the development of this game.<br />
<br />
So, let's get the bad news out of the way.  On my way home today when I got done with work, I got into a car accident.  I don't know how much damage was actually done to my car, other than the tire rod and the tire itself needs to be replaced.  I was hit on the side of my car, and my car is not as damaged as I thought it was.  I mean, the side of my car doesn't look pretty, but it's possible the only thing I would need to do is to replace the tire rod and tire on the front passenger side.  However, we don't know any of the actual details yet.  And I also realized that the laptop computer I have to make the game was also in the car, and even though it wasn't in the back but was in the front of my car, when it comes to computers, sometimes you never know what a car crash is capable of doing, and if the side of your car gets t-boned, the impact of the collision could jar the computer too.  Luckily my computer seems to be working fine, so nothing bad on that end.<br />
<br />
But the good news is, my computer is just fine.  I didn't lose anything I was working on, everything was exactly as it was.  So I can rest easy knowing that everything is still in-tact (not that it wouldn't be hard to redo, cause I made the first like 3-5 levels pretty easy, but the forest area will be the next area I work on, and I hope I can make that level a little harder since that'll be the area where Mario will come across his first boss.  The problem is I hope I can find tilesets that have buttons or gimmicks, or maybe there's a way I can figure all of that out.  <br />
<br />
This is my first game, and I feel like there's so much pressure being put on me lol.  Like I've loved making this game, don't get me wrong, but I'm scared about what others will think.  Sometimes I wonder if I would've used a different game engine, if I could actually have made a genuine Paper Mario game where it was just an RPG, because I'm not going to lie, trying to make a 2D town is weird.  Cause you only have a 2 Dimensional space to work with.  And, honestly, the only thing I did for Toad Town was put some Mushroom Houses up, animated the doors that open and close when Mario enters and exits the houses, and just put some random Toads walking around outside and inside some of the houses.  But, I'm up to the challenge.  This is going to be tough for me, but I'm not going to throw in the towel just yet.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, that all being said, the worst thing is updates.  Updates might be very slow, but I am going to try my best to keep the updates coming.  I'm not sure how development of this game is going to look.  I couldn't give a release date even if I tried right now, my game is still in its infancy.  I say I'm not sure about a release date, because the repairs on my car is going to set me back a bit financially, so that means development will be slow (cause again I'm shelling out money to actually make this game, cause I want this game to be the best it can possibly be, given this is a one-man type of project).  So, it's very possible that a lot of weeks from here on out might only receive one update per week.  Just bear with me, cause one way or another, I do intend to complete and put this game out.  Just know that development might be slower than molasses.  <br />
<br />
-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #9<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Big shoutout to Astrakitu for their spritesheet on Toad Houses (You'll also be appearing in my credits).  As you can see, my profile photo shows a regular Toad House.  Now, I did have to edit it a bit, because I was using basically an free online version of Photoshop, and the Toad Houses were small.  And, if you know anything about Photoshop, you know that if you make a piece of art bigger, that the quality suffers.  Now, I know in Adobe Illustrator, you can enlarge anything and you still maintain the quality of whatever it is you're expanding, but I don't know how to do that in the online version of Illustrator, so all I did was Vectorize the image.  So, these Toad Houses are slightly different looking than what was on the spritesheet, but regardless, I think they turned out ok.  It's different looking, but it was good enough for what it is I wanted to achieve.  The other thing is, the Toad House doesn't have a door on it, but the ones in my game do, you're just basically looking at a doorless Toad House lol.<br />
<br />
So, I'll admit, I hit a roadblock and I'm not sure how to proceed.  I've been scouring the internet, looking for 2 Dimensional buildings and 2 Dimensional gimmicks, etc...  And, it has been an absolute nightmare.  Here's the thing, I'm not the worst artist, but I'm not the best either.  In order for a piece of art that I make look good, it takes a long time.  Like I have to really concentrate and really put my focus on whatever it is I'm drawing.  And if I was to actually do that, I could, the problem is we're talking about....years lol, before I could actually release the game.  Yeah, it would be uniquely my own, and yes the quality would be ok, but I really don't want to wait 5 years to release this game either.  And don't get me wrong, I've had to improvise on some of the things that I've made, like the level up screen for example, I've combined different sprites to make the level-up screen possible (I still have to make one for Kammy Koopa and Bowser, but for now the level-up screen looks pretty decent.  It looks like it does in the Paper Mario games which is what I wanted to begin with).  So, I've had to kind of get creative for some of the stuff I've wanted to do, it's not like everything that I wanted to put in this game was immediately available.  So, some of this stuff I'm figuring out for myself.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">But, to get back on topic, so I've been trying to find 2 Dimensional buildings with animated doors with not a whole lot of luck.  Even just simple gimmicks like switches that open a door, etc... has been hard.  I never expected this to be so hard, but it is!  It just surprises me, because games like Super Paper Mario have been out for a while, and Super Paper Mario was a game changer in the sense that, even though it was a platformer, you had doors that would open and you'd be inside a building with all sorts of puzzles.  But even outside of buildings, the gameplay was fun and interactive.  And before I started working on this game, I thought the resources for this particular game would be abundant, but it's not.  And, I think the reason why is, platformers normally don't have animated doors and buildings you can go into.  Platformer levels are simple in the sense that, there's really not a lot going on.  I mean, you have gimmicks and all of that occasionally, but you don't normally see buildings to go into, or if you are in a building you start off a level being inside that building.  So, it's been tough to find even just gimmicks, I've found a few but nothing interesting.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Part of the Paper Mario experience is the dungeons and the puzzle solving.  Like yes, the first 2 Paper Mario games were famous for their battle system, but when you're not battling it still held your interest.  You still felt like you were in a whole different world, and yeah the puzzle solving wasn't tough, but it still held your interest.  But, I'm learning that with Platformers, it's not about entering and exiting a building, or too many gimmicks involved.  Platformers are pretty straight forward where you collect coins (and maybe have special coins you collect), and you can pounce on enemies, and sometimes use them to open something.  And yes, Platformers do have you inside buildings, but usually what happens is, you'll enter a building at the end of one level and the next level you're inside the building.  Well, I want to be able to go inside a building and do stuff inside that building and eventually leave the building all in one go, and that's tough because I can't seem to find animated doors for buildings, where the door opens, you go inside, the door shuts, then transition to inside the building.  Finding just an animated door for Platformers is hard to find believe it or not.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, in saying all of that, I might have to compromise on a few things.  Like, for example, I might have to get rid of special abilities.  In Paper Mario games, depending on what partner you have out, you can perform a special ability on the main map.  So, you had Goombario who had a move called "Tattle" in which he would tell you about whatever area you were in and would give you more information about that area.  And then you had Parakarry who you would grab onto and fly between gaps to get to another platform.  But, because I'm not seeing the tilesets that I want, not only is that concerning for regular gameplay, but it limits me to what it is I can do as far as special abilities go.  Yes, I want this to be a Paper Mario game, but I don't want it to be exactly the same as the older Paper Mario games.  I mean, ElderStar is basically Parakarry, but I love Kammy Koopa's special ability, I thought that was somewhat original.  But if I can't come up with enough things that are original, then basically it's going to be a redo of PM64 and PM:TTYD, and at that point you're better off just playing the old games.  You see what I mean?<br />
<br />
So, I'm going to keep trying to search for tilesets, but I might have to cut back or get rid of certain things.  I don't want to get rid of the special abilities, those were always a staple of the games.  But, if I can't find the tilesets that I want, I might have to make the ugly decision of getting rid of special abilities.  I don't want to, but I need more options for this Platformer lol, cause I do feel kind of limited as to what it is I can do.<br />
<br />
But, know this...if I have to cut something off like special abilities, even though the regular gameplay might suffer, I will try my best to make the battle part of it interesting.  The way I look at it, if the main map gameplay has to suffer, then I will make sure that at the very least, the battle gameplay is interesting.  I do feel so far that I'm doing a pretty phenomenal job on beginning movesets.  And, I might just bring back the badge system, because that made battles that much more interesting.  So, we'll see, I just want to let you guys know that, I wasn't expecting this to be as hard as it is.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Also, one more thing, does anyone know if there's a high quality spritesheet of Mario using the big hammer and smashing the ground with it?  If you don't know of a spritesheet that has that, it's not a big deal.  I can always use the high quality spritesheet of Mario and put Mario together and create him pounding something with his big hammer.  Right now, I have a hammer animation, but it looks so dumb.  It doesn't even look like Mario is slamming the hammer down.  It looks bad LOL.  So if anyone can help me find a spritesheet like that, I'd very much appreciate it.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #10<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Small update today.  No big rant like my past 2 updates, but I've got a lot of good news for you guys:</span><ul class="mycode_list"><li><span style="font-size: medium;" class="mycode_size">I've decided that we're not going to do away with special abilities.  It's a staple in the Paper Mario games and it just wouldn't feel like a Paper Mario game without special abilities.  So, with that being said, special abilities are good to go.</span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size">So, because updates have been slow, and because this project is going to be in very slow development from here on out, I've decided to bring back the badge system.  Means more coding on my end, but, I really want this to feel like a real Paper Mario game, and the badge system was a pretty cool system I always thought.  And, now is the best time to start coding that, because, I'm about to make Mario's first real level, which is Deep Forest, and I'll put in a couple of badges for Mario to snag.  Who knows, I might even create a few of my own, you just never know <img src="https://forums.mfgg.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_84" />!</span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size"><br />
Trying my best to do what I can now, because later I might not have enough money to do much of anything.  I'm hoping I can get Deep Forest level done so then I can put some focus on Princess Peach and Bowser's gameplay, but I'm not sure.  This is a big game with many moving parts so, not sure how much I can get done.  Hope that gives you all something to look forward to!<br />
<br />
**Note:  The game will run better if you use a controller, but if for some reason you honestly cannot afford a controller, a keyboard will work ok.  I say controller because, there's a lot of swapping between different menu's.  Again, it's going to be pretty much like a Paper Mario game, and having a controller will make life easier.  I have an Xbox Controller that works just fine and I'm coding it for Xbox Controller owners and keyboards.  Just thought I'd let you all know.</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #11<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">I am so glad that I decided to keep the special abilities.  Guys....this game is going to be incredible....like watching ElderStar use his special ability like blew me away.  I had no idea that GameMaker, the game engine itself had so many options just within its own engine.  Yeah, I've messed around with GameMaker for a while, but this special ability is so cool.  I think you guys are really going to like this game, cause there's so much to it.  And because I'm not trying to outright make a carbon copy of PM64 or PM:  TTYD, it makes my game that much more unique.  Because, as stated above, ElderStar's Special Ability will be Star Float.  But what I did was I did the same thing Parakarry did, but I made Star Float unique compared to Parakarry.  Yes, Mario uses ElderStar's Special Ability to go over gaps, but I went one step further, and not only will it help you get over gaps, but if you press A (or I think on the keyboard it's the Spacebar), you can actually make ElderStar float higher.  Because ElderStar is a Star Spirit, this isn't your regular partner, this is basically the Mario Universe equivalent to a God (and of course that makes the Female Star Spirits Goddesses).  So, ElderStar is able to float higher to be able to reach higher areas.  That changes gameplay big time, cause now I can press a switch down on a floating island, and then basically Mario has to figure out what that switch did.  But ElderStar looks so bada** when he does his special move.  I'm not going to ruin it for you and post a video of him performing his special move.  Let's just say, whenever the Star Spirits do their special attack, they're going to look powerful doing them.  That's all I'm going to say.  But this is so cool, because now that I thought about ElderStar going higher, that kind of makes the gameplay more interesting.  My fears about the game lacking something is starting to calm me down a bit.  But, I'm gonna leave ElderStar's Special Ability as a surprise to you.  Showing you Peach's moves at the beginning was too much lol, so I won't be showing you that.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Another little touch I've added was First Strikes.  So now when you go up to an enemy, whether you jump on an enemy or slam your hammer down, you'll get the upper hand in battle.  Oh...which reminds me, I forgot to put as an update on here Mario.  So funny, I was more concerned with Peach and Bowser, but the main dude is Mario, so I'll do an update here in a bit.  I'm at work right now, but if you'll give me a little bit, I'll put up Mario's profile here.  <br />
<br />
You have so much to look forward to fellow player!<br />
<br />
-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #12<br />
<br />
</span></span></span><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff4136;" class="mycode_color">Mario<br />
<br />
<a href="https://postimg.cc/LnHVPN2P" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/LnHVPN2P/Mario.png" loading="lazy"  alt="[Image: Mario.png]" class="mycode_img" /></a><br />
<br />
</span></span></span></span><span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Description:</span></span></span><span style="color: #000000;" class="mycode_color">  It's Mario, the hero of the Mushroom Kingdom (and plumber by trade!).  Mario was about to head home, when ElderStar flew to him and, in a panic, was trying to tell Mario what transpired on the road to Star Haven.  Mario, being the kind man he was, decided to go to Toad Town to find answers as to the current whereabouts of Jaydes.  <br />
<br />
When Mario ventured into Toad Town, he found out that Jaydes conjured a red warp pipe and set it in the town itself.  Curious to where it led to, Mario and ElderStar quickly went down the warp pipe.  When they got out of the warp pipe, they noticed that they went back to Toad Town.  ElderStar sensed something was off, but told Mario to talk to all the Toads again.  And when Mario did, Mario and ElderStar weren't prepared for what they found out.  Everything is not what it seems.....<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Regular Hammer Attack </span>- Mario hits an enemy with his hammer, does 2 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Regular Jump Attack</span> - Mario jumps on top of an enemy and does 1 damage.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 15/15 (FP is shared between Mario and The Star Spirits)<br />
<br />
**Of course this is just his beginning stats.  Obviously Mario's going to be the main man, so, even though he starts out pretty weak with only a jump and a hammer attack, you'll be able to completely customize him when he gains BP (Badge Points).  And how do you get BP?  The level up screen.**<br />
</span></span><br />
<hr class="mycode_hr" />
<span style="color: #000000;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #13<br />
<br />
</span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Checklist of Things that need to be done yet:</span></span>  (The strikethrough's are things that I've already done)</span><ul class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Create 2 new enemies (Koopa Troopa and Paratroopa)</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make the mechanic where, if a Koopa Troopa is jumped on, have it knock him on his back, and don't have him get up unless Mario or ElderStar do not attack them for 2 turns.  While the Koopa Troopa is lying down, his defense drops from 1 to 0.</span>  <br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Couldn't figure out how to get the wings from the Paratroopa to disappear, so instead of the Paratroopa having a defense of 1, it will instead have a defense of 0 (just to make the battles more even).  The Paratroopa only does 1 damage, and attacks similarly to the Flying Goomba.</span> <br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on coding the red and blue switches while also working on red and blue blocks to disappear once the switches are turned on.</span><br />
</li>
</ul>
<ul class="mycode_list"><li>Make sure every area can be reached by using Star Float, and create platforms when needed or delete platforms if needed.<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Start coding the badge system, and have ElderStar explain how badges work in my game.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Tweak the level up screen for Mario, and instead of Mario learning a new ability through the level up screen, instead he gets 3 BP's everytime the player chooses BP.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Code the badge blocks so a badge comes out of those blocks.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Leave the Partner level up screen alone.</span><br />
</li>
<li>Start working on different abilities ElderStar can have when he levels up.<br />
</li>
</ul>
<ul class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Work on the Level Chest, code Level Item to be inside that chest.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Put random items in the regular Deep Forest chests, and code those chests as well.</span><br />
</li>
<li>Put random coins to be collected throughout the level.<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Start working on the halfway point to part 2 of the level.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make sure in part 2 you include the key item "Level Chest Key."</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Decide what the first boss is going to be, and the boss's attacks.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make sure to put a Healing Block and a Save Block near the level boss.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make the "tricky" gimmick, hopefully some players will be confused at first.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on the amount of Star Points the player gets after each normal battle and customize the amount for Boss battles.  Needs to be more balanced.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on a transition for Princess Peach and Bowser.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on Princess Peach Gameplay (I might just do a separate update for this, just to show you some gameplay and battles)</span><br />
</li>
<li>Work on Bowser Gameplay.  (Same with Bowser, might just do a separate update for his gameplay and battles as well).<br />
<br />
</li>
</ul>
Putting this on here, and instead of updating you, I'm just going to update this update and put strikethrough's through everything.  This way you can kind of know how far I'm getting.  I will also be showing you some Mario Gameplay and show-off the badge system.  I will also show you more Princess Peach Gameplay and battles, and Bowser Gameplay and Battles.  After thinking this over, I need to change Kammy Koopa's Special Ability, only because, if I was to implement Kammy's special ability, Bowser gameplay is going to be waaaay too easy.  Because essentially, what her current Special Ability would do is it would basically be a cheat code lol.  The Dark Arts power was supposed to help you out if you get stuck in the game, but that Special Ability would basically be a God-like ability, because you could just have Kammy use the Dark Art's everywhere and you wouldn't have to do a thing.<br />
<br />
Let me give you an example, let's say you see a switch, but let's say the there's a door with a keyhole in it preventing you from reaching the switch, and for whatever reason you cannot find the key for the door.  What Kammy's ability would allow you to do is basically she'd shoot magic at the door, and the door would just open and you'd be able to hit the switch.  The intention regarding Kammy's magic would be to basically bypass certain puzzles that keep you stumped, but I can see players abusing this mechanic.  So therefore, I'm going to have to figure out something else.  Yes, it will have something to do with magic, but it needs to serve some purpose.  When I think of what it's going to be I will let you know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">**Small Update:  So, I figured it out.  Kammy Koopa's Special Ability will still be The Dark Arts, but for her Special Ability, I'm going to put a magic circle in certain areas.  When Bowser steps onto one of these magic circles, you'll press Y (or for the keyboard I think it's the space button) and Kammy will perform a move with her magic.  Sometimes in order to advance to a certain area, you'll have to make use of Kammy's magic in order to move ahead.  Other times it could be optional and you get a certain item, or open an optional door that holds a rare item.  So my advice, when you play this game, every time you see a magic circle, I highly recommend you just use her magic anyways.  You have nothing to lose after all, so just do it.**<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #14</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, since I got done coding in the badge system, time for some more gameplay.  This is Mario and ElderStar gameplay in Deep Forest where you get your first badge.  I show you some gameplay of Mario not using the badge.  I then show the Main Menu, and there's 3 tabs, and I show you when I equip a badge and when I unequip a badge.  Then I show you some gameplay of Mario using the badge.  There's just one thing missing from this video, and that is Action Commands.  That doesn't come till after you play Bowser's side of the story.  Let's just say we need a special item in order to perform action commands.  But without further ado, here is some Mario Gameplay, and Battles with and without the badge.  Oh and a funny thing at the end.  Please excuse the terrible hammer animation.  I'm trying to hire someone to put that together for me, but can't find the person to do it yet.  I'll have to wait till next payday to get some more help on that front.  So without further ado, here's the video:<br />
<br />
<a href="https://drive.google.com/file/d/1u3FaCLHCc93QZjnjXxkR7TCFjbpulx9C/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Mario Gameplay and Battles</a></span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #15</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This isn't going to be a big update, it's rather small but it is important to talk about.  So, just like in Paper Mario, I'm going to cap all the partners (Which include the Star Spirits, Rogue Enemies that help Peach, and Kammy Koopa) moves.  Every partner can have up to 4 different moves.  After they learn 4 moves, they can no longer select "Learn a New Ability" in the Level-Up Screen.  They will only have the option to level up their HP or FP, but that's it.  However, Princess Peach and Bowser can learn an unlimited amount of abilities.  I'm just capping the partners because #1 that was the cap for Partners in PM64, but I think it was also the cap for Partners in PM:  TTYD.  Which is fine with me, because coming up with abilities isn't easy for me.  Luckily I don't have to worry so much about Mario, cause that's more or less taken care of with the badges.  Nor will I have to worry about Mario's Partner's because their abilities are capped.  So really I'll be focusing on getting Peach and Bowser new moves.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">As you can see from Update #13, I am done with the first level with Mario.  Just so you guys know, the first level is a bit of a beast.  Let's just say that ElderStar's Star Float ability will be used a LOT for Level 1.  But done with Level 1, and now I will be working on a cool transition to introduce more Princess Peach Gameplay and Battles.  This is when Peach gets her first partner.  I'm not sure what it is I'm going to name him, but it's going to be a male Boo.  I'll set up his profile as soon as I get time and do that as an update.  And unlike Lady Bow in Paper Mario 64, the Boo will be able to make Peach invisible while she's walking, because there are going to be some areas Princess Peach will enter where the enemies are super powerful.  So, if she can be invisible and pass these enemies, she won't have to worry about getting beat to a pulp, nor will her partner.<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #16<br />
</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #ffdc00;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Boomer</span></span></span> <br />
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<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/PJ97BRGx/Boo.png" loading="lazy"  alt="[Image: Boo.png]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Description:</span>  </span></a><span style="color: #000000;" class="mycode_color">Meet Boomer, a ghost with a rough exterior but a heart of gold.  Boomer becomes the guard of Princess Peach's room after Jaydes tried to get some information out of Peach.  When Jaydes leaves, Peach and Boomer have a heart-to-heart and Boomer eventually decides to help Princess Peach out, becoming her first Partner in Jaydes Palace.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Invisibility.  Boomer gets on top of Peach's head and they both become invisible, meaning they can avoid enemy detection.  You can be invisible for as long as you want (be careful using this ability, cause you can skip battles, and you're definitely going to want to be able to level up Peach and her partners.  Use wisely!)</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Bite</span> - Boomer goes up to an enemy and bites them dealing 2 damage.</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Invisibility</span> <span style="font-weight: bold;" class="mycode_b">(2 FP)</span> - Boomer makes Peach invisible, making enemy attacks not hurting Peach and Boomer.  Afterwards though, Boomer has to cool down for 1 turn, making Peach the only one able to attack.  <br />
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<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 10/10 (This number might be different depending on if you somehow level up before you fight Jaydes in Star Haven.  Just remember that Peach shares her FP with her partners)<br />
</span></span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #17</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size">Time for more Princess Peach Gameplay.  I got a special treat for you!  This time we'll watch a cutscene and then get into her gameplay.  So without further ado, here is Princess Peach (You'll see problems during the gameplay that I have to fix yet, but it's not too problematic thank goodness).  Here is a cutscene:<br />
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<a href="https://drive.google.com/file/d/1hsXkpd1u4Sta2mXbTT2Rn3AOoErJPgdd/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Princess Peach gets a visit from Jaydes and makes a new partner Boomer!</a></span><br />
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<span style="font-size: medium;" class="mycode_size"><a href="https://drive.google.com/file/d/1uCxNVI8-P2D-GezVP96Aybz5AQlpFeQd/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Princess Peach and Boomer battle it out in Jaydes Palace.</a><br />
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</span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #18<br />
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</span></span></span><span style="font-size: medium;" class="mycode_size">So, I just wanted to talk briefly about Princess Peach's gameplay.  So, I'll be honest, Peach's Gameplay is going to be filled with a lot of battles, but that's because it's really hard to come up with different puzzles.  I'm not saying her gameplay will be devoid of puzzles, but what I am saying is, it's tougher.  I don't want her Gameplay to be a bore, cause I did come up with more moves for her when she levels up and I finished Boomer's moves (because Boomer learns 2 other abilities too).  So, you have something to look forward to, it's not just going to be battle after battle.  When it comes to Gameplay, I'll be more focused on Mario cause Mario is the main guy and his gameplay will be more unique and more in-depth.  And when you think about it, that's kind of a Paper Mario standard.  Cause in both PM64 and PM:  TTYD Mario's Gameplay took up a vast majority of the game, and Peach and Bowser Gameplay was more story-based and kind of brief.  And, in my game, Mario and Peach have a very prominent role to play.  Bowser's will be more for fun, cause you get to play a beast to begin with (cause Bowser's moveset is pretty powerful).  And watching Kammy's magic do certain things will be fun to watch too.  </span><br />
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<span style="font-size: medium;" class="mycode_size">I want to remind you all that, this is not going to be a professionally done game ok?  Like, you're looking at a game that is being made from a beginning developer, so some of the things that occurs in most Paper Mario games are not going to look the same way in my game.  For example, the Main Menu.  In PM64 and PM:  TTYD, the Main Menu looked beautiful.  Yeah, my menu's not going to look so flashy.  I showed you a little bit of that in the Mario Gameplay, but my Menu's going to be kind of bare bones lol.  And the thing of it is, it's just a menu.  It's literally supposed to be there for the player, but it doesn't have to be flashy or anything.  Another thing you have to take into account is I'm one person.  I'm literally making a Paper Mario RPG from scratch.  This is literally a big task for one person, and while I want my game to mirror that of a game that is similar to PM64 and PM:  TTYD, it's not going to be exactly like those games.  It's a fangame.  And don't get me wrong, I really want this game to be somewhat enjoyable and even nostalgic, but because I am the only one working on this game and because this game isn't professionally done, there are certain elements in this game that is going to be absent.  And, I have my reasons, one of them being that I have a life to live outside of making this game.  And the more elements I introduce, the more time I need to invest in perfecting those elements.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, in saying all of that, I've made the decision (and it wasn't easy to make this decision) but I've made the decision to not include Action Commands.  For those of you who forgot what that is or don't know what I mean by that, those are the commands where, for example if Mario was to jump on an enemy, if you hit the a button exactly before Mario jumps on an enemy, if you precisely hit the button before he lands his jump, he'll perform another jump on that same enemy.  It's a battle mechanic that comes in handy, especially during boss fights.  I didn't want to take that away from this game, but I'm noticing that in my personal life, I'm kind of neglecting spending time with family and friends.  Plus, I have a lot of stuff that I need to do in my personal life, one of those being to fix my car, cause it hasn't been fixed yet.  I'm sorry if this ruins the game for you, and I innerstand if this bothers you, because it's a nice mechanic cause it holds your attention and makes the battles interesting.  I'm very very very very sorry I had to take that away.  I honestly didn't want to, I wanted to code that into the game.  Cause I have the assets to make it happen, it's not like I didn't plan on making that happen, but again I am one person and I have to live my life too.  I'm really sorry...I hope you're not mad or upset at me.  It was a decision I didn't want to make, but, I have to live my life too.  Thank you for your innerstanding in regards to this matter.  Again, I'm sorry. <br />
<br />
Another thing to keep in mind too is that, I am putting money that I make every 2 weeks towards this game to make sure it's fun and interesting.  I have spent so far over &#36;600 on this game, and I'm not even done with the first level on all the characters in this game.  And because it's a fangame and it's using characters that are copyrighted, I can't make a dime from this game, I can't even ask for donations cause that's still considered a form of revenue.  And I'm not saying that I'm ticked off, I knew before going into this that I wasn't going to make anything from this game, and I genuinely love making this game.  This entire game is going to be so freaking cool when I'm done with it.  But, I will put as much as I can towards this game, because to me, having another old-fashioned Paper Mario game (except it's a Platformer RPG and not just an RPG), but having an old-fashioned Paper Mario game is so nice.  I really do miss a PM64 and PM:  TTYD game, because I love the battle mechanics!  I love the gameplay.  I like the jokes that come with these games.  There's so much that I miss about those old games that you just don't see anymore.  Making this game has been a wonderful thing for me, because it follows the old formula and why Nintendo decided to do away with that formula is mind-boggling to me.  A proper Paper Mario game is one that follows the tried and true formula of the older PM games.  So, I will continue to put money towards this, because it's definitely worth it in my eyes!<br />
</span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #19<br />
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</span></span></span><span style="font-size: medium;" class="mycode_size">Ok, so I finally got done with Princess Peach's gameplay (although there's little hiccups in her gameplay that I need to correct), but that's ok, I'll make sure I fix her gameplay eventually.  I don't want to give too much away, so forgive me if this sounds a little cryptic, but the end of your first gameplay of Princess Peach in Jaydes Palace was like the perfect segway to introduce Bowser.  That's all I'm going to say.  <br />
<br />
So I have some REALLY REALLY GOOD NEWS!!!!!  So the guy I hired to make the hammer animation with Mario did an EXCELLENT JOB!!!!!  It looks so flawless, and it's pretty much exactly like it would be in the games.  I paid the guy a total of &#36;90 or so to make those animations (and yes I wanted to pay him that much cause I wanted it to look almost exactly like the hammer animation in Thousand Year Door (minus the end part where Mario's boots are lifted from the ground as he slams the hammer into the ground.).  So thank you to Agam for perfecting the hardest thing for me to animate (and I honestly don't know why that is, cause when I tried animating his hammer, his head would shrink then get big, or his hands would do something odd.  So we finally have a good hammer animation, which is what I wanted!)<br />
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And now, finally, the moment some of you have been waiting for:  Bowser Gameplay and Battles!  Please be patient, I have to animate his attacks as well as his Gameplay along with Kammy Koopa.  Stay tuned, you won't wanna miss this!<br />
</span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #20<br />
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</span></span></span><span style="font-size: medium;" class="mycode_size">Ok!  Now we get to play Mario on easy mode lol.  BOWSER CUTSCENE AND GAMEPLAY!!!!  I also plan on showing off Kammy Koopa's Special Ability The Dark Arts!  But for now, let's watch.  So you get to see literally the very beginning of Bowser's cutscenes, interactions, and Battles.  As far as Kammy Koopa's magic goes, even though you won't get to see her perform a move just yet in the main rooms, you will be able to see her magic during battles.  My favorite is still summon an ally, that is by far, one of the best spells Kammy can have.  So without further ado, here you go:<br />
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<a href="https://drive.google.com/file/d/1CuBynWJR0xPKewt7YAujNvkGsQA0GxwF/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url"> Opening cutscene, interactions, and gameplay for Bowser!</a><br />
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So, just a few smaller kind of updates:  I have decided to have every team to be separate from eachother.  What I mean by that is, Star Points, Flower Points,  and Coins are only shared between each team separately.  What I mean by that is Mario and his Partners share the Star Points, Flower Points, and Coins that they collect (and of course the Partners and Mario have their own HP that they don't share).  Same goes with Peach and her Partners and Bowser and Kammy Koopa.  In other words, once you get done with Mario's gameplay and the screen transitions to Princess Peach Gameplay, all of the Star Points, Flower Points, and Coins that Mario collected stays with Mario and his team and doesn't transfer over to Peach's team.  The only thing that all Teams share are items.  And the reason behind that is, I'm allowing every item to be collected up to 99 in the Items Menu.  If I had to do it to where only Mario and his Partners shared items, I would have to reduce the number of items down to 20 per team.  But because I coded the items to go up to 99 of one particular type of item (so like Mushrooms x 99), I decided to have you be a little more strategic in how you use the items so items are shared with everyone.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">I also have come up with a surprise for you all.  Even though I decided to not put Action Commands in my game, I've decided to do something to make up for it.  What is it?  Well....let's just say you won't know till you play the game <img src="https://forums.mfgg.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_84" />.  <br />
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And of course....I will show Kammy Koopa her magic when she uses it in the main room and not when she battles.  I have come up with a magic circle already, but because it's a 2D game, you won't actually get to see the magic circle, but you'll know where it is cause it'll show a wand icon hovering above it and you'll see magic dust particles come up from the ground indicating that Kammy Koopa can do her magic here.  <br />
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Hope you enjoy it!  Thanks for your support!<br />
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**Edit:  I just realized that these videos were not properly open to the public...well I went and changed all of that.  Now, you should be able to view all of my videos....if you can't, PLEASE LET ME KNOW EITHER HERE OR THROUGH A PRIVATE MESSAGE SO YOU'RE NOT WONDERING WHY YOU CAN'T ACCESS THE VIDEO SILLY!  You guys need to let me know, cause I wanna share with you what I'm doing.  Please ping me!<br />
</span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #21</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size">Ok, so here's another video that I'm making public...it's nothing amazing, but I thought I'd show you what Kammy's magic can do.  So, here's the first magic circle Kammy comes across (I skipped through some of the dialogue so I can show you an example of what this looks like).  It looks pretty good....I might edit some of it, cause I don't like the way it looks, might need to do another sprite animation for Bowser, cause it shows him floating but when a person floats, their legs kind of dangle.  Well his don't and it looks very unnatural.  So, I'll have to work on that.  But for now this is what I got:<br />
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<a href="https://drive.google.com/file/d/1QSBXjU2_xo6Rz9wP3EnqQHlsJGaRXTu5/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Kammy's special ability The Dark Arts</a></span>]]></description>
			<content:encoded><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Paper Mario:  The Star Princess!</span><br />
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Summary: <br />
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This is the Spiritual successor to Paper Mario 64. After Princess Peach celebrated her birthday at her castle, she and the Star Spirit ElderStar started making their way back to Star Haven. However enemies started to appear on the road to Star Haven, but with the help of ElderStar, Princess Peach is able to defeat them all. But then they meet up with the mysterious Sorcerous Jaydes, who stole the Star Rod from Star Haven, they immediately go into battle.<br />
Unfortunately, Jaydes wins the battle. Elderstar flees from Jaydes, and Jaydes kidnaps Princess Peach. Now it’s up to Mario and the Star Spirits to reclaim the Star Rod and defeat the evil Jaydes. This time, you get to play as 2 separate parties, Mario and Princess Peach. With Mario, you get the Star Spirits as partners. Each Star Spirit has unique movesets and take on a vital role in helping Mario.<br />
You also get to play as Princess Peach. Princess Peach is no longer the damsel in distress, she’s decided to take matters into her own hands. Princess Peach becomes friends with certain enemies in an attempt to figure out Jaydes weakness and exploit it. Each partner of Princess Peach’s has their own unique moveset, and Peach works diligently to help Mario out while trying to stop her captor Jaydes from making more bad wishes with the Star Rod.<br />
Will Mario, the Star Spirits, Peach, and her partners, will they succeed? One can only hope in Paper Mario: The Star Princess.<br />
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**Stay tuned for Updates**<br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #1</span></span></span><br />
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<span style="color: #ff56ff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Princess Peach</span></span></span></span><br />
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<a href="https://postimg.cc/T5Vbbkdf" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/T5Vbbkdf/New-Project(63).png" loading="lazy"  alt="[Image: New-Project(63).png]" class="mycode_img" /></a><br />
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<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Description:</span></span>  Meet the lovely Princess Peach, the Princess of the Mushroom Kingdom.  After having a wonderful birthday party, Princess Peach escorts ElderStar to Star Haven.  On their way there, ElderStar senses something isn't right and that there were enemies that appeared on the road to Star Haven.  Worried, Princess Peach and ElderStar team up to take out the enemies.  ElderStar then senses that a very malevolent force was making their way towards them.  All of a sudden a woman, who looks similar to Princess Peach, approaches them with the Star Rod in her hand.  The woman's name is Jaydes, and she's an Evil Sorceress and with her powers corrupted the Star Rod to where only evil wishes can be made.  Peach and ElderStar tried their best, but Jaydes summons a lightning bolt that made Princess Peach unconscious, and then Princess Peach is then kidnapped.  <br />
<br />
She then wakes up in a strange palace.  She quickly finds out she was kidnapped by Jaydes.  She decides though that she's going to be brave and decides to leave her room to explore the Palace.  Along the way she shows love to certain enemies in the palace, and by showing love to them, the enemies turn into her partners.  Princess Peach must brave the Jaydes Palace to figure out not only why Jaydes needs her alive, but to figure out the best way to defeat the evil sorceress.  Little does she know how important her role really is.<br />
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<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Beginning Moveset and Explanation:</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">Pray </span>- Princess Peach says a prayer for her partner, and adds +1 to their attack.<br />
<span style="font-weight: bold;" class="mycode_b">Regular Jump</span> - Princess Peach performs a normal Jump that only does 1 damage.  <br />
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<span style="font-weight: bold;" class="mycode_b">Beginning HP:  </span>10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP:</span>  15/15 (FP is shared between the main player and their partner, or in this case Princess Peach and her partners)<br />
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**Peach and Mario eventually do learn different moves through the Level Up screen, as do their partners.  This is subject to change, cause I'm still deciding whether or not I want to bring back the badge system.  Still not sure what I want to do on that front.**<br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #2</span></span></span><br />
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<span style="color: #ffdc00;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">ElderStar<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><br />
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</a></span></span><a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/zLPrPX2d/New-Project(84).png" loading="lazy"  alt="[Image: New-Project(84).png]" class="mycode_img" /></a><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
</a></span></span></span></span><span style="font-size: small;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Description:</span>  </span>Meet the leader and the oldest of all the Star Spirits, ElderStar!  ElderStar came down from Star Haven to represent all the Star Spirits at Peach's Castle for her birthday.  After the celebration, ElderStar was being escorted back to Star Haven by Princess Peach.  ElderStar however sensed something was wrong on the road to Star Haven.  ElderStar and Princess Peach teamed up to defeat the enemies in their way at Star Haven.  Then the mysterious Jaydes came and, with the power of the Star Rod, knocked Peach unconscious.  After Peach became unconscious, ElderStar panicked and immediately flew back towards the Mushroom Kingdom, trying to find Mario.  Little did ElderStar know that Peach wasn't the only one that was kidnapped at Star Haven.</span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Floating Star.  Whenever Mario needs to fly over large gaps, he grabs onto ElderStar and is able to get to the other side safely as ElderStar floats over the gap.<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
<br />
</span>Tackle </span>- ElderStar tackles an enemy, dealing 1 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Restore (5 FP)</span> -  ElderStar Heals 10 HP either on himself or the player.<br />
<span style="font-weight: bold;" class="mycode_b">Star Laser (5 FP)</span> - ElderStar powers up and shoots a laser dealing 3 damage to all enemies.<br />
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<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP </span>- 15/15 (FP is again shared with the player, doesn't matter if it's Peach or Mario)<br />
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**Still debating on whether or not to do the badge system for new moves for Mario, or when Mario levels up.  For Peach though, she'll only learn new moves through leveling up, as well as her partner.**<br />
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***I'm thinking about setting up an e-mail address for this game specifically for input on some of the moves Mario, The Star Spirits, Peach, Peach's Partners, and maybe Bowser and Kammy Koopa's movesets along with other considerations to put in the game.  Not sure if I really want to do that or not, cause if this game gets a lot of hype, I don't want to have to read a ton of e-mails either.  I'll have to think this over.***<br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #3</span></span></span><br />
<span style="font-size: small;" class="mycode_size">Just thought I'd give you a very short preview of the battle system.  I tried to make it as similar as PM64 and PM:TTYD.  I'm not going to make an audience, because I don't have the appropriate sprites to make an audience.  So instead, I just made a different room that is made specifically for battles.  Take a look, tell me what you think.  I might tweak the battle system, but not sure how I feel about it.  You also get to see a small bit of dialogue too.  What do you think?</span><br />
<a href="https://drive.google.com/file/d/1SdpqvqT47RPeK1_5n_YJhx1OLxyI3HPd/view?usp=sharing" target="_blank" rel="noopener" class="mycode_url"><br />
</a><br />
<div style="text-align: left;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font">Thanks to the feedback I received from the site Admin, I'm proud to show an anti-lag video of Princess Peach and ElderStar working together to defeat the enemies on the road to Star Haven.  The first level is a very short level, but I wanted to showcase Princess Peach's moves more than anything.  ElderStar you can see all of his moves when he joins Mario (or you can have him show you moves when you play as Princess Peach.)  So without further ado, Princess Peach and ElderStar talk and fight their way through Star Haven:</span></span></div>
<span style="font-size: medium;" class="mycode_size"><a href="https://drive.google.com/file/d/1SdpqvqT47RPeK1_5n_YJhx1OLxyI3HPd/view?usp=sharing" target="_blank" rel="noopener" class="mycode_url"><br />
</a><a href="https://drive.google.com/file/d/1O0SU_dKBBUlhnFVvC-nI5gpbVeRHDvbm/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">The Anti-Lag Battle System<br />
</a></span><br />
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<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #4<br />
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</span></span></span><span style="font-size: medium;" class="mycode_size">So, I think it's important that I thank the Site Admin for helping me with the lag issues.  The game plays so smoothly now, and it's beautiful!  And thank goodness for my powerful computer too lol.  Ok, so because the Site Admin has helped me and my fears about lag have disappeared, because the Site Admin has been so supportive of my work, I have decided that you're also going to be able to play as Bowser and Kammy Koopa.  I haven't thought of a side story for Bowser yet, but when I do I'll let you know.  Thank you for the support everyone!<br />
<br />
Still not sure about bringing back badges.  Still kind of trying to decide on that.  I think for Bowser and Kammy Koopa, I think I'm going to treat them the same way I will Peach.  In order for Bowser and Kammy Koopa to learn different moves they have to level-up.  Bowser will only have Kammy Koopa as a partner, but Bowser will not gain partners in this adventure.  So thank you everyone!  I cannot wait to show the finished product, I think it'll be great, I'm already liking what I'm seeing!  Thank you!</span><br />
<br />
Note:  As you guys can see, I change up my avatar all the time.  I do that to showcase other characters that, while they're not as important to the story, they still have a role to play.  The last avatar was the Item Shop Owner.  This avatar is a Toad from Toad Town.  Just thought I'd give you a guys a little taste of what the NPC's look like.<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #5<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So, I finally found the correct text font for Paper Mario, so now the font is going to look like the font in the regular Paper Mario games!  Finished Toad Town and will soon be working on the first actual level (since the other ones were very basic).  Also started working on a side story for Bowser and Kammy Koopa.  I'll go more into detail about that soon.</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #6</span></span></span><br />
<br />
<span style="color: #ff4136;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Bowser<br />
<br />
<a href="https://postimg.cc/56LqPq7P" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/56LqPq7P/New-Project(88).png" loading="lazy"  alt="[Image: New-Project(88).png]" class="mycode_img" /><br />
<br />
</a></span></span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Description:</span></span></span><span style="color: #000000;" class="mycode_color">  Meet Bowser, Mario's longtime rival.  Bowser was walking through his Castle when Kammy Koopa (Bowser's most trusted advisor) came down and told of a new enemy, Jaydes, the evil sorcerous!  Kammy said that Jaydes had kidnapped the Star Spirits and Princess Peach.  Bowser became furious, especially at the mention that Princess Peach has been kidnapped.  Bowser then told Kammy Koopa to get ready.  After all, the only person who's allowed to kidnap the Princess is Bowser after all.  And Bowser came up with a very sly plan, one that would ensure him not only being able to have Peach but to be the most powerful bad guy in all the land.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Jump</span> - Bowser takes a big jump and deals 5 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Smack</span> - Bowser goes up to an enemy and smacks an enemy for 2 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Fire Breath (7 FP)</span> - Bowser lets out a stream of fire from his mouth, and fries an enemy for 10 damage.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP- </span>20/20<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 20/20 (FP is shared between him and Kammy Koopa)</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #7</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Kammy Koopa</span></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimg.cc/9rX7VSyw" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/9rX7VSyw/New-Project(89).png" loading="lazy"  alt="[Image: New-Project(89).png]" class="mycode_img" /><br />
</a></span></span></span></span><span style="font-size: medium;" class="mycode_size"><span style="color: #b10dc9;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><a href="https://postimg.cc/cvwZz16j" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
</a></span></span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Description:</span></span>  Meet Kammy Koopa, Bowser's most trusted advisor!  Kammy is Bowser's right hand woman, a Koopa whose well-versed in the Dark Arts (and is more powerful than your normal Magikoopa).  After finding out the Star Rod and the Star Spirits were all kidnapped (except ElderStar), Kammy immediately told Bowser of the new villain in town.  This made Bowser very upset, and Bowser started to prepare for the worst.  And after Kammy and Bowser meet Jaydes for the first time, Kammy and Bowser cooked up a plan to not only have Princess Peach in their grasp, but for Bowser to be the official bad guy in all of the Mushroom Kingdom. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Dark Arts.  Kammy aims her wand at something, and shoots some magic at said object, and depending on what the object is, the magic will act accordingly.  For example, if she aims at a button, the button will go down, opening a door or triggering an event.  Or she aims her magic at a key, and the key floats back to her.  It just depends on what the object is and if the object will react or not.  It's a nice thing when you don't know what to do to move on in a dungeon or level. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Beginning Moveset and Explanation:<br />
</span></span><span style="font-weight: bold;" class="mycode_b">Magic Blast</span> - Kammy shoots a blast of magic at an enemy, does 3 damage. <br />
<span style="font-weight: bold;" class="mycode_b">Summon Random Enemy (6 FP)</span>- Using the Dark Arts, Kammy summons a random enemy that attacks automatically.  (Note that she can only summon 1, so use this move wisely.  The enemy acts as a computer player and will attack after Bowser and Kammy end their turn.)(Damage is dependent upon enemy summoned).<br />
<span style="font-weight: bold;" class="mycode_b">Kammy Heal</span> <span style="font-weight: bold;" class="mycode_b">(10 FP)</span> - Heal spell that heals 10 HP to either herself or Bowser.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span>- 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 20/20 (And again, Kammy and Bowser share FP)<br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #8<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So I got some good news and some bad news in regards to the development of this game.<br />
<br />
So, let's get the bad news out of the way.  On my way home today when I got done with work, I got into a car accident.  I don't know how much damage was actually done to my car, other than the tire rod and the tire itself needs to be replaced.  I was hit on the side of my car, and my car is not as damaged as I thought it was.  I mean, the side of my car doesn't look pretty, but it's possible the only thing I would need to do is to replace the tire rod and tire on the front passenger side.  However, we don't know any of the actual details yet.  And I also realized that the laptop computer I have to make the game was also in the car, and even though it wasn't in the back but was in the front of my car, when it comes to computers, sometimes you never know what a car crash is capable of doing, and if the side of your car gets t-boned, the impact of the collision could jar the computer too.  Luckily my computer seems to be working fine, so nothing bad on that end.<br />
<br />
But the good news is, my computer is just fine.  I didn't lose anything I was working on, everything was exactly as it was.  So I can rest easy knowing that everything is still in-tact (not that it wouldn't be hard to redo, cause I made the first like 3-5 levels pretty easy, but the forest area will be the next area I work on, and I hope I can make that level a little harder since that'll be the area where Mario will come across his first boss.  The problem is I hope I can find tilesets that have buttons or gimmicks, or maybe there's a way I can figure all of that out.  <br />
<br />
This is my first game, and I feel like there's so much pressure being put on me lol.  Like I've loved making this game, don't get me wrong, but I'm scared about what others will think.  Sometimes I wonder if I would've used a different game engine, if I could actually have made a genuine Paper Mario game where it was just an RPG, because I'm not going to lie, trying to make a 2D town is weird.  Cause you only have a 2 Dimensional space to work with.  And, honestly, the only thing I did for Toad Town was put some Mushroom Houses up, animated the doors that open and close when Mario enters and exits the houses, and just put some random Toads walking around outside and inside some of the houses.  But, I'm up to the challenge.  This is going to be tough for me, but I'm not going to throw in the towel just yet.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, that all being said, the worst thing is updates.  Updates might be very slow, but I am going to try my best to keep the updates coming.  I'm not sure how development of this game is going to look.  I couldn't give a release date even if I tried right now, my game is still in its infancy.  I say I'm not sure about a release date, because the repairs on my car is going to set me back a bit financially, so that means development will be slow (cause again I'm shelling out money to actually make this game, cause I want this game to be the best it can possibly be, given this is a one-man type of project).  So, it's very possible that a lot of weeks from here on out might only receive one update per week.  Just bear with me, cause one way or another, I do intend to complete and put this game out.  Just know that development might be slower than molasses.  <br />
<br />
-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #9<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Big shoutout to Astrakitu for their spritesheet on Toad Houses (You'll also be appearing in my credits).  As you can see, my profile photo shows a regular Toad House.  Now, I did have to edit it a bit, because I was using basically an free online version of Photoshop, and the Toad Houses were small.  And, if you know anything about Photoshop, you know that if you make a piece of art bigger, that the quality suffers.  Now, I know in Adobe Illustrator, you can enlarge anything and you still maintain the quality of whatever it is you're expanding, but I don't know how to do that in the online version of Illustrator, so all I did was Vectorize the image.  So, these Toad Houses are slightly different looking than what was on the spritesheet, but regardless, I think they turned out ok.  It's different looking, but it was good enough for what it is I wanted to achieve.  The other thing is, the Toad House doesn't have a door on it, but the ones in my game do, you're just basically looking at a doorless Toad House lol.<br />
<br />
So, I'll admit, I hit a roadblock and I'm not sure how to proceed.  I've been scouring the internet, looking for 2 Dimensional buildings and 2 Dimensional gimmicks, etc...  And, it has been an absolute nightmare.  Here's the thing, I'm not the worst artist, but I'm not the best either.  In order for a piece of art that I make look good, it takes a long time.  Like I have to really concentrate and really put my focus on whatever it is I'm drawing.  And if I was to actually do that, I could, the problem is we're talking about....years lol, before I could actually release the game.  Yeah, it would be uniquely my own, and yes the quality would be ok, but I really don't want to wait 5 years to release this game either.  And don't get me wrong, I've had to improvise on some of the things that I've made, like the level up screen for example, I've combined different sprites to make the level-up screen possible (I still have to make one for Kammy Koopa and Bowser, but for now the level-up screen looks pretty decent.  It looks like it does in the Paper Mario games which is what I wanted to begin with).  So, I've had to kind of get creative for some of the stuff I've wanted to do, it's not like everything that I wanted to put in this game was immediately available.  So, some of this stuff I'm figuring out for myself.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">But, to get back on topic, so I've been trying to find 2 Dimensional buildings with animated doors with not a whole lot of luck.  Even just simple gimmicks like switches that open a door, etc... has been hard.  I never expected this to be so hard, but it is!  It just surprises me, because games like Super Paper Mario have been out for a while, and Super Paper Mario was a game changer in the sense that, even though it was a platformer, you had doors that would open and you'd be inside a building with all sorts of puzzles.  But even outside of buildings, the gameplay was fun and interactive.  And before I started working on this game, I thought the resources for this particular game would be abundant, but it's not.  And, I think the reason why is, platformers normally don't have animated doors and buildings you can go into.  Platformer levels are simple in the sense that, there's really not a lot going on.  I mean, you have gimmicks and all of that occasionally, but you don't normally see buildings to go into, or if you are in a building you start off a level being inside that building.  So, it's been tough to find even just gimmicks, I've found a few but nothing interesting.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Part of the Paper Mario experience is the dungeons and the puzzle solving.  Like yes, the first 2 Paper Mario games were famous for their battle system, but when you're not battling it still held your interest.  You still felt like you were in a whole different world, and yeah the puzzle solving wasn't tough, but it still held your interest.  But, I'm learning that with Platformers, it's not about entering and exiting a building, or too many gimmicks involved.  Platformers are pretty straight forward where you collect coins (and maybe have special coins you collect), and you can pounce on enemies, and sometimes use them to open something.  And yes, Platformers do have you inside buildings, but usually what happens is, you'll enter a building at the end of one level and the next level you're inside the building.  Well, I want to be able to go inside a building and do stuff inside that building and eventually leave the building all in one go, and that's tough because I can't seem to find animated doors for buildings, where the door opens, you go inside, the door shuts, then transition to inside the building.  Finding just an animated door for Platformers is hard to find believe it or not.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, in saying all of that, I might have to compromise on a few things.  Like, for example, I might have to get rid of special abilities.  In Paper Mario games, depending on what partner you have out, you can perform a special ability on the main map.  So, you had Goombario who had a move called "Tattle" in which he would tell you about whatever area you were in and would give you more information about that area.  And then you had Parakarry who you would grab onto and fly between gaps to get to another platform.  But, because I'm not seeing the tilesets that I want, not only is that concerning for regular gameplay, but it limits me to what it is I can do as far as special abilities go.  Yes, I want this to be a Paper Mario game, but I don't want it to be exactly the same as the older Paper Mario games.  I mean, ElderStar is basically Parakarry, but I love Kammy Koopa's special ability, I thought that was somewhat original.  But if I can't come up with enough things that are original, then basically it's going to be a redo of PM64 and PM:TTYD, and at that point you're better off just playing the old games.  You see what I mean?<br />
<br />
So, I'm going to keep trying to search for tilesets, but I might have to cut back or get rid of certain things.  I don't want to get rid of the special abilities, those were always a staple of the games.  But, if I can't find the tilesets that I want, I might have to make the ugly decision of getting rid of special abilities.  I don't want to, but I need more options for this Platformer lol, cause I do feel kind of limited as to what it is I can do.<br />
<br />
But, know this...if I have to cut something off like special abilities, even though the regular gameplay might suffer, I will try my best to make the battle part of it interesting.  The way I look at it, if the main map gameplay has to suffer, then I will make sure that at the very least, the battle gameplay is interesting.  I do feel so far that I'm doing a pretty phenomenal job on beginning movesets.  And, I might just bring back the badge system, because that made battles that much more interesting.  So, we'll see, I just want to let you guys know that, I wasn't expecting this to be as hard as it is.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Also, one more thing, does anyone know if there's a high quality spritesheet of Mario using the big hammer and smashing the ground with it?  If you don't know of a spritesheet that has that, it's not a big deal.  I can always use the high quality spritesheet of Mario and put Mario together and create him pounding something with his big hammer.  Right now, I have a hammer animation, but it looks so dumb.  It doesn't even look like Mario is slamming the hammer down.  It looks bad LOL.  So if anyone can help me find a spritesheet like that, I'd very much appreciate it.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #10<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Small update today.  No big rant like my past 2 updates, but I've got a lot of good news for you guys:</span><ul class="mycode_list"><li><span style="font-size: medium;" class="mycode_size">I've decided that we're not going to do away with special abilities.  It's a staple in the Paper Mario games and it just wouldn't feel like a Paper Mario game without special abilities.  So, with that being said, special abilities are good to go.</span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size">So, because updates have been slow, and because this project is going to be in very slow development from here on out, I've decided to bring back the badge system.  Means more coding on my end, but, I really want this to feel like a real Paper Mario game, and the badge system was a pretty cool system I always thought.  And, now is the best time to start coding that, because, I'm about to make Mario's first real level, which is Deep Forest, and I'll put in a couple of badges for Mario to snag.  Who knows, I might even create a few of my own, you just never know <img src="https://forums.mfgg.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_84" />!</span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size"><br />
Trying my best to do what I can now, because later I might not have enough money to do much of anything.  I'm hoping I can get Deep Forest level done so then I can put some focus on Princess Peach and Bowser's gameplay, but I'm not sure.  This is a big game with many moving parts so, not sure how much I can get done.  Hope that gives you all something to look forward to!<br />
<br />
**Note:  The game will run better if you use a controller, but if for some reason you honestly cannot afford a controller, a keyboard will work ok.  I say controller because, there's a lot of swapping between different menu's.  Again, it's going to be pretty much like a Paper Mario game, and having a controller will make life easier.  I have an Xbox Controller that works just fine and I'm coding it for Xbox Controller owners and keyboards.  Just thought I'd let you all know.</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #11<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">I am so glad that I decided to keep the special abilities.  Guys....this game is going to be incredible....like watching ElderStar use his special ability like blew me away.  I had no idea that GameMaker, the game engine itself had so many options just within its own engine.  Yeah, I've messed around with GameMaker for a while, but this special ability is so cool.  I think you guys are really going to like this game, cause there's so much to it.  And because I'm not trying to outright make a carbon copy of PM64 or PM:  TTYD, it makes my game that much more unique.  Because, as stated above, ElderStar's Special Ability will be Star Float.  But what I did was I did the same thing Parakarry did, but I made Star Float unique compared to Parakarry.  Yes, Mario uses ElderStar's Special Ability to go over gaps, but I went one step further, and not only will it help you get over gaps, but if you press A (or I think on the keyboard it's the Spacebar), you can actually make ElderStar float higher.  Because ElderStar is a Star Spirit, this isn't your regular partner, this is basically the Mario Universe equivalent to a God (and of course that makes the Female Star Spirits Goddesses).  So, ElderStar is able to float higher to be able to reach higher areas.  That changes gameplay big time, cause now I can press a switch down on a floating island, and then basically Mario has to figure out what that switch did.  But ElderStar looks so bada** when he does his special move.  I'm not going to ruin it for you and post a video of him performing his special move.  Let's just say, whenever the Star Spirits do their special attack, they're going to look powerful doing them.  That's all I'm going to say.  But this is so cool, because now that I thought about ElderStar going higher, that kind of makes the gameplay more interesting.  My fears about the game lacking something is starting to calm me down a bit.  But, I'm gonna leave ElderStar's Special Ability as a surprise to you.  Showing you Peach's moves at the beginning was too much lol, so I won't be showing you that.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Another little touch I've added was First Strikes.  So now when you go up to an enemy, whether you jump on an enemy or slam your hammer down, you'll get the upper hand in battle.  Oh...which reminds me, I forgot to put as an update on here Mario.  So funny, I was more concerned with Peach and Bowser, but the main dude is Mario, so I'll do an update here in a bit.  I'm at work right now, but if you'll give me a little bit, I'll put up Mario's profile here.  <br />
<br />
You have so much to look forward to fellow player!<br />
<br />
-Jake (Paper Mario:  The Star Princess Game Developer)<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #12<br />
<br />
</span></span></span><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff4136;" class="mycode_color">Mario<br />
<br />
<a href="https://postimg.cc/LnHVPN2P" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/LnHVPN2P/Mario.png" loading="lazy"  alt="[Image: Mario.png]" class="mycode_img" /></a><br />
<br />
</span></span></span></span><span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Description:</span></span></span><span style="color: #000000;" class="mycode_color">  It's Mario, the hero of the Mushroom Kingdom (and plumber by trade!).  Mario was about to head home, when ElderStar flew to him and, in a panic, was trying to tell Mario what transpired on the road to Star Haven.  Mario, being the kind man he was, decided to go to Toad Town to find answers as to the current whereabouts of Jaydes.  <br />
<br />
When Mario ventured into Toad Town, he found out that Jaydes conjured a red warp pipe and set it in the town itself.  Curious to where it led to, Mario and ElderStar quickly went down the warp pipe.  When they got out of the warp pipe, they noticed that they went back to Toad Town.  ElderStar sensed something was off, but told Mario to talk to all the Toads again.  And when Mario did, Mario and ElderStar weren't prepared for what they found out.  Everything is not what it seems.....<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Regular Hammer Attack </span>- Mario hits an enemy with his hammer, does 2 damage.<br />
<span style="font-weight: bold;" class="mycode_b">Regular Jump Attack</span> - Mario jumps on top of an enemy and does 1 damage.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 15/15 (FP is shared between Mario and The Star Spirits)<br />
<br />
**Of course this is just his beginning stats.  Obviously Mario's going to be the main man, so, even though he starts out pretty weak with only a jump and a hammer attack, you'll be able to completely customize him when he gains BP (Badge Points).  And how do you get BP?  The level up screen.**<br />
</span></span><br />
<hr class="mycode_hr" />
<span style="color: #000000;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #13<br />
<br />
</span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Checklist of Things that need to be done yet:</span></span>  (The strikethrough's are things that I've already done)</span><ul class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Create 2 new enemies (Koopa Troopa and Paratroopa)</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make the mechanic where, if a Koopa Troopa is jumped on, have it knock him on his back, and don't have him get up unless Mario or ElderStar do not attack them for 2 turns.  While the Koopa Troopa is lying down, his defense drops from 1 to 0.</span>  <br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Couldn't figure out how to get the wings from the Paratroopa to disappear, so instead of the Paratroopa having a defense of 1, it will instead have a defense of 0 (just to make the battles more even).  The Paratroopa only does 1 damage, and attacks similarly to the Flying Goomba.</span> <br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on coding the red and blue switches while also working on red and blue blocks to disappear once the switches are turned on.</span><br />
</li>
</ul>
<ul class="mycode_list"><li>Make sure every area can be reached by using Star Float, and create platforms when needed or delete platforms if needed.<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Start coding the badge system, and have ElderStar explain how badges work in my game.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Tweak the level up screen for Mario, and instead of Mario learning a new ability through the level up screen, instead he gets 3 BP's everytime the player chooses BP.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Code the badge blocks so a badge comes out of those blocks.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Leave the Partner level up screen alone.</span><br />
</li>
<li>Start working on different abilities ElderStar can have when he levels up.<br />
</li>
</ul>
<ul class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Work on the Level Chest, code Level Item to be inside that chest.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Put random items in the regular Deep Forest chests, and code those chests as well.</span><br />
</li>
<li>Put random coins to be collected throughout the level.<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Start working on the halfway point to part 2 of the level.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make sure in part 2 you include the key item "Level Chest Key."</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Decide what the first boss is going to be, and the boss's attacks.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make sure to put a Healing Block and a Save Block near the level boss.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Make the "tricky" gimmick, hopefully some players will be confused at first.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on the amount of Star Points the player gets after each normal battle and customize the amount for Boss battles.  Needs to be more balanced.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on a transition for Princess Peach and Bowser.</span><br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Work on Princess Peach Gameplay (I might just do a separate update for this, just to show you some gameplay and battles)</span><br />
</li>
<li>Work on Bowser Gameplay.  (Same with Bowser, might just do a separate update for his gameplay and battles as well).<br />
<br />
</li>
</ul>
Putting this on here, and instead of updating you, I'm just going to update this update and put strikethrough's through everything.  This way you can kind of know how far I'm getting.  I will also be showing you some Mario Gameplay and show-off the badge system.  I will also show you more Princess Peach Gameplay and battles, and Bowser Gameplay and Battles.  After thinking this over, I need to change Kammy Koopa's Special Ability, only because, if I was to implement Kammy's special ability, Bowser gameplay is going to be waaaay too easy.  Because essentially, what her current Special Ability would do is it would basically be a cheat code lol.  The Dark Arts power was supposed to help you out if you get stuck in the game, but that Special Ability would basically be a God-like ability, because you could just have Kammy use the Dark Art's everywhere and you wouldn't have to do a thing.<br />
<br />
Let me give you an example, let's say you see a switch, but let's say the there's a door with a keyhole in it preventing you from reaching the switch, and for whatever reason you cannot find the key for the door.  What Kammy's ability would allow you to do is basically she'd shoot magic at the door, and the door would just open and you'd be able to hit the switch.  The intention regarding Kammy's magic would be to basically bypass certain puzzles that keep you stumped, but I can see players abusing this mechanic.  So therefore, I'm going to have to figure out something else.  Yes, it will have something to do with magic, but it needs to serve some purpose.  When I think of what it's going to be I will let you know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">**Small Update:  So, I figured it out.  Kammy Koopa's Special Ability will still be The Dark Arts, but for her Special Ability, I'm going to put a magic circle in certain areas.  When Bowser steps onto one of these magic circles, you'll press Y (or for the keyboard I think it's the space button) and Kammy will perform a move with her magic.  Sometimes in order to advance to a certain area, you'll have to make use of Kammy's magic in order to move ahead.  Other times it could be optional and you get a certain item, or open an optional door that holds a rare item.  So my advice, when you play this game, every time you see a magic circle, I highly recommend you just use her magic anyways.  You have nothing to lose after all, so just do it.**<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #14</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, since I got done coding in the badge system, time for some more gameplay.  This is Mario and ElderStar gameplay in Deep Forest where you get your first badge.  I show you some gameplay of Mario not using the badge.  I then show the Main Menu, and there's 3 tabs, and I show you when I equip a badge and when I unequip a badge.  Then I show you some gameplay of Mario using the badge.  There's just one thing missing from this video, and that is Action Commands.  That doesn't come till after you play Bowser's side of the story.  Let's just say we need a special item in order to perform action commands.  But without further ado, here is some Mario Gameplay, and Battles with and without the badge.  Oh and a funny thing at the end.  Please excuse the terrible hammer animation.  I'm trying to hire someone to put that together for me, but can't find the person to do it yet.  I'll have to wait till next payday to get some more help on that front.  So without further ado, here's the video:<br />
<br />
<a href="https://drive.google.com/file/d/1u3FaCLHCc93QZjnjXxkR7TCFjbpulx9C/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Mario Gameplay and Battles</a></span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #15</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This isn't going to be a big update, it's rather small but it is important to talk about.  So, just like in Paper Mario, I'm going to cap all the partners (Which include the Star Spirits, Rogue Enemies that help Peach, and Kammy Koopa) moves.  Every partner can have up to 4 different moves.  After they learn 4 moves, they can no longer select "Learn a New Ability" in the Level-Up Screen.  They will only have the option to level up their HP or FP, but that's it.  However, Princess Peach and Bowser can learn an unlimited amount of abilities.  I'm just capping the partners because #1 that was the cap for Partners in PM64, but I think it was also the cap for Partners in PM:  TTYD.  Which is fine with me, because coming up with abilities isn't easy for me.  Luckily I don't have to worry so much about Mario, cause that's more or less taken care of with the badges.  Nor will I have to worry about Mario's Partner's because their abilities are capped.  So really I'll be focusing on getting Peach and Bowser new moves.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">As you can see from Update #13, I am done with the first level with Mario.  Just so you guys know, the first level is a bit of a beast.  Let's just say that ElderStar's Star Float ability will be used a LOT for Level 1.  But done with Level 1, and now I will be working on a cool transition to introduce more Princess Peach Gameplay and Battles.  This is when Peach gets her first partner.  I'm not sure what it is I'm going to name him, but it's going to be a male Boo.  I'll set up his profile as soon as I get time and do that as an update.  And unlike Lady Bow in Paper Mario 64, the Boo will be able to make Peach invisible while she's walking, because there are going to be some areas Princess Peach will enter where the enemies are super powerful.  So, if she can be invisible and pass these enemies, she won't have to worry about getting beat to a pulp, nor will her partner.<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #16<br />
</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #ffdc00;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Boomer</span></span></span> <br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/PJ97BRGx/Boo.png" loading="lazy"  alt="[Image: Boo.png]" class="mycode_img" /><br />
<br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Description:</span>  </span></a><span style="color: #000000;" class="mycode_color">Meet Boomer, a ghost with a rough exterior but a heart of gold.  Boomer becomes the guard of Princess Peach's room after Jaydes tried to get some information out of Peach.  When Jaydes leaves, Peach and Boomer have a heart-to-heart and Boomer eventually decides to help Princess Peach out, becoming her first Partner in Jaydes Palace.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Special Ability:</span></span>  Invisibility.  Boomer gets on top of Peach's head and they both become invisible, meaning they can avoid enemy detection.  You can be invisible for as long as you want (be careful using this ability, cause you can skip battles, and you're definitely going to want to be able to level up Peach and her partners.  Use wisely!)</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Beginning Moveset and Explanation:<br />
</span>Bite</span> - Boomer goes up to an enemy and bites them dealing 2 damage.</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Invisibility</span> <span style="font-weight: bold;" class="mycode_b">(2 FP)</span> - Boomer makes Peach invisible, making enemy attacks not hurting Peach and Boomer.  Afterwards though, Boomer has to cool down for 1 turn, making Peach the only one able to attack.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beginning HP</span> - 10/10<br />
<span style="font-weight: bold;" class="mycode_b">Beginning FP</span> - 10/10 (This number might be different depending on if you somehow level up before you fight Jaydes in Star Haven.  Just remember that Peach shares her FP with her partners)<br />
</span></span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #17</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Time for more Princess Peach Gameplay.  I got a special treat for you!  This time we'll watch a cutscene and then get into her gameplay.  So without further ado, here is Princess Peach (You'll see problems during the gameplay that I have to fix yet, but it's not too problematic thank goodness).  Here is a cutscene:<br />
<br />
<a href="https://drive.google.com/file/d/1hsXkpd1u4Sta2mXbTT2Rn3AOoErJPgdd/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Princess Peach gets a visit from Jaydes and makes a new partner Boomer!</a></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><a href="https://drive.google.com/file/d/1uCxNVI8-P2D-GezVP96Aybz5AQlpFeQd/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Princess Peach and Boomer battle it out in Jaydes Palace.</a><br />
<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #18<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">So, I just wanted to talk briefly about Princess Peach's gameplay.  So, I'll be honest, Peach's Gameplay is going to be filled with a lot of battles, but that's because it's really hard to come up with different puzzles.  I'm not saying her gameplay will be devoid of puzzles, but what I am saying is, it's tougher.  I don't want her Gameplay to be a bore, cause I did come up with more moves for her when she levels up and I finished Boomer's moves (because Boomer learns 2 other abilities too).  So, you have something to look forward to, it's not just going to be battle after battle.  When it comes to Gameplay, I'll be more focused on Mario cause Mario is the main guy and his gameplay will be more unique and more in-depth.  And when you think about it, that's kind of a Paper Mario standard.  Cause in both PM64 and PM:  TTYD Mario's Gameplay took up a vast majority of the game, and Peach and Bowser Gameplay was more story-based and kind of brief.  And, in my game, Mario and Peach have a very prominent role to play.  Bowser's will be more for fun, cause you get to play a beast to begin with (cause Bowser's moveset is pretty powerful).  And watching Kammy's magic do certain things will be fun to watch too.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">I want to remind you all that, this is not going to be a professionally done game ok?  Like, you're looking at a game that is being made from a beginning developer, so some of the things that occurs in most Paper Mario games are not going to look the same way in my game.  For example, the Main Menu.  In PM64 and PM:  TTYD, the Main Menu looked beautiful.  Yeah, my menu's not going to look so flashy.  I showed you a little bit of that in the Mario Gameplay, but my Menu's going to be kind of bare bones lol.  And the thing of it is, it's just a menu.  It's literally supposed to be there for the player, but it doesn't have to be flashy or anything.  Another thing you have to take into account is I'm one person.  I'm literally making a Paper Mario RPG from scratch.  This is literally a big task for one person, and while I want my game to mirror that of a game that is similar to PM64 and PM:  TTYD, it's not going to be exactly like those games.  It's a fangame.  And don't get me wrong, I really want this game to be somewhat enjoyable and even nostalgic, but because I am the only one working on this game and because this game isn't professionally done, there are certain elements in this game that is going to be absent.  And, I have my reasons, one of them being that I have a life to live outside of making this game.  And the more elements I introduce, the more time I need to invest in perfecting those elements.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">So, in saying all of that, I've made the decision (and it wasn't easy to make this decision) but I've made the decision to not include Action Commands.  For those of you who forgot what that is or don't know what I mean by that, those are the commands where, for example if Mario was to jump on an enemy, if you hit the a button exactly before Mario jumps on an enemy, if you precisely hit the button before he lands his jump, he'll perform another jump on that same enemy.  It's a battle mechanic that comes in handy, especially during boss fights.  I didn't want to take that away from this game, but I'm noticing that in my personal life, I'm kind of neglecting spending time with family and friends.  Plus, I have a lot of stuff that I need to do in my personal life, one of those being to fix my car, cause it hasn't been fixed yet.  I'm sorry if this ruins the game for you, and I innerstand if this bothers you, because it's a nice mechanic cause it holds your attention and makes the battles interesting.  I'm very very very very sorry I had to take that away.  I honestly didn't want to, I wanted to code that into the game.  Cause I have the assets to make it happen, it's not like I didn't plan on making that happen, but again I am one person and I have to live my life too.  I'm really sorry...I hope you're not mad or upset at me.  It was a decision I didn't want to make, but, I have to live my life too.  Thank you for your innerstanding in regards to this matter.  Again, I'm sorry. <br />
<br />
Another thing to keep in mind too is that, I am putting money that I make every 2 weeks towards this game to make sure it's fun and interesting.  I have spent so far over &#36;600 on this game, and I'm not even done with the first level on all the characters in this game.  And because it's a fangame and it's using characters that are copyrighted, I can't make a dime from this game, I can't even ask for donations cause that's still considered a form of revenue.  And I'm not saying that I'm ticked off, I knew before going into this that I wasn't going to make anything from this game, and I genuinely love making this game.  This entire game is going to be so freaking cool when I'm done with it.  But, I will put as much as I can towards this game, because to me, having another old-fashioned Paper Mario game (except it's a Platformer RPG and not just an RPG), but having an old-fashioned Paper Mario game is so nice.  I really do miss a PM64 and PM:  TTYD game, because I love the battle mechanics!  I love the gameplay.  I like the jokes that come with these games.  There's so much that I miss about those old games that you just don't see anymore.  Making this game has been a wonderful thing for me, because it follows the old formula and why Nintendo decided to do away with that formula is mind-boggling to me.  A proper Paper Mario game is one that follows the tried and true formula of the older PM games.  So, I will continue to put money towards this, because it's definitely worth it in my eyes!<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #19<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Ok, so I finally got done with Princess Peach's gameplay (although there's little hiccups in her gameplay that I need to correct), but that's ok, I'll make sure I fix her gameplay eventually.  I don't want to give too much away, so forgive me if this sounds a little cryptic, but the end of your first gameplay of Princess Peach in Jaydes Palace was like the perfect segway to introduce Bowser.  That's all I'm going to say.  <br />
<br />
So I have some REALLY REALLY GOOD NEWS!!!!!  So the guy I hired to make the hammer animation with Mario did an EXCELLENT JOB!!!!!  It looks so flawless, and it's pretty much exactly like it would be in the games.  I paid the guy a total of &#36;90 or so to make those animations (and yes I wanted to pay him that much cause I wanted it to look almost exactly like the hammer animation in Thousand Year Door (minus the end part where Mario's boots are lifted from the ground as he slams the hammer into the ground.).  So thank you to Agam for perfecting the hardest thing for me to animate (and I honestly don't know why that is, cause when I tried animating his hammer, his head would shrink then get big, or his hands would do something odd.  So we finally have a good hammer animation, which is what I wanted!)<br />
<br />
And now, finally, the moment some of you have been waiting for:  Bowser Gameplay and Battles!  Please be patient, I have to animate his attacks as well as his Gameplay along with Kammy Koopa.  Stay tuned, you won't wanna miss this!<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Update #20<br />
<br />
</span></span></span><span style="font-size: medium;" class="mycode_size">Ok!  Now we get to play Mario on easy mode lol.  BOWSER CUTSCENE AND GAMEPLAY!!!!  I also plan on showing off Kammy Koopa's Special Ability The Dark Arts!  But for now, let's watch.  So you get to see literally the very beginning of Bowser's cutscenes, interactions, and Battles.  As far as Kammy Koopa's magic goes, even though you won't get to see her perform a move just yet in the main rooms, you will be able to see her magic during battles.  My favorite is still summon an ally, that is by far, one of the best spells Kammy can have.  So without further ado, here you go:<br />
<br />
<a href="https://drive.google.com/file/d/1CuBynWJR0xPKewt7YAujNvkGsQA0GxwF/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url"> Opening cutscene, interactions, and gameplay for Bowser!</a><br />
<br />
<br />
So, just a few smaller kind of updates:  I have decided to have every team to be separate from eachother.  What I mean by that is, Star Points, Flower Points,  and Coins are only shared between each team separately.  What I mean by that is Mario and his Partners share the Star Points, Flower Points, and Coins that they collect (and of course the Partners and Mario have their own HP that they don't share).  Same goes with Peach and her Partners and Bowser and Kammy Koopa.  In other words, once you get done with Mario's gameplay and the screen transitions to Princess Peach Gameplay, all of the Star Points, Flower Points, and Coins that Mario collected stays with Mario and his team and doesn't transfer over to Peach's team.  The only thing that all Teams share are items.  And the reason behind that is, I'm allowing every item to be collected up to 99 in the Items Menu.  If I had to do it to where only Mario and his Partners shared items, I would have to reduce the number of items down to 20 per team.  But because I coded the items to go up to 99 of one particular type of item (so like Mushrooms x 99), I decided to have you be a little more strategic in how you use the items so items are shared with everyone.  </span><br />
<br />
<span style="font-size: medium;" class="mycode_size">I also have come up with a surprise for you all.  Even though I decided to not put Action Commands in my game, I've decided to do something to make up for it.  What is it?  Well....let's just say you won't know till you play the game <img src="https://forums.mfgg.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_84" />.  <br />
<br />
And of course....I will show Kammy Koopa her magic when she uses it in the main room and not when she battles.  I have come up with a magic circle already, but because it's a 2D game, you won't actually get to see the magic circle, but you'll know where it is cause it'll show a wand icon hovering above it and you'll see magic dust particles come up from the ground indicating that Kammy Koopa can do her magic here.  <br />
<br />
Hope you enjoy it!  Thanks for your support!<br />
<br />
**Edit:  I just realized that these videos were not properly open to the public...well I went and changed all of that.  Now, you should be able to view all of my videos....if you can't, PLEASE LET ME KNOW EITHER HERE OR THROUGH A PRIVATE MESSAGE SO YOU'RE NOT WONDERING WHY YOU CAN'T ACCESS THE VIDEO SILLY!  You guys need to let me know, cause I wanna share with you what I'm doing.  Please ping me!<br />
</span><br />
<hr class="mycode_hr" />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Update #21</span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Ok, so here's another video that I'm making public...it's nothing amazing, but I thought I'd show you what Kammy's magic can do.  So, here's the first magic circle Kammy comes across (I skipped through some of the dialogue so I can show you an example of what this looks like).  It looks pretty good....I might edit some of it, cause I don't like the way it looks, might need to do another sprite animation for Bowser, cause it shows him floating but when a person floats, their legs kind of dangle.  Well his don't and it looks very unnatural.  So, I'll have to work on that.  But for now this is what I got:<br />
<br />
<a href="https://drive.google.com/file/d/1QSBXjU2_xo6Rz9wP3EnqQHlsJGaRXTu5/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Kammy's special ability The Dark Arts</a></span>]]></content:encoded>
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			<title><![CDATA[Making a Fan-Made Paper Mario game.  Question....]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3581</link>
			<pubDate>Fri, 24 Jul 2026 14:57:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2643">PaperMarioLover</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3581</guid>
			<description><![CDATA[So, I'm making a fan-made Paper Mario game.  It's called Paper Mario:  The Star Princess!  Storyline-wise this happens between the ending of Paper Mario 64 and the beginning of Paper Mario:  The Thousand Year Old Door.  It's the Paper Mario that I wish I could've played.  So far I'm not very far into the game, I only got the first level (Which isn't much of a level) done.  I'm currently working on the forest that leads to Toad Town, and Toad Town itself.  <br />
<br />
Here's a brief summary about the game:<br />
<br />
This is the Spiritual successor to Paper Mario 64. After Princess Peach celebrated her birthday at her castle, she and the Star Spirit ElderStar started making their way back to Star Haven. However enemies started to appear on the road to Star Haven, but with the help of ElderStar, Princess Peach is able to defeat them all. But then they meet up with the mysterious Sorcerous Jaydes, who stole the Star Rod from Star Haven, they immediately go into battle.<br />
Unfortunately, Jaydes wins the battle. Elderstar flees from Jaydes, and Jaydes kidnaps Princess Peach. Now it’s up to Mario and the Star Spirits to reclaim the Star Rod and defeat the evil Jaydes. This time, you get to play as 2 separate parties, Mario and Princess Peach. With Mario, you get the Star Spirits as partners. Each Star Spirit has unique movesets and take on a vital role in helping Mario.<br />
You also get to play as Princess Peach. Princess Peach is no longer the damsel in distress, she’s decided to take matters into her own hands. Princess Peach becomes friends with certain enemies in an attempt to figure out Jaydes weakness and exploit it. Each partner of Princess Peach’s has their own unique moveset, and Peach works diligently to help Mario out while trying to stop her captor Jaydes from making more bad wishes with the Star Rod.<br />
Will Mario, the Star Spirits, Peach, and her partners, will they succeed? One can only hope in Paper Mario: The Star Princess.<br />
<br />
My question is, would you play a game like this?  Be honest.  I am a beginning video game developer so the final product might not be "industry standard" but I am trying my absolute hardest for it to be enjoyable.  But would you play my game?  Why or why not?]]></description>
			<content:encoded><![CDATA[So, I'm making a fan-made Paper Mario game.  It's called Paper Mario:  The Star Princess!  Storyline-wise this happens between the ending of Paper Mario 64 and the beginning of Paper Mario:  The Thousand Year Old Door.  It's the Paper Mario that I wish I could've played.  So far I'm not very far into the game, I only got the first level (Which isn't much of a level) done.  I'm currently working on the forest that leads to Toad Town, and Toad Town itself.  <br />
<br />
Here's a brief summary about the game:<br />
<br />
This is the Spiritual successor to Paper Mario 64. After Princess Peach celebrated her birthday at her castle, she and the Star Spirit ElderStar started making their way back to Star Haven. However enemies started to appear on the road to Star Haven, but with the help of ElderStar, Princess Peach is able to defeat them all. But then they meet up with the mysterious Sorcerous Jaydes, who stole the Star Rod from Star Haven, they immediately go into battle.<br />
Unfortunately, Jaydes wins the battle. Elderstar flees from Jaydes, and Jaydes kidnaps Princess Peach. Now it’s up to Mario and the Star Spirits to reclaim the Star Rod and defeat the evil Jaydes. This time, you get to play as 2 separate parties, Mario and Princess Peach. With Mario, you get the Star Spirits as partners. Each Star Spirit has unique movesets and take on a vital role in helping Mario.<br />
You also get to play as Princess Peach. Princess Peach is no longer the damsel in distress, she’s decided to take matters into her own hands. Princess Peach becomes friends with certain enemies in an attempt to figure out Jaydes weakness and exploit it. Each partner of Princess Peach’s has their own unique moveset, and Peach works diligently to help Mario out while trying to stop her captor Jaydes from making more bad wishes with the Star Rod.<br />
Will Mario, the Star Spirits, Peach, and her partners, will they succeed? One can only hope in Paper Mario: The Star Princess.<br />
<br />
My question is, would you play a game like this?  Be honest.  I am a beginning video game developer so the final product might not be "industry standard" but I am trying my absolute hardest for it to be enjoyable.  But would you play my game?  Why or why not?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[If you were a talking plant...?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3580</link>
			<pubDate>Thu, 23 Jul 2026 19:36:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2486">SUPERBLOCK</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3580</guid>
			<description><![CDATA[So, I was sitting peacefully in my chair, not knowing what to do, when a thought crossed my mind: what if *you* were a talking plant? What would you say? A talking plant actually speaks, so you could say the most ridiculous things imaginable...  <img src="https://forums.mfgg.net/images/smilies/laugh3.gif" alt="Laughing" title="Laughing" class="smilie smilie_75" /> And also, you would be a lovely flower? What color? Would you be sarcastic? How many stems would you have...? A flower has MANY possibilities.<br />
Well, what would you say?<br />
I'll start with an example of dialogue: "Do you see that hole? Well, if you jump down there, you'll discover a treasure!"<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=524" target="_blank" title="">talking-flower-flower.gif</a> (Size: 104.2 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[So, I was sitting peacefully in my chair, not knowing what to do, when a thought crossed my mind: what if *you* were a talking plant? What would you say? A talking plant actually speaks, so you could say the most ridiculous things imaginable...  <img src="https://forums.mfgg.net/images/smilies/laugh3.gif" alt="Laughing" title="Laughing" class="smilie smilie_75" /> And also, you would be a lovely flower? What color? Would you be sarcastic? How many stems would you have...? A flower has MANY possibilities.<br />
Well, what would you say?<br />
I'll start with an example of dialogue: "Do you see that hole? Well, if you jump down there, you'll discover a treasure!"<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=524" target="_blank" title="">talking-flower-flower.gif</a> (Size: 104.2 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Post Wiki Edits on Discord]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3579</link>
			<pubDate>Tue, 21 Jul 2026 03:03:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=32">littlelum</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3579</guid>
			<description><![CDATA[It's been discussed a bit on posting edits to the wiki on the Discord, similar to how new forum threads are handled. I'm making a thread here for better documentation of the discussion.<br />
<br />
It shouldn't be difficult. One of the bots that is already on the Discord, Tatsu, has the ability to read RSS/Atom feeds. The wiki already has a feed that is generated whenever edits are made. The feed is even already formatted to look nice. All that needs to be done is configure Tatsu to read the feed and post the updates.<br />
<br />
This could potentially increase interest in the wiki, as new edits will be more public, instead of hidden behind the recent changes page, which I assume not very many people check regularly.]]></description>
			<content:encoded><![CDATA[It's been discussed a bit on posting edits to the wiki on the Discord, similar to how new forum threads are handled. I'm making a thread here for better documentation of the discussion.<br />
<br />
It shouldn't be difficult. One of the bots that is already on the Discord, Tatsu, has the ability to read RSS/Atom feeds. The wiki already has a feed that is generated whenever edits are made. The feed is even already formatted to look nice. All that needs to be done is configure Tatsu to read the feed and post the updates.<br />
<br />
This could potentially increase interest in the wiki, as new edits will be more public, instead of hidden behind the recent changes page, which I assume not very many people check regularly.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Add IPS support to the rom patcher]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3578</link>
			<pubDate>Tue, 21 Jul 2026 02:53:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=32">littlelum</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3578</guid>
			<description><![CDATA[We have a ROM patcher that supports BPS files for convenience. However, a lot of hacks still use the older IPS format. It would be nice if that one was supported as well. (And maybe XDELTA, those seem to be the big three.)]]></description>
			<content:encoded><![CDATA[We have a ROM patcher that supports BPS files for convenience. However, a lot of hacks still use the older IPS format. It would be nice if that one was supported as well. (And maybe XDELTA, those seem to be the big three.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Engines]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3577</link>
			<pubDate>Mon, 20 Jul 2026 18:47:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2638">starscape</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3577</guid>
			<description><![CDATA[Hello. I'm not quite sure what engine to use for my game. Would be a good move to create my own?   <img src="https://forums.mfgg.net/images/smilies/thinking.png" alt="Thinking" title="Thinking" class="smilie smilie_74" /> <img src="https://forums.mfgg.net/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_85" />]]></description>
			<content:encoded><![CDATA[Hello. I'm not quite sure what engine to use for my game. Would be a good move to create my own?   <img src="https://forums.mfgg.net/images/smilies/thinking.png" alt="Thinking" title="Thinking" class="smilie smilie_74" /> <img src="https://forums.mfgg.net/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_85" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How YOU can finish YOUR game]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3576</link>
			<pubDate>Thu, 16 Jul 2026 18:18:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=233">DJ Coco</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3576</guid>
			<description><![CDATA[Games are cool. It's even cooler when you make your own. And nowadays, thanks to widely accessible tools and tutorials, we see more games than ever made by amateur developers.<br />
And some of these are really good looking. But unfortunately, quite a lot of these end up going nowhere. Because creating a full game from start to finish is actually quite a daunting task; one that not inexperienced developers often underestimate.<br />
<br />
I've been there myself. I used to start lots of cool little games which unfortunately never saw the light of day. But it's a skill that can be learnt.<br />
Today I will outline what mindset I adopted, and I hope it will help some of you too. Let's get right into it.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Keep your scope realistic</span><br />
<br />
Don't overscope your game. I think this is the most common fatal flaw a lot of people commit. When concept planning, it's easy to let your mind wander and think of all the cool features you can add to your game. You might even have ideas for DLC or a sequel already! Or a spin-off, who knows...<br />
<br />
If it is your first game, keep it very small. Especially if you're still learning how to design games, you will inevitably learn so much on your journey that if you try to make a large scale project, you will have to redo a lot of the things you initially make. Because otherwise you might end up with a very poor foundation that will make further development a chore.<br />
<br />
But even for experienced programmers, I think keeping the scope in check is important. For myself, I adopted something I like to call "modular game design". It's basically structuring my games in a way that I can start small, but still expand it into something larger later.<br />
<br />
For instance for Paperball, the initial level scope was just 30 levels, which then grew into over 200. But if I had known I would have to make 200 levels from the start, the sheer workload would have been overwhelming, and the game likely would have never been made. If the worst case scenario happens and you lose all motivation and just wish to be done with the game for good, it's nice if you can still compile it into something that feels complete. And even if you don't, it's a nice feeling when you know you don't <span style="font-style: italic;" class="mycode_i">HAVE TO</span> make all the things you planned to have a complete game, and you don't have to stress about it.<br />
<br />
I understand that modular game design like this isn't always possible - for instance metroidvanias require planning out the entire game from the start. But that's also something I'd advise against making if you are not experienced with making large scale projects yet.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Set milestones and daily goals</span><br />
<br />
When making a game, it's easy to fantasize what the final product will look like. But then you look at your PC and all you have is a test scene with a white cube in it. Thinking about all the work you have ahead of you can be very overwhelming and demotivating. Gameplay and level design? Sure, that will be fun. But then there's controller support, localization, menus, cutscenes, bug fixes... the list of tedious work goes on. If you always look at everything that lies ahead of you, you might feel like the game will never get finished.<br />
<br />
The trick is not to only have the end goal in mind. Instead focus on what you can do today. When building a tower, putting down a couple of bricks a day doesn't feel like much work, but eventually the tower will be complete.<br />
<br />
<img src="https://i.imgur.com/2jW2z8Z.png" loading="lazy"  alt="[Image: 2jW2z8Z.png]" class="mycode_img" /><br />
<br />
Set daily goals and keep them realistic. The important thing is to make daily progress, regardless of how little it is. These are goals you can achieve - they don't feel overwhelming, and you will get a sense of satisfaction for completing them. And eventually, your game will be complete, regardless of how small these steps are. Everything you do moves you closer to the end goal; only stagnation does not.<br />
<br />
While on this topic, I also want to make a note about expanding your game's scope. If you add content to the game at a faster rate than you can actually create it, that's also a slippery slope. I would generally avoid expanding your scope until you are close to the end goal, to ensure your goals stay realistic.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't depend on anybody else</span><br />
<br />
Now, okay, this one is not entirely true. I'm not saying working in teams is inherently a bad idea. It can work if everyone shares the same vision and passion.<br />
But it's quite often the case you try to recruit people to take care of particular tasks for you, who don't really share the same passion for your project. This is also not inherently bad, but you should be prepared to have alternatives.<br />
<br />
There are plenty of free and paid resources available nowadays to assist you in areas outside your expertise. You can make your game yourself. Don't let anybody be your roadblock.<br />
<br />
Even if you only use placeholders, it's still better to use those than to halt development entirely. It's also easier to recruit people if you have substantial work to show, so don't let anyone stand in your way. Instead of saying "I have no graphics artist; I can't make this game" use placeholders and if your game looks interesting people will voluntarily come to you to provide graphics.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't get sidetracked</span><br />
<br />
Let's be realistic. The spark of motivation you feel when starting a project won't last. There's a chance it might, and if that happens you're in luck, but the odds are that it won't. Why is that? Because when thinking about making a game you think about all the fun things you will make. But making games is hard work. Not everything will be fun - in fact I'd argue the majority of it will be dedicated to parts that aren't particularly fun.<br />
<br />
During times like these, it's easy to think of something more fun to make instead. Many ideas will pop into your head and you begin to think - "man, shouldn't I just make this other idea instead? It seems so MUCH cooler, and I am SO motivated for that. I don't want to work on this boring platformer anymore - let's make a racing game!"<br />
<br />
The answer is <span style="font-weight: bold;" class="mycode_b">NO</span>. You should <span style="font-weight: bold;" class="mycode_b">NOT</span>.<br />
<br />
Getting sidetracked is a prime reason why many projects meet their end.<br />
<br />
"But it doesn't matter, I will make my other project instead!"<br />
No, you won't. Eventually you will realize the other project is work too - and that initial spark of motivation? You once had that for this project too. It will also fade with time. And then you will have two unfinished projects you won't have any motivation left for.<br />
<br />
If you don't want to let your ideas for the new project go to waste, write them down. Write them all down, so you can get to it when you finish your current game. Let's see how you will feel about it one month later. There's two possible outcomes:<ul class="mycode_list"><li>You will still feel motivation for the new project. That's great! In that case you will probably still be motivated when you finish your current game. No need to rush into the new one.<br />
</li>
<li>You don't care about the new idea anymore. That's also great! That means you didn't waste any effort setting up your new project, and that sticking with the current one was the right idea.<br />
</li>
</ul>
<br />
But if you absolutely NEED to explore the new idea: Do it after you finish your daily goal. Don't let your project stagnate. As long as you make steady progress, you can allow yourself to indulge into exploring new ideas after you're done. But absolutely prioritize your current project first.<br />
<br />
<br />
<br />
That's all I have to say. I hope this guide helped you in one way or another, and if not, alas.<br />
Now excuse me, I must meet my daily goals.]]></description>
			<content:encoded><![CDATA[Games are cool. It's even cooler when you make your own. And nowadays, thanks to widely accessible tools and tutorials, we see more games than ever made by amateur developers.<br />
And some of these are really good looking. But unfortunately, quite a lot of these end up going nowhere. Because creating a full game from start to finish is actually quite a daunting task; one that not inexperienced developers often underestimate.<br />
<br />
I've been there myself. I used to start lots of cool little games which unfortunately never saw the light of day. But it's a skill that can be learnt.<br />
Today I will outline what mindset I adopted, and I hope it will help some of you too. Let's get right into it.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Keep your scope realistic</span><br />
<br />
Don't overscope your game. I think this is the most common fatal flaw a lot of people commit. When concept planning, it's easy to let your mind wander and think of all the cool features you can add to your game. You might even have ideas for DLC or a sequel already! Or a spin-off, who knows...<br />
<br />
If it is your first game, keep it very small. Especially if you're still learning how to design games, you will inevitably learn so much on your journey that if you try to make a large scale project, you will have to redo a lot of the things you initially make. Because otherwise you might end up with a very poor foundation that will make further development a chore.<br />
<br />
But even for experienced programmers, I think keeping the scope in check is important. For myself, I adopted something I like to call "modular game design". It's basically structuring my games in a way that I can start small, but still expand it into something larger later.<br />
<br />
For instance for Paperball, the initial level scope was just 30 levels, which then grew into over 200. But if I had known I would have to make 200 levels from the start, the sheer workload would have been overwhelming, and the game likely would have never been made. If the worst case scenario happens and you lose all motivation and just wish to be done with the game for good, it's nice if you can still compile it into something that feels complete. And even if you don't, it's a nice feeling when you know you don't <span style="font-style: italic;" class="mycode_i">HAVE TO</span> make all the things you planned to have a complete game, and you don't have to stress about it.<br />
<br />
I understand that modular game design like this isn't always possible - for instance metroidvanias require planning out the entire game from the start. But that's also something I'd advise against making if you are not experienced with making large scale projects yet.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Set milestones and daily goals</span><br />
<br />
When making a game, it's easy to fantasize what the final product will look like. But then you look at your PC and all you have is a test scene with a white cube in it. Thinking about all the work you have ahead of you can be very overwhelming and demotivating. Gameplay and level design? Sure, that will be fun. But then there's controller support, localization, menus, cutscenes, bug fixes... the list of tedious work goes on. If you always look at everything that lies ahead of you, you might feel like the game will never get finished.<br />
<br />
The trick is not to only have the end goal in mind. Instead focus on what you can do today. When building a tower, putting down a couple of bricks a day doesn't feel like much work, but eventually the tower will be complete.<br />
<br />
<img src="https://i.imgur.com/2jW2z8Z.png" loading="lazy"  alt="[Image: 2jW2z8Z.png]" class="mycode_img" /><br />
<br />
Set daily goals and keep them realistic. The important thing is to make daily progress, regardless of how little it is. These are goals you can achieve - they don't feel overwhelming, and you will get a sense of satisfaction for completing them. And eventually, your game will be complete, regardless of how small these steps are. Everything you do moves you closer to the end goal; only stagnation does not.<br />
<br />
While on this topic, I also want to make a note about expanding your game's scope. If you add content to the game at a faster rate than you can actually create it, that's also a slippery slope. I would generally avoid expanding your scope until you are close to the end goal, to ensure your goals stay realistic.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't depend on anybody else</span><br />
<br />
Now, okay, this one is not entirely true. I'm not saying working in teams is inherently a bad idea. It can work if everyone shares the same vision and passion.<br />
But it's quite often the case you try to recruit people to take care of particular tasks for you, who don't really share the same passion for your project. This is also not inherently bad, but you should be prepared to have alternatives.<br />
<br />
There are plenty of free and paid resources available nowadays to assist you in areas outside your expertise. You can make your game yourself. Don't let anybody be your roadblock.<br />
<br />
Even if you only use placeholders, it's still better to use those than to halt development entirely. It's also easier to recruit people if you have substantial work to show, so don't let anyone stand in your way. Instead of saying "I have no graphics artist; I can't make this game" use placeholders and if your game looks interesting people will voluntarily come to you to provide graphics.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't get sidetracked</span><br />
<br />
Let's be realistic. The spark of motivation you feel when starting a project won't last. There's a chance it might, and if that happens you're in luck, but the odds are that it won't. Why is that? Because when thinking about making a game you think about all the fun things you will make. But making games is hard work. Not everything will be fun - in fact I'd argue the majority of it will be dedicated to parts that aren't particularly fun.<br />
<br />
During times like these, it's easy to think of something more fun to make instead. Many ideas will pop into your head and you begin to think - "man, shouldn't I just make this other idea instead? It seems so MUCH cooler, and I am SO motivated for that. I don't want to work on this boring platformer anymore - let's make a racing game!"<br />
<br />
The answer is <span style="font-weight: bold;" class="mycode_b">NO</span>. You should <span style="font-weight: bold;" class="mycode_b">NOT</span>.<br />
<br />
Getting sidetracked is a prime reason why many projects meet their end.<br />
<br />
"But it doesn't matter, I will make my other project instead!"<br />
No, you won't. Eventually you will realize the other project is work too - and that initial spark of motivation? You once had that for this project too. It will also fade with time. And then you will have two unfinished projects you won't have any motivation left for.<br />
<br />
If you don't want to let your ideas for the new project go to waste, write them down. Write them all down, so you can get to it when you finish your current game. Let's see how you will feel about it one month later. There's two possible outcomes:<ul class="mycode_list"><li>You will still feel motivation for the new project. That's great! In that case you will probably still be motivated when you finish your current game. No need to rush into the new one.<br />
</li>
<li>You don't care about the new idea anymore. That's also great! That means you didn't waste any effort setting up your new project, and that sticking with the current one was the right idea.<br />
</li>
</ul>
<br />
But if you absolutely NEED to explore the new idea: Do it after you finish your daily goal. Don't let your project stagnate. As long as you make steady progress, you can allow yourself to indulge into exploring new ideas after you're done. But absolutely prioritize your current project first.<br />
<br />
<br />
<br />
That's all I have to say. I hope this guide helped you in one way or another, and if not, alas.<br />
Now excuse me, I must meet my daily goals.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kumbaya, my lor-ed]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3575</link>
			<pubDate>Wed, 15 Jul 2026 23:44:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=192">fireball3k</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3575</guid>
			<description><![CDATA[Someone's dyin, my Lor-ed, a-Kumbaya<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/sbQFDi9tzzU" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Someone's dyin, my Lor-ed, a-Kumbaya<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/sbQFDi9tzzU" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MFGG Group Photo]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3566</link>
			<pubDate>Mon, 13 Jul 2026 15:00:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=32">littlelum</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3566</guid>
			<description><![CDATA[<img src="https://i.postimg.cc/26FGtTXN/groupphoto.png" loading="lazy"  alt="[Image: groupphoto.png]" class="mycode_img" /><br />
<br />
I think it would be fun to do something that hasn't been done since MFGG's first anniversary: an official group photo! Back on the one year mark, the forum banner was changed to an image that contained a bunch of members. This is what it looked liked:<br />
<img src="https://wiki.mfgg.net/images/d/d2/Banner1.gif" loading="lazy"  alt="[Image: Banner1.gif]" class="mycode_img" /><br />
<br />
I think it would be fun if we did that for the 25th anniversary! Here's how it's going to work:<br />
<br />
Everyone who wants to participate will submit artwork of themselves. It can be an OC, a self portrait, or whatever. However you want yourself to be represented as. Then, I will compile all the submissions into a single image with everyone on it. That's it! This isn't intended to be an elaborate artistic masterpiece or anything, rather it's intended to simply be a fun way to commemorate the occasion.<br />
<br />
Some other things that you may want to consider:<br />
<br />
Anyone who considers themselves to be a member of MFGG, past of present, may participate. This includes the forum, Discord, and the mainsite.<br />
<br />
There are no style restrictions or guidelines, so you can basically do whatever. As long as it follows the site rules, of course. However, I am planning on making the final image around 1080 resolution, so you may want to keep that in mind.<br />
<br />
If you don't want to create a brand new piece of art, you may re-use an older one. I'd rather someone submit an existing image than not participate because they feel like they don't have the time or energy to participate.<br />
<br />
If you get their permission, you may submit artwork that someone else made of you.<br />
<br />
Similarly, you may draw another member on their behalf, if you get their permission.<br />
<br />
Each member can only appear once in the final photo. This does not affect how many submissions an artist may make.<br />
<br />
I may resize your submission if it is too big or small. This is most likely to happen if your submission is a full HD resolution image.<br />
<br />
There is a possibility that submissions may end up overlapping each other.<br />
<br />
Although not necessary, I would appreciate it if submissions had a transparent background. If the background is messy or complex, I may unintentionally botch the background removal, so please keep that in mind.<br />
<br />
You do not need to submit via the forums if you don't want to. The important thing is that I get your submission.<br />
<br />
If anyone want to submit a logo or a background, feel free to do so. Otherwise, I can put something together.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The deadline will be July 31.</span> Once the deadline has passed, then I will assemble the submissions together.<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Spoiler</a></div><div class="spoiler_body" style="display: none;">
This is a list for myself, containing everyone whose submissions I have collected in alphabetical order:<br />
DeltagRunag<br />
DJ Coco<br />
Dodon Argustius<br />
DogToon64<br />
Glacial<br />
AGuyCalledKlaz<br />
Klug<br />
KrystalPhantasm<br />
Juice<br />
Littlelum<br />
Louis Paul<br />
Matrix<br />
NesMario123<br />
Nowhere Man<br />
OddieTheRock<br />
Oscar_106<br />
SonicKade2048<br />
SUPERBLOCK<br />
The Dark Warrior<br />
The Idiot Next Door<br />
Vert<br />
VinnyVideo<br />
Wasabi<br />
Wik</div></div>]]></description>
			<content:encoded><![CDATA[<img src="https://i.postimg.cc/26FGtTXN/groupphoto.png" loading="lazy"  alt="[Image: groupphoto.png]" class="mycode_img" /><br />
<br />
I think it would be fun to do something that hasn't been done since MFGG's first anniversary: an official group photo! Back on the one year mark, the forum banner was changed to an image that contained a bunch of members. This is what it looked liked:<br />
<img src="https://wiki.mfgg.net/images/d/d2/Banner1.gif" loading="lazy"  alt="[Image: Banner1.gif]" class="mycode_img" /><br />
<br />
I think it would be fun if we did that for the 25th anniversary! Here's how it's going to work:<br />
<br />
Everyone who wants to participate will submit artwork of themselves. It can be an OC, a self portrait, or whatever. However you want yourself to be represented as. Then, I will compile all the submissions into a single image with everyone on it. That's it! This isn't intended to be an elaborate artistic masterpiece or anything, rather it's intended to simply be a fun way to commemorate the occasion.<br />
<br />
Some other things that you may want to consider:<br />
<br />
Anyone who considers themselves to be a member of MFGG, past of present, may participate. This includes the forum, Discord, and the mainsite.<br />
<br />
There are no style restrictions or guidelines, so you can basically do whatever. As long as it follows the site rules, of course. However, I am planning on making the final image around 1080 resolution, so you may want to keep that in mind.<br />
<br />
If you don't want to create a brand new piece of art, you may re-use an older one. I'd rather someone submit an existing image than not participate because they feel like they don't have the time or energy to participate.<br />
<br />
If you get their permission, you may submit artwork that someone else made of you.<br />
<br />
Similarly, you may draw another member on their behalf, if you get their permission.<br />
<br />
Each member can only appear once in the final photo. This does not affect how many submissions an artist may make.<br />
<br />
I may resize your submission if it is too big or small. This is most likely to happen if your submission is a full HD resolution image.<br />
<br />
There is a possibility that submissions may end up overlapping each other.<br />
<br />
Although not necessary, I would appreciate it if submissions had a transparent background. If the background is messy or complex, I may unintentionally botch the background removal, so please keep that in mind.<br />
<br />
You do not need to submit via the forums if you don't want to. The important thing is that I get your submission.<br />
<br />
If anyone want to submit a logo or a background, feel free to do so. Otherwise, I can put something together.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The deadline will be July 31.</span> Once the deadline has passed, then I will assemble the submissions together.<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Spoiler</a></div><div class="spoiler_body" style="display: none;">
This is a list for myself, containing everyone whose submissions I have collected in alphabetical order:<br />
DeltagRunag<br />
DJ Coco<br />
Dodon Argustius<br />
DogToon64<br />
Glacial<br />
AGuyCalledKlaz<br />
Klug<br />
KrystalPhantasm<br />
Juice<br />
Littlelum<br />
Louis Paul<br />
Matrix<br />
NesMario123<br />
Nowhere Man<br />
OddieTheRock<br />
Oscar_106<br />
SonicKade2048<br />
SUPERBLOCK<br />
The Dark Warrior<br />
The Idiot Next Door<br />
Vert<br />
VinnyVideo<br />
Wasabi<br />
Wik</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Add a max height to avatars]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3565</link>
			<pubDate>Mon, 13 Jul 2026 08:30:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=434">Vert</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3565</guid>
			<description><![CDATA[I mean, this is a bit silly, isn't it...<br />
<br />
<img src="https://media.discordapp.net/attachments/561291340193988608/1526143719781175437/image.png?ex=6a55f399&amp;is=6a54a219&amp;hm=6485f517eb44b114ec41c253b8dc22c5a152eb5cb13f30b7966cf929a155273a&amp;=&amp;format=webp&amp;quality=lossless&amp;width=1595&amp;height=864" loading="lazy"  alt="[Image: image.png?ex=6a55f399&amp;is=6a54a219&amp;hm=648...height=864]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[I mean, this is a bit silly, isn't it...<br />
<br />
<img src="https://media.discordapp.net/attachments/561291340193988608/1526143719781175437/image.png?ex=6a55f399&amp;is=6a54a219&amp;hm=6485f517eb44b114ec41c253b8dc22c5a152eb5cb13f30b7966cf929a155273a&amp;=&amp;format=webp&amp;quality=lossless&amp;width=1595&amp;height=864" loading="lazy"  alt="[Image: image.png?ex=6a55f399&amp;is=6a54a219&amp;hm=648...height=864]" class="mycode_img" />]]></content:encoded>
		</item>
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