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Jun 11 2021, 9:51 PM See Page
I'm using the Steam version of GMS1 and for some reason, when I try to open the file, it doesn't show up in the browse window. There's also no .exe file, so I can't even preview how everything works. Maybe I need to use the standalone (non-Steam) version, but I don't know what difference that would make.

Also, the Celeste dev's name is Maddy Thorson.
Feb 4 2019, 7:25 PM See Page
Quote (Pedro&MarioBR on Feb 4 2019, 12:55 PM)
Well... The sprites you done were on Smash Flash 2 from Alpha V0.1 Alllll The way to a v.9

Thanks for commenting on a nearly nine-year-old submission. Also, those were sprite edits from Super Mario World.
Oct 24 2018, 9:49 AM See Page
Wow, haven't seen you around for quite some time! Let's see what you've cooked up for...woah...that's a lot of sprites and hard work...

This is really cool, and I love the ideas you've brought to the table for each theme! Fantastic work!
Oct 21 2018, 2:54 PM See Page
Hey, great job! Love the additions and the shading on the ShinRyoga sprites as well!
Sep 20 2018, 8:13 PM See Page
Quote (Murio on Sep 20 2018, 1:43 PM)
Also who is this RaymanFan1995 guy why did you steal Somari64s sheet you didnt even bother taking off his name you thief

I had my username changed, much like how you changed yours from danimario9 to Murio.
Jan 30 2018, 9:28 PM See Page
Quote (Syr on Jan 29 2018, 9:03 PM)
Nah, I think it's fair game.

Nearly three and a half years after I wrote this review, I've grown a lot as a critic. I've learned how to be more elaborate with explaining my points, and how to be fair while still being constructive. And most importantly, I've learned how to not come across as an angry d-bag and try to write everything in a more calm tone.

That said, I still stand by everything I said here. I do kinda agree with Thegamerguy1986's comment (though I do feel it could've been a bit more specific instead of vague and unhelpful), but I agree with Syr's comment more which is why I'm quoting it.
Nov 29 2017, 1:14 AM See Page
Not too shabby so far. One thing I'd recommend is adjusting the Hbor and Vbor (in the "views" tab in the room editor) so the camera scrolls when Mario's in the center of the screen, instead of on the left or right side. Let's say, for example, the screen resolution is 480 x 270 pixels. Typically, the Hbor value should be half the room width (i.e. 240 in this case) and the Vbor value should be half the room height (i.e. 135).

Also, nice choice of music, never thought I'd hear Toy Story 2 music in a Mario game.
Nov 21 2017, 9:46 PM See Page
Quote (BM44 on Nov 21 2017, 9:09 AM)
I'm the first one who's visiting this submission!

Congratulations, you're not special.
Oct 15 2017, 8:41 PM See Page
Quote (rchammer97 on Oct 14 2017, 12:30 PM)
...Why WASN'T Mario there??

He was in the sewers with Luigi working on Mario Bros. at the time. Didn't have time to work on two arcade games at once.
Oct 3 2017, 5:18 PM See Page
Why is it that whenever people make SMW Hammer Bros., they use a bright green color for the helmet/belly and a dark orange color for the skin? How do they not think that looks weird?
Aug 18 2017, 5:53 PM See Page
Quote (tarkan809 on Aug 18 2017, 9:29 AM)
very low quality.
Quote
This spritesheet is an as-is conversion of Thunder Dragon's Mario 64 Sprite Pack, originally uploaded as a Clickteam Sprite Library dating back to at least September 26th, 2003.


That aside, it's amazing how far we've come since the earliest days of MFGG. We went from terrible, low-quality JPEG screenshot rips (with occasional clean rips from only NES, SNES, GBA, and certain DS games) to clean, high-quality emulator and model rips no matter what platform we're ripping from, without a JPEG-quality rip in sight. Just goes to show how much technology (and our ripping skills) has evolved.
Jun 12 2017, 9:25 PM See Page
Quote (Random.Nick on Jun 12 2017, 5:09 PM)
Was this made in MS Paint?

Wouldn't be surprised if it were.
Jun 11 2017, 8:49 PM See Page
Quote (Willsaber on Jun 10 2017, 7:32 PM)
Mainsite must be desperate if this gets through QC.

Pretty much anything gets through QC these days.
Jun 9 2017, 7:00 PM See Page
Quote (rchammer97 on Jun 9 2017, 1:23 PM)
This is hardly worth a release, demo or otherwise.
If the engine is "still under heavy development," and the tracks are all "just placeholders," then why did you upload this at all?

Your demo is going to be indicative of your final product. When we think of your game, all we'll see is this clunky, uninteresting not-game. Do some real work, THEN give us a demo when it's actually ready to be shown.

As a side tip, some slopes or other types of obstacles besides the blocks themselves would be super helpful. The way the tracks are built now just slows you down unnecessarily.

This. Was gonna say something along the lines of this, but I see you beat me to it.
Jun 7 2017, 8:12 PM See Page
Quote (SilverVortex on Jun 7 2017, 4:28 AM)
No offense, but this looks like a Mario Kart flash ripoff from the preview.

That's kinda how it plays, TBH.

I like the idea of a 2D Mario Kart, but this needs a lot of polish, and possibly an engine rebuild. There's no momentum, no speed up/boost feature, you just hold "right" on the arrow keys throughout the whole track and jump at certain points and hope you win (and chances are, you won't). It's not even visually interesting, either; every track is made up entirely of tiles from Super Mario Bros. and the menus are just white backgrounds with basic option buttons, banners, and images.
Jun 1 2017, 12:09 AM See Page
Quote (Willsaber on May 30 2017, 5:42 AM)
Why would you make a game with GM8 in 2017?

Does the software really make a difference? If you know how to work with what you have, you can make something solid regardless of how "outdated" the tools are.
Jan 22 2017, 9:46 PM See Page
Quote (KoBeWi on Jan 22 2017, 4:53 PM)
But does it have experience and equipment? >.>
(I didn't play it actually)

As someone who has played (and beaten) it, I can confirm that, no, it doesn't.
Nov 29 2016, 9:03 PM See Page
Quote (Willsaber on Nov 29 2016, 11:43 AM)
Yes, you can, but you shouldn't have to disable a built-in feature (which you may actually like using outside of games) just because some fangame developer decided to use Shift.

In case you haven't noticed, many fan games use Shift as the jump key, especially games made in the Hello or Gatete Engines. Ever heard of a team of Twitch streamers called Vinesauce? The leader/founder of the team, Vinny, played a lot of terrible Mario fan games from this very website, and in most of them, Shift was used as the jump key, if not for anything else. It's a common occurrence, so for those who don't want/like Sticky Keys (which is most people), the message that continuously pops up is only going to be more and more intrusive unless you disable it.
Nov 29 2016, 4:44 AM See Page
Quote (JumperK on Nov 26 2016, 7:09 PM)
I haven't played the game yet, and already I noticed something bad about this..
Shift, when pressed multiple times, activates Sticky Keys. It's not a good idea to use Shift as a default key, but it's nothing to complain about. I would suggest having a way for the player to customize the keys as to avoid limiting the player's controls.

You do know you can easily disable that message from popping up, right?
Nov 23 2016, 2:00 AM See Page
Quote (KrusperButter on Nov 20 2016, 1:20 PM)
Seperate them in pieces so they can be easily tiled.

It's not really that hard to do yourself, y'know...
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