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Author Topic: Koopa Kingdom Escape (New Demo 12/27/2014)  (Read 71468 times)

Jorpho

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Re: Project Mario Adventure 3
« Reply #80 on: November 22, 2013, 12:09:14 am »
Man, you must be one serious 6502 guru to get all this done.

Won't too many rotating blocks on one horizontal scanline cause flickering?

http://www.youtube.com/watch?v=jBgJR3jhBaw
There's only audio for this one.
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CyberFox

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Re: Project Mario Adventure 3
« Reply #81 on: November 22, 2013, 01:18:04 am »
How about a Disco World
with Vinyl (Record) throwing Koopa Football Players and Fro Goombas?

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #82 on: November 22, 2013, 05:59:25 am »
I like the addition of the Yoshi's Island-esque falling Chomps, but the appearance of just a zoomed in sprite appears to clash with the rest of the art.

I agree, I think I ultimately left them like that temporarily until I took the time to scale them properly.

Man, you must be one serious 6502 guru to get all this done.

Won't too many rotating blocks on one horizontal scanline cause flickering?
There's only audio for this one.

Nope, the game actually just replaces the block with an animated tile rather than a sprite. There's a set of timers used to replace those blocks at the specific x/y coordinates. This same code is used to produce the lit candles that go out.

Celice

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Re: Project Mario Adventure 3
« Reply #83 on: November 22, 2013, 04:21:18 pm »
Can we get a link to the facebook thing you mentioned? I'd like to follow this  :thumbsup:

There's only audio for this one.
I get video, but I also don't get playback unless I choose a lower video quality. YouTube's been real finicky for me after the Google+ integration :(

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #84 on: November 22, 2013, 04:35:54 pm »

Jorpho

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Re: Project Mario Adventure 3
« Reply #85 on: November 23, 2013, 01:57:17 am »
I get video, but I also don't get playback unless I choose a lower video quality. YouTube's been real finicky for me after the Google+ integration :(
How odd; it worked when I switched to Internet Explorer (in which I was not logged in).
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Zoinkity

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Re: Project Mario Adventure 3
« Reply #86 on: November 23, 2013, 11:23:55 am »
Excellent work!  Tripwire cannons are neat ;*)

Love the exploding koopa shells!  Mario Land was one of my favorite games (powerball!), and even just a tiny homage is nice to see. 
Do the exploding koopa shells clear blocks too, like a bomb would?

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #87 on: November 23, 2013, 11:28:25 am »
Do the exploding koopa shells clear blocks too, like a bomb would?

Yup.

Mirby

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Re: Project Mario Adventure 3
« Reply #88 on: November 23, 2013, 01:26:29 pm »
Ah sweet this is still alive. So happy to see these updates.

Lenophis

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Re: Project Mario Adventure 3
« Reply #89 on: November 23, 2013, 01:47:17 pm »
I'm a little worried about the blackout-theme levels. You have absolutely no reference or idea as to where a candle could be, and the player could spend a lot of time looking for it, and you need fire power to light it. I can see this as being a very frustrating point for players.


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DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #90 on: November 23, 2013, 07:55:11 pm »
I'm a little worried about the blackout-theme levels. You have absolutely no reference or idea as to where a candle could be, and the player could spend a lot of time looking for it, and you need fire power to light it. I can see this as being a very frustrating point for players.

I'm way ahead of ya. Most of the candles will be along the ground so that a stray fireball could easily ignite it, not to mention there are at least two candles on screen at any time. So while the screen may go dark on the player, if they just light candles continuously, they shouldn't have a problem.

HOWEVER... if during the beta testing this theme is a common issue and frustration, I will simple adjust the mechanic until the difficulty is reasonable :)

Celice

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Re: Project Mario Adventure 3
« Reply #91 on: November 25, 2013, 03:17:58 pm »
http://www.youtube.com/watch?v=1uyI4BMhG_M

The latest video looks real cool, as always! I keep getting reminded of the zombie Wario from one of the Wario Land games... maybe you can implement some level design around that?

mrrichard999

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Re: Project Mario Adventure 3
« Reply #92 on: November 26, 2013, 10:07:51 am »
Awesome changes! Cant wait for the release!

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #93 on: January 12, 2014, 10:11:22 am »
It's finally ready! The second demo for Mario Adventure 3 is ready to play! This demo basically includes all of World 1 but lacks a lot of things that are yet to be shown off. I won't even begin to go into all the changes, just play it and hopefully you enjoy it!











Click here to download manual and patches for SMB3 PRG0 and PRG1

Da_GPer

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Re: Project Mario Adventure 3
« Reply #94 on: January 12, 2014, 04:47:13 pm »
Wow! Do I see some Super Mario Bros 2 in there? :D I so cant wait to play this game!

w7n

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Re: Project Mario Adventure 3
« Reply #95 on: January 13, 2014, 08:37:03 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.
« Last Edit: January 13, 2014, 08:48:27 am by w7n »

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #96 on: January 13, 2014, 09:54:44 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.

This is not intentional. You're actually supposed to destroy the mushroom by jumping on it (or throwing a fireball, shell, etc at it). Going back up the pipe wasn't supposed to be possible.

Lenophis

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Re: Project Mario Adventure 3
« Reply #97 on: January 13, 2014, 03:16:52 pm »
Ok, after doing a test at the request of KP9000, I've come up with the following:

The waterfall level with the spinies needs work. The current is too strong, and some of the jumps are rather difficult.
The poison mushroom didn't spawn right away in one of the later levels (you need to hit a P-switch just before it), I'm guessing there was a sprite overflow/cap that was hit.
A couple of times I hit a spinning block and took damage/died. Similar events happened with normal blocks.
Big Bertha's castle: If you hold left while entering the level, you auto-die because you get stuck in the pipe.

I did not beat Big Bertha. Seven attempts landed me one hit on it, at which point I gave up.

I will say that I do like the level design of this, although it took me a while to get used to SMB3's physics again. Look forward to more releases. :woot!:


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Drakon

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Re: Project Mario Adventure 3
« Reply #98 on: January 14, 2014, 01:54:25 pm »
Just downloaded this, talk about amazing!  The only way this could be more perfect is having a new music score.

Zoinkity

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Re: Project Mario Adventure 3
« Reply #99 on: January 15, 2014, 04:59:15 pm »
One little grievence has to do with frozen water.  If you swim under a spot you froze and hit your head on it, you'll take damage.  Any way you can do the "pass through this block" thing with that, or at least not get hurt?