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Dec 9 2010, 6:50 PM See Page
Great work. I didn't know NO Body was still around.
Dec 7 2010, 7:00 PM See Page
No, I haven't forgotten! I'm still planning on adding four new levels, a new boss or two, and fixing some of the bugs in the engine. It's just that I keep procrastinating and working on other projects, like Revenge of the Walrus.
Dec 6 2010, 7:29 PM See Page
It's great to see someone actually finish a demo. This game looked promising when I played it earlier, and I'll likely do a review.
Dec 2 2010, 8:14 PM See Page
Thanks for the review. This wasn't a game I put a huge amount of time or effort into - it was a Minigame Competition entry that I made more for laughs than anything else (considering that it's a game about polluting the ocean and picking up profoundly random things like beer bottles and flags of China). The graphics were deliberately made to be goofy, if not downright bad. More than anything, it's a direct reaction to the boring one-level Hello SMB1 Engine games that were dominating the main site around that time.

Also, keep in mind I've made quite a few games - some better than others.
Dec 1 2010, 7:43 PM See Page
First, it depends on whether you're using Game Maker (which I assume you are, since this tutorial was written for GM) or a Clickteam product like The Games Factory or Multimedia Fusion. If you're looking for premade engines for GM, you might want to try the Hello Engine 3/4 (the most popular) or the DeeY Engine (the best engine, in my opinion). Some other engines are listed at www.forums.mfgg.net/viewtopic.php?f=8&t=12077 and on the MFGG forums. Don't rely on these engines exclusively, however, because as you become more advanced you'll probably want to heavily modify their inner workings or create your own engines altogether.

Aloso, in the future, if you have any questions about making games, you should ask on the MFGG forums.
Nov 29 2010, 1:26 AM See Page
This program is often used for unethical purposes, but there is a GM Decompiler program (Google it) that converts GM-made executables back into .GMK files. In a case like this, the decompiler can be a lifesaver.

Also, I've got a review pending. If you update this game, I can adjust my review (right now, it's not a very high score).
Nov 28 2010, 4:22 PM See Page
This game has many massive problems. There's no run button, there's no music, the view is awful (there's hardly any view border around Mario, so it's extremely hard to see the enemies come up), and there are graphical problems. Plus, there are lots of places where you can get stuck if you kick the springboard off a cliff (which is very easy to do). All of these things would be fairly easy to fix, so do so!
Nov 26 2010, 6:08 PM See Page
DM1994: Do all your MIDIs play too fast? If so, your media player's playback speed might be set too high.

I remember you doing this with Mario's Time Machine, too. These rips will be useful to someone, although only the MIDIs in the GM folder sound good. It's even set off a little wave of nostalgia (especially when hearing CITY-3R.MID and CITY-4R.MID) for me, although I won't take the time to explain why...
Nov 26 2010, 3:44 PM See Page
MIDI is fine if the arrangements are good and the songs are used well. In a lot of fangames, they aren't.
Nov 23 2010, 6:49 PM See Page
Add a few more enemies to this, and you'd have enough sprites to make a highly original-looking game!
Nov 23 2010, 6:48 PM See Page
Groovy. These are the highest-quality rips of these particular YI backgrounds I've seen.
Nov 21 2010, 2:53 AM See Page
That's part of the effect the game is going for. It's not supposed to look like your typical Mario fangame.
Nov 20 2010, 12:52 PM See Page
Nice work. I have a bit of a hard time seeing what kind of style this is supposed to be, though.
Nov 20 2010, 12:50 PM See Page
You could also use the more-common Z-X-C combination, or allow one key to cycle through Jump, Spin, and Statue.

Also keep in mind that you can use a GM command to make the A key always have the same function as Left (for example). This way, you have the option of using either configuration.
Nov 19 2010, 6:59 PM See Page
I like the concept a lot, but the controls are extremely awkward. Having to use A and D to move Mario is especially cumbersome; you should give players the option (either through key reassignments or adjustable controls) of being able to use the arrow keys to move. It would also be easier if you had the option of clicking an icon to jump/spin/turn into a statue instead of having to press a key.
Nov 18 2010, 6:50 PM See Page
This certainly isn't horrendous, but the sprites are overly blocky in a lot of places - especially around Mario's feet in the jumping and turning animations. Some of the outlines are messed up, too.

One could guess that this is your first submission. Just keep trying.
Nov 18 2010, 6:46 PM See Page
6/10 is a little generous for a game that's this glitchy, but it's definitely a nice concept that I would like to see expanded on.

I didn't have any problem with the sounds, myself. Has this happened to you with other fangames?
Nov 17 2010, 1:10 AM See Page
You never know what MFGGers might find useful...
Nov 13 2010, 12:39 PM See Page
MFGG accepts games made in any programming medium, as long as the majority of people can run the game on a standard computer.
Nov 10 2010, 7:34 PM See Page
Again, I'd like to remind you that it's a great concept, and I like the fact that it uses Flash, a game-making medium that hardly anyone uses on MFGG. It's just that there are a lot of things you need to improve upon. I'd even be willing to help you if you need help with the translation/localization.
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