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[demo]Monolith's Mario World
**Update: Finally completed a demo with 2 worlds , new enemys and menu, hud etc... please review thx
link: http://monolith.s02.user-portal.com/mmw2.html
hi,
first off.. i'm sorry , because i'm not very good at english
please don't mind the spelling mistakes..
i just made this account but i was looking at flashkit for months..
now, i decided to post my game here to get feedback.
its called "monolith's marioworld" .. yes, another mario clone^^
i used mario gfx, because i was too lazy to make my own.
the engine is half tilebased, half art based.. tilebased for building the maps
and artbased for collision dedection..
it runs on my amd xp64 3700+ at 39-40fps, but i haven't tried it on other computers..
it contains 8 levels(i think) and a boss stage. have fun!
i'm going on holiday tomorrow and in a week i would be very happy to read your comments..
here's the link:
http://members.aon.at/raven-kid/Monolith/mmw.html
for suggestions, bug reports , please send an email to monolith@gmx.at
thanks for all comments
€: one last question: is nintendo going to kill me for this?^^
Last edited by M0nolith; 08-21-2005 at 09:51 AM.
Reason: update on game
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Senior Member
Wow, from what I played(Not too much) that looks really really cool. It all seems smooth, remind me a lot of the original game. Whether Nintendo will kill you or not, I'm not sure, I think they "could" but it doesn't mean they "would". (Though you never know).
Some ideas to make the game better are: - Use a double tap of of left or right to run, or being hold for more than a moment, extra button not needed
- This one doesn't matter for me, but you could make the up arrow up instead of a
- Currently using the 's', if you push it part way through a jump, your speed increases, but it should only help while on the ground. I mean the jump speed should be set once you jump, or max jump speed.
- This is being picky, but when you hit a mushroom that's moving from underneath from a coin box, it would be cool if it jumped.
Those are just a few points, looks good!
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thanks for the good comment^^
ad 1)
i thought an extra button is the best way for running, because its in the original game
i will try the double tap method when i'm back from holidays^^
ad 2)
i like it that way, also .. the up arrow key is used to open doors
ad 3)
wow, thanks.. i didn't notice that.. i will change it.. thanks
ad 4)
a week ago i was working on that, but it didn't work.. but i will try again^^
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Senior Member
I forgot run was an extra button in the original, its been awhile . Again, plays wonderfully!
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very good indeed... keepUp the good work..
PS: in mozilla all i get is a blank page.
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Originally Posted by flashFunDev
very good indeed... keepUp the good work..
PS: in mozilla all i get is a blank page.
i think thats because of the wmode = transparent...
if this would'nt be there the fps would go down to 30
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smile for the camera!
it works for me in mozilla.
i like it. good job.
My site
The Current Project is RoboRace.
Screens Public Beta Coming Soon!
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Senior Member
It looks and plays well but can you make it larger? Im at 1280x1024 and it looks like a postage stamp on the screen.
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Senior Member
You need to sort out your loading bar.. on 56k it took 5mins to load and there was nothing on the screen until the last 10seconds... Make sure your not exporting all your sprites on frame one.
fracture2 - the sequel
fracture - retro shooter
blog - games, design and the rest
"2D is a format, not a limitation" -Luis Barriga
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....he's amazing!!!
Very good game, but there's something seriously wrong with the html, try looking at the page in firefox.
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Senior Member
My fps (on very solw computer) :
Level 1 : 5 Fps
Level 2 : 4 Fps
Bonus : 10 Fps
Pipe Entry : 11 Fps
Cave : 5 fps
Do you hide the tiles that are not on the screen? This comp usually run platformers...
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Tried alot, could'nt even get it open in I.E 6, the browser loading bar just gets stuck inbetween forever...
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383,890,620 polygons
nice game. runs at 31fps on a 2ghz home machine (firefox, haven't tried in IE).
as webgeek said, a bit tiny (and esp. when viewed at 1600x1400).
not sure about the nintendo thing, if you use the original levels you just might call it "remake" - i had a chat with the original coders of my cauldron remake (which was kind of cool) - and he liked it ... doubt it will happen with you mario game, though.
nGFX
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Ok, played it, very impressive, closest clone I have ever seen.
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slows down too much, anytime an enemy came on screen the frame rate dropped to 18
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Amazingly close clone. Well done. Frame rate dropped to 24FPS during busy sections on my 3.0 P4 HT.
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PlayerForever
good game... unfortunaly speed is not the best..
1700 AMD XP /512 ddram
Levels are great!
Last edited by adi4x; 08-08-2005 at 03:14 AM.
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Tetris Downstacker
Don't listen to them, they don't realize that they were playing this very resolution 10 years ago on their tv So keep the native resolution, it's very good. Simply multiply *2 in the html code the width and height of the swf for those willing to play "big".
The boss is good. 45500 points. I kept the run button on, as in the original game.
You're nearly there... add moving platforms. You coded the moving flying ennemies, exactly the same thing for moving platforms
Also, i miss pipes ... no pipes with secret rooms... add the feature !
Some bugs:
- on the flying koopas, when you "unwing" them, mario still falls on them and dies ... no good, as the player can't do anything about that. Maybe make them fall faster.
- game slows down pretty much some times, i wonder why ?
- some time to time mario dies even if he lands on the monster's head (i guess u need to adjust a bit the collision, nothing, really)
- background for parallax on later levels is not joined properly, there is a white line between the junctions
- some tiles are suffering from flash's 1px alignment bug
- Sprite of mario mushroomed is decayed by one pixel when he looks up.
In the original game, if you hit a coin box from under, and an ennemy is on that box, you kill the ennemy.
Maybe you could also add pressure on the jump: the more you hold the jump, the higher mario goes ... but it's not that important.
Anyway, the most important thing: where is my YOshiiiiiIIIiiiIIiiiiii
Very good try. And don't worry about Nintendo. As long as you don't build the SNES along with your game... Keep up the good work.
[edit] and for all those whining/boasting about resolution, i'm currently under 2560*1024, so what [/edit]
Last edited by Hasufel; 08-07-2005 at 11:19 PM.
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Tetris Downstacker
Nicely done You miss the "container" that holds the mushroom / flower you took when already in fire mode, if hit, it falls down from the container which is on top of screen ... Still flash's 1pixel decay bug on some tiles, weird, u should fix that (put tiles at -.1, -.1 instead of 0 , 0 it should do the trick)
Shame for the music, it was so good with it. But well, 160k, not bad !
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