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Aug 25 2014, 7:23 AM See Page
Quote (Willsaber on Aug 24 2014, 11:44 PM)
There really should be the option to save whenever you want. :/

I have been thinking about that, but it would kinda defeat the point of Game Overs. Especially when Super Mario World, NSMB and SMA4 only let you save after beating a boss. Hmmm...
Aug 24 2014, 9:12 AM See Page
Quote (CanofNothing on Aug 24 2014, 1:08 AM)
I'll have to say, renaming your fangame from Super Mario Bros. 4 probably was for the better.

Indeed it was. I originally titled it that so it would be simple and striking, but I was unaware of how many SMB4s there were on the site already. Dimensions hasn't been used at all from what I know.
Aug 23 2014, 10:37 AM See Page
Quote (red on Aug 23 2014, 6:32 AM)
can you add luigi or 2 player game

A 2-player mode is unlikely, but the plumber in green is a possibility...
Aug 21 2014, 3:05 PM See Page
Quote (Nuggeting on Aug 21 2014, 3:21 PM)
In the Toad House, when you get an item, you're stuck there forever.

Did the Toad House have chests or several question blocks? If it had blocks, you have to leave by the door on the left, but if it had chests that's a bug...
Aug 20 2014, 8:51 AM See Page
Quote (kirbywrap3 on Aug 20 2014, 1:14 AM)
Hey LangtonLion64 Can I tell you something?
How to save progress? Every time I'm exiting the
game, When i came back I press Load Game it's
not working. If you can guide me I will be glad
to help.(Just asking Question.)

BTW I love your game so much. :)

You are able to save the game after completing a boss level, which in the first world is a castle. A menu should pop up with three options.

Unless you mean you've saved the game and tried loading it from the menu, then I'll have to look at the problem.
Aug 16 2014, 8:41 PM See Page
Quote (kirbywrap3 on Aug 16 2014, 9:15 PM)
That Game looks Very awesome.
One Question

Can you Create Special Worlds in it?
Or
something funny levels?

just asking Question.

I am planning for there to be some after-game content to add to the replay value, so a special world is possible for a future release. Glad you like the game.
Aug 16 2014, 5:04 PM See Page
Quote (VinnyVideo on Aug 16 2014, 2:42 PM)
I played most of World 1 and enjoyed the experience, although I saw a few things that need tinkering. For one thing, it's possible to fall off the right-hand edge of the screen in 1-4, and in 1-Fortress, you can't climb ladders while holding the key, so if you accidentally fall down the ladder with the key, you're stuck.

I see what you mean about the latter problem, but since keys respawn after dimension-switching (unless you are holding one) you could just recollect the key again, though that would be slightly annoying. I might modify the level design in the next release then.
Jul 5 2014, 2:39 PM See Page
Thanks for the review, and it helps that this is coming from another user of the Drag Engine.

On dimension-switching: It can be difficult to prevent the player from falling down the pit without making it so there are very few spots where you can safely warp. This has been something that I constantly get back from people, and by the next demo I can't guarantee this sort of thing will be, at the very least, less common.

On the cutscene: Looking back at it, the cutscene was pretty lengthy, so I'll either try to trim it down a bit, or speed up the pace.

On the problem in 3-2: After looking at your review I checked through this level and I think I may have found the problem - I forgot to put a no-warping spot to prevent one from getting stuck in a wall in the other dimension.

On the graphics: With every demo the graphics generally change quite a bit, and I've also had help from others with some sprites. Also I'm not the best at spriting, which is the main reason the majority of graphics are from SMB3.

On the sound effects: When I'm aiming to make all of the sounds to be in 8-bit, I find there's very little to choose from outside of the 8-bit Super Mario Bros. trilogy. With music though, I am constantly swapping music for others, so some SMB3 music may get replaced.
Jun 25 2014, 3:38 PM See Page
That error is most likely caused when a level doesn't have a midway point defined on the mapscreen, and you get to a midway point, die and retry the level. Does this suggest anything...?
Jun 22 2014, 9:55 PM See Page
I feel ashamed with myself for only starting to play this recently. This is the sort of masterpiece I look up to as a developer. Even if the game doesn't get completed I love it to bits, especially as there's more content in this demo than there is in full games on this site.

One slight niggle though: one hit from an enemy and you lose HP, your powerup and your Takko all at once. I think Takkos should be treated as an additional "barrier" like with Yoshi and the Kuribo Shoe.
Jun 17 2014, 7:56 PM See Page
One thing's for sure, this is impressive for a first submission. During the short time that the game lasted, while I felt I didn't have much else to do apart from walking to the right and jumping, I enjoyed the story that progressed throughout the game. The silhouette and blank background graphics add to the atmosphere given by it, and the lack of music while questionable adds an additional layer of gloom.

The main issue is the collision problems with the side of platforms and walls, and I think the game could do with some small details in the background, such as thin pipes or dark clouds. Overall, while I hadn't played Redemption beforehand, this is a nice little game!
May 24 2014, 3:16 PM See Page
Ummm... what happened to the downloads and comment counter? They seem to have been reset; a few days ago there were about 200 downloads. Does it have something to do with that I updated the file for the site? Because I changed Demo 1's information and its download count wasn't affected...
May 22 2014, 5:41 PM See Page
Quote (Somari64 on May 21 2014, 11:56 PM)
This is a much better demo. I'm very glad you got rid of that "no jumping allowed" gimmick; that was so stupid. However, I did find one glitch; when I entered the first castle stage, the map music continued playing over the castle music, and then when I died, the map music started back up while it was still playing, meaning it was playing twice.

Re-download the separate EXE in the comment section again; I've updated it so this won't happen. It turns out I assigned the wrong variable to an sga_DestroyEmitter command.
May 21 2014, 3:35 PM See Page
Quote (gamermakerguy on May 21 2014, 6:37 AM)
That's fine :)
But still this is a great fan game and what does the tank do?
Love that jet pack power up :D

The tank is a powerup found in only a few levels (such as World 2-1) that once equipped can shoot bullets (press CTRL or Z), squish enemies, and lay mines that blow up certain blocks (hold DOWN and then press CTRL or Z). However, it cannot be taken into different levels, or different sections of a level.
May 20 2014, 7:05 PM See Page
Quote (gamermakerguy on May 20 2014, 3:04 PM)
Well Yoshi appear in this fan game (even different colors for different powers) or is polter gonna replace him on this one if not it's cool I like polter!

I'm not planning to have Yoshi usable as an item in this game, even though it's in the Dragezeey Engine already, mainly because chronologically the game takes place between Super Mario Bros. 3 and Super Mario World (not that there's much indication for that). Polter isn't exactly a replacement since he is only playable in certain levels, and he normally appears in the HUD because he is the reason Mario can switch dimensions. The Nokonoko's Tank is more of a replacement of Yoshi as it is also used by jumping onto it, though it has more similarities to the Kuribo's Shoe, if anything.
May 18 2014, 6:59 PM See Page
I have made a "patch" release of this demo, aka Demo 2.1 or 0.2.1. First you need to download the normal files from this page, then replace the executable with this:

https://www.mediafire.com/?se8cpeu883kplw5

Changes:

-All the music is located in a separate folder
-All sound_play commands now use sound_ps instead
-Also sound_loop commands now use sound_ls instead
-If you have a Laser Rocket and collect a Laser Flower or Super Rocket you won't change powerups
-Fixed the accidental ability to warp into the structure in the Bad dimension of World 2-1
-Fixed level design problems where you can get stuck in the Bad dimensions of World 2-Pyramid and World 2-Secret
-The Buzzy Beetle on the ceiling at the first half of World 1-2 won't get stuck near the springs
-The Shop Toad's dialogue is more detailed about what to do

Hopefully I won't have to release another version of this until Demo 3, which should likely be released July or August. But considering this version took nearly three weeks to be accepted onto the site, who knows?
May 18 2014, 12:00 PM See Page
The new demo is now available, you can find it here:

http://mfgg.net/index.php?act=resdb¶m=02&c=2&id=29891
May 15 2014, 7:50 PM See Page
Quote (Willsaber on May 15 2014, 8:21 PM)
This is overall an improvement of the first demo, an already promising game. There are a lot of things this game immproved on, but some thing I really liked back in the first version.

Improvements:
This version opens up with a cutscene that explains the story, how Mario can flip through dimensions, and where the heck the green boo came from. Bowser's dialogue could improve a *little*, but its a very good cutscene.

The gimmick level is gone, and replaced with... another gimmick level. But this one makes sense and is actually fun!

Some level design improvements were added. Way too many of these to name, so I'm just going to note them.

The tilesets are improved, and a lot more aesthetic detail such as flowers have been spread across the levels.

Some of the "large colored blocks" no longer turn invisible when you enter them. This means that some of the game's secrets are more hidden, such as some Star Coins.

You can now use two powerups at once. This is an interesting concept, and I think I like it. It makes up for not having a spare item box.

When you flip dimensions, you are now invencible for a short time. This was a HUGE issue in the last version, but it was kind of balanced out by the fact that item boxes reset in dimensions (including the 1up box in the first level). Still, this makes more sense.

Piranha plants no longer get out of the pipe if you are close. I know this was in the previous version, but you had to be touching the pipe for them to stay in. Its now much closer to the real Mario games in that aspect.

When you hit a midway ring, if you are small, you get larger. Just like the halfway flags in New Super Mario Bros Wii.

Things I like better before:
Well, I liked the alternate dimensions koopa color more. I don't mind the switch from purple to yellow but I liked purple more. Not a huge deal though.

This is the big one. You changed the sprite for the flowers. I thought the old ones were great! The fireflower sprite fit the aesthetics really well, and the alternate dimension's flower was amazing! A flower... that was square! How alternate is that? A TON! Now its just a different color than the fire flower. And besides, the new sprite is based off of the Paper Mario fire flower, and this is a 2D Mario game, so it should look like the 2D Mario flowers. Please change it back in the next demo! Also, I liked the old jetpack sprite more. It was more obvious and gave you a better idea of what the object looked like from a different angle.

You can no longer flip dimension into walls. I know most people hated flipping into a wall, but it wasn't a huge deal because you could flip back and be where you were before, move and then flip. I personally thought it was great that you could flip into a wall, and that you actually had to remember where you could and couldn't flip. I guess its not a huge change and most people hated it, but the game tells you every square that you can't flip in. That removes all trial and error and makes puzzles more obvious.

Overall, the game is better and I love the 8-bit castle theme and purple coin theme, and there are a bunch of other changes, but somethings should be changed back.


Thank you for having the time to give feedback! Firstly, about the flower graphics, something that multiple people thought about the first demo was the fact the graphics looks almost too much like SMB3 (though that was before it had its name changed to something more appropriate), so I drew something that looked more like SMW. The jetpack's graphic change was due to the fact I thought the graphic seemed a little too... not-Mario looking, especially when most of the power-ups have eyes and a chubby-looking design.

Funnily enough, you could already get a Mushroom if you were small from a Midway Ring in the first demo, but I do appreciate it when other people notice the smaller things in someone's fangame.

EDIT: The only powerups that I initially intended for "combining" were the Laser Flower and the Jetpack. Though in the next big release I might add the ability to combine the Fire Flower with the Jetpack too.
May 10 2014, 6:08 PM See Page
For those still waiting, I uploaded Demo 2 two weeks ago, but it is still queued for being accepted onto the site. I highly recommend you download it when it is uploaded if you have played Demo 1, as I have fixed many of the issues from this version, including the ability to get infinite coin and items by warping constantly. For the sake of numbers, Demo 2 will contain 21 levels - 15 of them new. Thank you for your patience!
Feb 3 2014, 3:57 PM See Page
Here's an update on the game's progress. Further development is going well, and I may have figured out how to get rid of the endless coins and items issue! I can also announce that the next demo will use OGG files for the music. This allows me to have the music looping without any hiccups, and if you don't like the 8-bit music you can replace them with your own! However level development has been slow, so you can expect the next demo (NOT the final version!) to be released this Spring, and to include Worlds 2 and 3. Lastly, thanks to everyone for feedback and downloading my game!
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