Feb 6 2013, 8:32 PM | See Page |
Quote (~CaMtEnDo~ on Feb 5 2013, 2:38 AM) The "enemy spam and repetition" is because this is a demo build to show off what was done for the comp. We eventually planned to have both Mario and Luigi scaling a tall building and smashing down brick walls for bonus points. The final won't have any sort of enemy spam, and the repetition won't be a problem because it will be a nonstop vertically scrolling skyscraper. The goal is to reach the top. The demo build here just lacks that, because it's to show what we have done so far. We appreciate reviews, and we're sorry if the game is quite short as of now. More will come eventually, but we really appreciate your feedback. Cool, and thank you!Sorry if I was a too harsh on you guys... |
|
Feb 3 2013, 5:13 PM | See Page |
Looks great, but her hair looks pillowshaded. | |
Jan 31 2013, 9:23 PM | See Page |
Should probably be renamed to PM2/3/4 font to avoid misleads. Seems cool, though. | |
Jan 26 2013, 6:12 AM | See Page |
The items/objects are good, but the colors are overal way too saturated. It doesn't really look dark, just a whole lot of blue. Needs duller colors. | |
Jan 24 2013, 12:21 AM | See Page |
great, but why is the cloud upside-down? | |
Jan 13 2013, 10:08 AM | See Page |
Quote (sjeekproductions on Jan 8 2013, 8:58 PM) How do you replace the gm message boxes? there's some message functions in gml. You should look them up. They allow various things like custom boxes through sprites, buttons, font and more. I also remember using some dialogue scripts someone made and put them in mario mingame party. |
|
Dec 31 2012, 2:53 AM | See Page |
Very cool! I love this theme. :) | |
Dec 27 2012, 11:28 PM | See Page |
The game's title is a tad misleading. Other than that, I guess it's okay. Just an SMB clone, really. | |
Dec 26 2012, 12:34 AM | See Page |
Quote (~CaMtEnDo~ on Dec 17 2012, 7:58 PM) Although I understand the joke, it'd be best if you used the official enemy name, Rotodisc. I think the current title will just confuse other members as to what this example really is. Agreed. |
|
Dec 23 2012, 7:59 AM | See Page |
God, this review is hilarious. I shouldn't ask this but could you please review more quote unquote "terrible" games? I get a kick outta reading this stuff. |
|
Dec 23 2012, 1:09 AM | See Page |
Quote (RainbowDasher on Dec 22 2012, 10:08 AM) 45.4 MB isn't much for a good PC. I was talking more to the fact that the site limit is 50mb. |
|
Dec 21 2012, 11:06 PM | See Page |
Quote (D-Dazzle on Dec 20 2012, 4:58 PM) Let's check this ou- OMG 45.4 MB WUT For a demo, at least.Isn't that awfully big for a fangame? Just saying. Downloading now, btw. Can't be good news for the final game, once it gets that far. |
|
Dec 21 2012, 1:17 AM | See Page |
Ok, that makes much more sense, thank you. Also, I'm trying to implement ?Blocks and such into my game with these collision codes, but I'm having a hard time. I can't do it because you can't do an "other" scope in the step event, and in a collision event with said block (with the solid as its parent), the character basically treats it as a ordinary block and doesn't perform the block hitting actions. edit: in fact, I think this is a problem for a lot of things that I want to become interactible/non-static objects but still have the same code as a normal block. Is there a way around this? EDIT: I actually got something to work in the case 1: if (place_meeting(x,y+1,objSolid)==false) { y += 1; success = true; }break; case -1: if (place_meeting(x,y-1,objSolid)==false) { y -= 1; success = true; } code but again, it's in the step event so I can't tell it to perform actions to the event that it's colliding with :( EDIT 2: Looks like http://gmc.yoyogames.com/index.php?showtopic=472990&view=findpost&p=3503245 fixed it ^^; |
|
Dec 17 2012, 1:56 AM | See Page |
Looksgreat! However, I can tell just from looking at it that the propeller animation is too choppy, needs more frames. | |
Dec 16 2012, 1:48 AM | See Page |
Great game! Though, there are saving problems for me, when I hit the save block, it doesn't save my data, game restarts and the file is not remembered. |
|
Dec 5 2012, 12:14 AM | See Page |
From the executable, this looks really nice, although the code perplexes me a bit. I'm interested in deciphering and understanding the codes bit by bit, because I'm trying to get the basic collisions right for a platform game without actually using the engine in my game; instead using the codes as a reference for mine. Would you mind explaining what "vfxspeed" and "vfyspeed" are? Y'know, in contrast to the regular "vHspeed" and "vVspeed". Also, what is "ss" and "success"? |
|
Nov 30 2012, 4:18 AM | See Page |
Woah, great a huge update! | |
Nov 29 2012, 10:59 PM | See Page |
Wow, thank you so much for the review! Its very exciting and fun to read such positive feedback. I do definitely agree that its much too short for a Mario Party fangame, sorry about that. If/when I continue this I will include more minigames and more modes. Also, the music is actually all from Mario Party (at least I'm pretty sure it is xD), but it does give a bit of a vibe from m&l and galaxy, doesn't it? :) Thank you again for the words, I really appreciate it! |
|
Oct 27 2012, 9:29 PM | See Page |
Fabulous. | |
Oct 25 2012, 11:42 AM | See Page |
Quote (Gameactive on Oct 25 2012, 5:25 AM) Man, I’m sorry. I thought for some reason the average wait time was 48 hours… I didn’t know it was several weeks. >.< Again, sorry, but I was just getting concerned. I was going to post earlier on the matter but my browser crashed. And I thought I was doing well with avoiding embarrasing incidents like that… I’ll go reset the day count. lol yeahfor some reason he (and it looks like only he? corret if wrong) seems renounwed for doing that. :3 |
|