11-29-2019, 08:34 PM
(This post was last modified: 11-29-2019, 09:51 PM by Princess Peach.)
Just to let anyone know who's viewing the thread, I may end up having to upload the demos a bit later than planned. I did inform y'all that this upload may be a little late, so I'm sorry if this was of any sort of inconvenience to you.
Welp, I've finally gotten the files uploaded. The demo is now ready to play.
Version: 0.0.0 (Development (Period))
Unfortunately, I wasn't exactly able to upload this on time; I'm pretty late for this one. But better late than never, they say, and this is especially so with this project, at least for me. Also, the aforementioned dev blog post won't be showing up until tomorrow, on Saturday, so it'll be especially late. Hopefully, I can get it up on time next Friday.
There's actually two versions of this project available. One is the Default variant, which is Super Princess Peach. The other is the Super Mario Brothers style, which the original Mario Multiverse's default style itself is. So therefore, there are technically two versions of this project version available, each with the distinctive games styles as mentioned before. The links also include the raw Godot files you can import into your copy of Godot yourselves to examine the project yourself, or you can even contribute to it if you have the skill.
I should mention there are a few "problems" with it that will certainly be fixed in the near future. One is that the sliding sprite is "off" in-game, but that's only because I forgot to set it "to scale" so it could line up with the rest of the sprites. I made them 64x64 because some animations, the Parasol swing attack animation in particular, required an absurd amount of size just so she could fit in the space required, so at least one sprite is off, unfortunately. Another issue is the lack of jump and fall animations, but I'll certainly get those finished in the next version at earliest. Other than those animation bugs, everything works perfectly technically, so this project would definitely be "shippable".
I've forgotten to add a certain move, and that was walking (pacing), or slow walking. I'll certainly add that in the next update.
Both stages of both variants are representations of what levels could look like in PPMV. Although very basic constructions, I still feel like they serve this general purpose, so they should work as that for y'all.
The links will be down below starting after this paragraph. The SMB SPP Peach sprite is there because the SMB variant doesn't have that Peach style variant yet, and the sprites would take too long to work on in the meantime. For now, just imagine it as part of the style itself. I'll provide you the controls after showing these links. So here they are:
PPMV - Default:
https://drive.google.com/file/d/1x2sm18g...sp=sharing
SMB Style:
https://drive.google.com/file/d/1XfTzQnB...sp=sharing
Raw Godot file(s):
https://drive.google.com/file/d/1KoYYrJp...sp=sharing
Screenshots:
Controls:
Oh, and as one more thing, I've turned VSync in this project off to allow for the 60 FPS. Your performance with this project may vary, regardless. If you feel this needs to be changed, please inform me. Thanks.
Please let me know of any bugs or glitches you find in the games themselves. Any feedback would really be appreciated. Thank you.
Welp, I've finally gotten the files uploaded. The demo is now ready to play.
Version: 0.0.0 (Development (Period))
Unfortunately, I wasn't exactly able to upload this on time; I'm pretty late for this one. But better late than never, they say, and this is especially so with this project, at least for me. Also, the aforementioned dev blog post won't be showing up until tomorrow, on Saturday, so it'll be especially late. Hopefully, I can get it up on time next Friday.
There's actually two versions of this project available. One is the Default variant, which is Super Princess Peach. The other is the Super Mario Brothers style, which the original Mario Multiverse's default style itself is. So therefore, there are technically two versions of this project version available, each with the distinctive games styles as mentioned before. The links also include the raw Godot files you can import into your copy of Godot yourselves to examine the project yourself, or you can even contribute to it if you have the skill.
I should mention there are a few "problems" with it that will certainly be fixed in the near future. One is that the sliding sprite is "off" in-game, but that's only because I forgot to set it "to scale" so it could line up with the rest of the sprites. I made them 64x64 because some animations, the Parasol swing attack animation in particular, required an absurd amount of size just so she could fit in the space required, so at least one sprite is off, unfortunately. Another issue is the lack of jump and fall animations, but I'll certainly get those finished in the next version at earliest. Other than those animation bugs, everything works perfectly technically, so this project would definitely be "shippable".
I've forgotten to add a certain move, and that was walking (pacing), or slow walking. I'll certainly add that in the next update.
Both stages of both variants are representations of what levels could look like in PPMV. Although very basic constructions, I still feel like they serve this general purpose, so they should work as that for y'all.
The links will be down below starting after this paragraph. The SMB SPP Peach sprite is there because the SMB variant doesn't have that Peach style variant yet, and the sprites would take too long to work on in the meantime. For now, just imagine it as part of the style itself. I'll provide you the controls after showing these links. So here they are:
PPMV - Default:
https://drive.google.com/file/d/1x2sm18g...sp=sharing
SMB Style:
https://drive.google.com/file/d/1XfTzQnB...sp=sharing
Raw Godot file(s):
https://drive.google.com/file/d/1KoYYrJp...sp=sharing
Screenshots:
Controls:
- Arrow Keys: Movement
- Down while running: Slide
- X: Jump
- Z: Swing Perry Parasol
- You cannot move while pressing down, but if you were moving, you can slide.
Oh, and as one more thing, I've turned VSync in this project off to allow for the 60 FPS. Your performance with this project may vary, regardless. If you feel this needs to be changed, please inform me. Thanks.
Please let me know of any bugs or glitches you find in the games themselves. Any feedback would really be appreciated. Thank you.