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Aug 15 2014, 10:15 PM See Page
This game was great! I loved the boss!
Aug 14 2014, 5:47 PM See Page
I just replayed SMF1 and got the swimming ball and smile coin... I wish this game was finished so I could play it. Why was this cancelled, exactly? If you ever make SMF3 you know who will be playing it ;)
Mar 6 2014, 5:47 AM See Page
Help! It lags so that the game moves slowly! What do I do?
Aug 19 2013, 10:18 PM See Page
Quote (AGameReviewer on Aug 19 2013, 1:12 PM)
I personally think SMW, cause it has alot more stuff and the Cape Feather is my favorite item.

Then again, said complexity is hard to code, like he said, this game reproducing SMB1 has 10000 lines of code - think of how big that game would be.
Aug 19 2013, 10:16 PM See Page
Adding a "upload your own" music would probably be hard, so all I can ask for is to make any music selectable in any level type for example underwater music in overland levels.
I was thinking of using said music for those "flying fish" stages in my game.
Aug 19 2013, 1:58 AM See Page
AirmanJK
"pathetic" I'm sorry for the conscending tone. I had come off Super Mario Uprising's dev blog, and that game has more scope than this. As such, I had wrong expectations for the game's capabilities. The quasi review was derived from 15-20 minutes of exploring the editor, and as such I didn't make a full review. So, I'm sorry for slamming you.
Although, custom Bowser battles could actually mean that, since there's more options for the end of world battle, there could be a longer game than 8 worlds made. Thus, more levels.
I do like the hammer rotaion system, I forgot to mention it in the first comment.

Also, could you please make a detailed warp tutorial so I could make a test-game in this? And do warps work in the Test Level setting?
And where is the music setting?
Aug 14 2013, 8:54 PM See Page
Oh, Airman.
This game... well you can tell it wants to be that end all be all Mario maker, but it just doesn't stick.
It has a retry level setting, a enemy color matcher, different test settings, it's all here. (well except for the grey goombas. :() but the editor itself could be a bit more inituitive to use.
Plus, why are the Bowser battles hard coded? Why not allow us to select the settings that you lay out in the key, or even place that as an enemy if we for example wanted to pair him with Firebars or Hammer Bro's.
Make the room size draggable instead of placing and "unplacing" columns.
I sincerely hope that you could do something bigger - This is such a good idea, but Mario 1 is such a simple game. Mario 3 maybe?
Aug 6 2013, 2:47 AM See Page
Wow, making this AND Attack of the Fangamers?
The fully rendered CGI cutscenes where every frame of animation can be well framed, the masterfully directed orchestral MP3s that takes advantage of the all new music compression system in the game file, the 20 unique and varied worlds with 8 highly replayable levels that no two levels are the same, the lovingly crafted 3D landscapes that take advantage of the new RenderWare (patent pending) computer generated graphics system, all combine to make this a work that obviously had more love poured into it than even a Final Fantasy game.
You are the new Miyamoto.
Jul 25 2013, 11:52 PM See Page
Well it appears to me that there indeed have more enemies higher round you get, and reason I give a high score is because it is his first game.
Jul 24 2013, 7:23 PM See Page
Hey ZK, might as well organize your punch cards while you're at it!
Jul 20 2013, 8:54 PM See Page
Will my cards be transferable to the final version?
Jul 4 2013, 4:59 PM See Page
You forgot Zero Kitty and Ultrameowio!
May 9 2013, 11:54 PM See Page
No offense, but the Goomba in the screenshot seems to be suffering from a common graphical glitch.
Plus, that screenshot could use some more background object hills n' such.
I'll review the actual game later.
May 4 2013, 3:27 PM See Page
What about ducking?
May 3 2013, 3:45 AM See Page
Seriously, the "left+right=BOMB" thing isn't even funny, considering the amount of times you have to turn around to dodge Pipe Bills in this game.
Apr 20 2013, 3:39 AM See Page
My point exactly. Those 2 games by Hello were used as examples of large-scale platformer games that were made in months, and they show.
Apr 14 2013, 2:42 PM See Page
What, did you QC guys revive the acceptance of Hello Clones?
Doh-hoh-hoh-hoh-ho!
Apr 14 2013, 2:41 PM See Page
Quote (Jack-of-All Games on Apr 14 2013, 2:27 PM)
There have been good games released within months. I mean, that IS still kinda of a long development period (That is - if it were around 6+ months).

Games that have been made within days, however, suffer some pretty bad consequences.

Are you talking about big, Hello Clone platformers with 40-odd levels like Hello makes, or things like The Purple Coin?
Apr 14 2013, 2:24 PM See Page
Quote (theblackwolf on Apr 1 2013, 4:52 PM)
More games to come real soon hopefuly!

Wrong, wrong, wrong!
Even in my time on MFGG, I find that the games that are the best are those that take several years to make, and full length games made in only months tend to get lambasted.
EX Psycho Waluigi and Toad Strikes Back
EX 2 SMB: Dual Dash and SMB: Bowser's Terror
Apr 6 2013, 5:18 AM See Page
Is there any way to make this game easier as Batbro? The stomping and punching mechanics aren't 100% reliable.
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