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Super Mario ReTurns, Spriters, coders, composers needed.
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 Post subject: Super Mario ReTurns
PostPosted: Thu May 18, 2017 2:57 am 
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A few weeks ago, I was playing Super Mario Flashback. I was amazed by the "time travel" idea. So I came up with something similar, yet completely different. This concept uses time travel almost all the time. How? BY THE POWER OF THE STOPWATCH!!! So you have a stopwatch at the bottom-left of the screen. You use the mouse to either turn hands or stop it. This game shall have a futuristic yet ancient feel. Tell me watcha think!


EDITTIME: This will be in Mit's Super Mario Big Five Oh style. (For now)

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 Post subject: Re: Super Mario ReTurns
PostPosted: Thu May 18, 2017 5:38 am 
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I don't get it. Is this a platformer? Is it a Mario-styled platformer? If so, why are you implementing mouse input when two hands would be busy moving and jumping?

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 Post subject: Re: Super Mario ReTurns
PostPosted: Thu May 18, 2017 5:52 am 
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Oh.

The idea sounds like it could be somewhat interesting but there are several issues with it. First of all, forcing people to use mouse will probably break the pace of the gameplay horribly. Even if you design the controls around that it will still feel awkward. Also, while the idea is interesting it's pointless if the levels and gimmicks aren't designed around it, and doing that isn't an easy task. It also won't be easy to implement a complex system like this, assuming that you're new to fangame development.

I suggest you to come up with a simpler, but similar idea. Like stopwatch powerups that allow you to either slow down or stop the enemies. Or giving the ability to Mario by default but limiting it somehow.

Anyways, good luck with your project. I'm glad I could inspire someone to make a fangame.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Thu May 18, 2017 6:05 am 
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A platformer about time manipulation?

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What a novel idea.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Thu May 18, 2017 10:14 am 
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@Willsaber Yes, it will be 2d platforming and I figured a while ago that it would be better to have one key turn back, one turn forward, and one stop time.
@Magnemania lolol
@Mors Well, Flashback is awesome and I wish you luck in the future. No worries, mate!

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 11:55 am 
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The t in returns isn't capital. If that was a "pun", then it's lazier than any of Aaron weeber's jokes.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 12:21 pm 
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Thatgamerguy2234 wrote:
The t in returns isn't capital. If that was a "pun", then it's lazier than any of Aaron weeber's jokes.

I don't know, I think the pun is alright. It's not brilliant or anything, but it's a serviceable title.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 12:33 pm 
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Willsaber wrote:
Thatgamerguy2234 wrote:
The t in returns isn't capital. If that was a "pun", then it's lazier than any of Aaron weeber's jokes.

I don't know, I think the pun is alright. It's not brilliant or anything, but it's a serviceable title.

The t is meant to show the word Turns (as in turning clock hands). :biggrin:

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 12:56 pm 
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luigiman wrote:
Willsaber wrote:
Thatgamerguy2234 wrote:
The t in returns isn't capital. If that was a "pun", then it's lazier than any of Aaron weeber's jokes.

I don't know, I think the pun is alright. It's not brilliant or anything, but it's a serviceable title.

The t is meant to show the word Turns (as in turning clock hands). :biggrin:

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Being real for a minute, though, if you want a game that involves a title with a pun, it needs to be more...well, punny. Just saying ReTurns isn't a good pun. If it was ReTurns in time, then it would be slightly funnier.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 12:58 pm 
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Thatgamerguy2234 wrote:
If it was ReTurns in time, then it would be slightly funnier.

That would not be funnier, that would be wordier and wouldn't even make sense. :nope:

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:02 pm 
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Thatgamerguy2234 wrote:
luigiman wrote:
The t is meant to show the word Turns (as in turning clock hands). :biggrin:

-epic zoidberg image macro lol!!!!!!!!!!-
Being real for a minute, though, if you want a game that involves a title with a pun, it needs to be more...well, punny. Just saying ReTurns isn't a good pun. If it was ReTurns in time, then it would be slightly funnier.

yeah, like such a name is necessary to begin with

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:02 pm 
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Thatgamerguy2234 wrote:
luigiman wrote:
Willsaber wrote:
I don't know, I think the pun is alright. It's not brilliant or anything, but it's a serviceable title.

The t is meant to show the word Turns (as in turning clock hands). :biggrin:

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Being real for a minute, though, if you want a game that involves a title with a pun, it needs to be more...well, punny. Just saying ReTurns isn't a good pun. If it was ReTurns in time, then it would be slightly funnier.

It wasn't meant to be a pun. :blank:

Getting back to ACTUAL game concept now....
Basically, Bowser kidnaps Peach and escapes through time, searching to destroy Mario's younger self. E.Gadd gives Mario the Temperal Stopwatch. This will be an open-world 2D game in which you use the Stopwatch to change the environment, e.g going to the past to unblock a rockslide or going to the future to get the BowserBot armor (Nothing here is final(I got BowserBot armor from Kirby: Planet Robobot)). My OTHER projects I took on alone, which resulted in almost BREAKING GameMaker Studio, which is why I would like a small team. (Takes in breath.) I'm done for now. :tired:

YAYEDITS: PM me if you want to apply for either coding, spriting or composing.


Last edited by SilverVortex on Fri May 19, 2017 1:14 pm, edited 2 times in total.
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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:05 pm 
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Thatgamerguy2234 wrote:
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Being real for a minute, though, if you want a game that involves a title with a pun, it needs to be more...well, punny. Just saying ReTurns isn't a good pun. If it was ReTurns in time, then it would be slightly funnier.

Calm down.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:16 pm 
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HylianDev wrote:
Thatgamerguy2234 wrote:
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Being real for a minute, though, if you want a game that involves a title with a pun, it needs to be more...well, punny. Just saying ReTurns isn't a good pun. If it was ReTurns in time, then it would be slightly funnier.

Calm down.

I am calm, I just feel like some people just don't get why puns work.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:24 pm 
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Thatgamerguy2234 wrote:
I am calm, I just feel like some people just don't get why puns work.

Your suggestion lacks an understanding of comedic timing.

luigiman wrote:
This will be an open-world 2D game

Open world sidescrollers don't work well. Open world games require a great freedom of movement to work well, which is why they're mostly 3D games or isometric games. Sidescrollers usually don't give you a great degree of freedom in movement, especially not platformers. Birdboy is something of an exception, but even that's not as unrestricted as Minecraft.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:28 pm 
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luigiman wrote:
This will be an open-world 2D game

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Open world sidescrollers don't work well. Open world games require a great freedom of movement to work well, which is why they're mostly 3D games or isometric games. Sidescrollers usually don't give you a great degree of freedom in movement, especially not platformers. Birdboy is something of an exception, but even that's not as unrestricted as Minecraft.

Good point, but as I said, I need a small team. Teams can make anything happen.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:41 pm 
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luigiman wrote:
Good point, but as I said, I need a small team. Teams can make anything happen.

This isn't a matter of having the manpower to make it happen, this is a matter of the design being fundamentally flawed. Sidescrollers and Vertscrollers just work better as linear games.

luigiman wrote:
Good point, but as I said, I need a small team. Teams can make anything happen.

I should mention, though, that teams cannot make anything happen. Especially amateur teams. I've worked on a bunch of team projects, and I can assure you that if your project is very ambitious, team members probably won't stick around to the end if the team size isn't 10+ members. Splitting up the workload is very difficult too, because different team members will only be able or willing to do different amounts of work, which can seem unfair.

viewtopic.php?f=26&t=20049
This team (18 contributors as of now) is currently focusing on establishing the team structure for the sake of balancing the workload fairly. Even this team of 18 is constantly fretting about making the game too ambitious, and 18 is massive for a fangame! It's best to keep your project manageable for a single person, and just have a team divide the workload.

Also keep in mind that you are extremely unlikely to get a team together until you've already made an impressive proof of concept for your game.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:54 pm 
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Thanks for advice, Willsaber. I now know it should be best to make some of the game first, then ask for a team.

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 1:58 pm 
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What if you named your game Super Mario Flashback, oh wait...

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 Post subject: Re: Super Mario ReTurns
PostPosted: Fri May 19, 2017 2:00 pm 
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CatoNator wrote:
What if you named your game Super Mario Flashback, oh wait...

Before you say anything, I do not want to clone Super Mario Flashback. :blank: . This game will turn time forward as well as back.

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