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Re: superuli [Re: ] #362593
03/08/11 20:22
03/08/11 20:22

M
mercuryus OP
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*note (while creating the first real level)* I'm following damocles_ idea to reduce the walking/running speed and the jump forces for a better handling.
I also shrink the blocks (to original "mario" size) - it's a better gameplay!
*/note*

Re: superuli [Re: ] #362667
03/09/11 00:16
03/09/11 00:16
Joined: Jul 2008
Posts: 1,178
England
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MrGuest Offline
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Joined: Jul 2008
Posts: 1,178
England
Good fix, found 2 new bugs but can't screen shot them as you've disabled window mode

1) on the highscore i jumped exactly 5 meters and showed up as just "5" rather than "5.000"

2) his hair changed colour with black stripes in when jumping under the first set of blocks in the test level to get the coins

other than that plays really well grin

Re: superuli [Re: MrGuest] #362679
03/09/11 05:08
03/09/11 05:08

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mercuryus OP
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the first thing is easy - will be fixed.
the second is the awefull shadow system on 3dgs.

Don't know why. the player entity has the CAST flag set.
I will see if i can figure out whats the problem here.

I hope the first world (with some levels) will be get ready next weekend...

Re: superuli [Re: ] #362777
03/09/11 16:45
03/09/11 16:45
Joined: Apr 2008
Posts: 2,488
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Posts: 2,488
Really good start laugh

Like alrady said , you need to change the method of control
of the character !

You'll have to later improve the textures of your level blocks ! Some are too much brighter like wall blocks , and
the blocks with stars are too much dark !

Try to make some global brightness for all textures of blocks !



Keep it up !

Re: superuli [Re: ratchet] #362889
03/09/11 21:54
03/09/11 21:54

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mercuryus OP
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*sight* ...Yes ... Nintendo ... 100's of designer, artists and coder (with a superbe engine a lot of time and ca$h) ... against me laugh (with this rotten 3dgs tongue )

But I uploaded a new version with several changes.

* motion behavior has changes a bit (slower) (online highscores reset)
* the first level of the first world is done
* inworld level change (sublevels e.g. by tubes, teleporters)
* user defined control settings (and saving/loading of cause)
* 3 big coins per level to search for
* and - uhh yes - the level end flag

beta testers welcome - please report bugs/suggestions/ideas/...




Re: superuli [Re: ] #362922
03/10/11 03:31
03/10/11 03:31
Joined: Dec 2009
Posts: 256
USA , NY
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Posts: 256
USA , NY
very nice first level. i liked it a lot. the second tube world was hard and i kept dieing took me about 7 tries before i got it. but it was well layed out. perhaps a high score table for the level? that would make things interesting laugh keep it up

*EDIT - how bout a mushroom to make uli grow?

Last edited by msmith2468; 03/10/11 03:33.

Mikes Wicked Games

www.mikeswickedgames.com
Re: superuli [Re: msmith2468] #362928
03/10/11 06:19
03/10/11 06:19

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mercuryus OP
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There is a highscore for/after each world planned.
Before i implement it i need the scoring system (after each level).
At the end of each world (~3-5 level) with a boss enemy in the last level the total world scoring will be send to a online highscore.

with the second sublevel i wanted to introduce the cool 3D-level-rotation. But it's going to confuse the player (not only you wink - maybe I'll make this 3D-level-rotation later in the second level and more easy for the first step?! I have to wait for the reply of my beta testers...

"how bout a mushroom to make uli grow?": yes that's already implemented (and several other enemies, objects (keys), moves for uli (climb, swim, ...), etc. (but I don't want to show all these things in the first techdemo)

superuli [Re: ] #363094
03/10/11 22:04
03/10/11 22:04

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Now with level scoring and world online highscore!







Re: superuli [Re: ] #363199
03/11/11 15:14
03/11/11 15:14

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mercuryus OP
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update:

new (own) sound effects
new song
movement slightly justified (for better handling)
smaller changes in the leveldesign
new behvior for the yellows
recharge object (banana)
point calculation optimized (online highscore reset / sorry msmith wink )

time to add more levels and enemies...

********************************************************************************
[!!!!new download in fact of the missing model error!!!!]
********************************************************************************

Last edited by mercuryus; 03/11/11 17:25.
Re: superuli [Re: ] #363220
03/11/11 17:31
03/11/11 17:31
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Very well made.
Just an idea: when he dies, let him fall down a bit more closer, so he doesnt hide within the terrein, but falls out of the screen :)(MArio like)


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

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