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the_traveler
July 13th, 2004, 02:25 AM
Hey kirupa, sorry bout to late submission but I got in an internal moral conflict over the whole time zone thing and coulndt stop working :O Hope you wont deny my contrib. Unfortunatly this is all I could finish... But its not too bad...
(Got it in roughly around the 13th... heh)


Super Mario: Hopscotch
The_traveler
http://www.gotoandstop.com/game/

cheers

-Ill be fixing minor bugs till midnight board time... so if you see a weird boo boo suddenly disappear... thats why :)

vgslag
July 13th, 2004, 03:25 AM
Thats nice! It will be interesting if both our Mario entries get picked! :)

vgslag
July 13th, 2004, 05:58 AM
When is midnight board time, from now?

makecake
July 13th, 2004, 07:26 AM
this game is awesome, i'd buy it if it was for GBA =)

vgslag
July 13th, 2004, 07:45 AM
Not that I'm afraid of the competition, but dude, your game is 481kb, the limit is 250k ! :D Maybe drop the music?

the_traveler
July 13th, 2004, 09:16 AM
oh shooot, your right.. I thought the limit was 2.5 megs

ouch... ill try to fix that now :P

ElectricGrandpa
July 13th, 2004, 11:52 PM
very cool idea for a game, I've seen that 3-minute Mario 3 thing before and this definitely reminds me of it. I only wish that it ran at full speed on my computer :(, perhaps you could make a version of it that allowed users to select low quality in the context menu or something? Ah well, great idea anyway - and it feels/acts like mario!

-EG

the_traveler
July 14th, 2004, 01:23 AM
Thanks for the feedback. It is prety much on as low as it can go :(, and low quality is toggled. It is a full tile enginge and unfortunately flash does lag it a bit. I wrote the engine trying 3 different ways and this is the best i could get.

And Im an idiot and waited till the last minute to make 2 crappy levels. Ohwell, its the thought that counts. I really wanted to make a level editor/submitor.. but i ran out of time...

PS: im from Toronto Ont, :) i noticed your from Sauga

vgslag
July 14th, 2004, 03:00 AM
It can get faster... not boasting but my super mario engine has a much better framerate, at first I thought it might be your enemies but even on your level hub it's rather slow? Are you drawing the whole level all the time, as thats the only thing I can see that might be making the slowdown (mine is only one screen). Maybe we can swap source when the compo's over?

http://www.flash-git.net/smw.html

G

pom
July 14th, 2004, 08:51 AM
The Traveler, that'a an awesome game. I also wished it would run faster, but it's pretty amazing as it is right now. Btw, is it me or is there just one level?

mlk
July 14th, 2004, 08:58 AM
yup, i got the star and can't get to the second one...

vgslag
July 14th, 2004, 08:59 AM
You need 2 stars, hence the "2" above the second door :)

the_traveler
July 14th, 2004, 08:10 PM
Hey, yeah I killed myself figuring out a way to make the scrolling work. The whole levels are just arrays, and the buffer is reading a 12x13 square at a time. The problem is the enterFrames for the enemies kill the CPU. SO i had to work something out and comprimise. IF i had 1 more day Id have like 100 levels... but i put this stupid this off to the last minute :(

I wanted a level editor for people to submit their own stuff..

vgslag
July 15th, 2004, 02:58 AM
Yeah, I made en editor for mine, although, it was only for me, not for public release.

Are the enemies part of your array? Do you process all enemies all the time, or only when they fall inside your 12 x 13 grid? When you render them to stage you could assign the handlers then?

ElectricGrandpa
July 15th, 2004, 03:35 AM
vgslag: the fact that your game is only one screen will definitely make it a lot faster than a scrolling game.

both you guys have done awesome jobs of recreating the look and proper movements/controls of mario, I'm very impressed.

Only two more things I want now,
one : a mario game that is just like the battle mode in super mario all-starts(similar to what you've got vgslag)
two : I want white-blocks in both your games that make you go into the background after you duck on them for a while :P

And the traveler, yeah man, I am in sauga... :) I go to Humber College for Multimedia Design and Production:hugegrin:

-EG

the_traveler
July 15th, 2004, 08:36 PM
Cool, i go to UofT for software engineering :P.


All the tiles are attached to a movieClip which sits upon the stage. this MC is called "world". The tile order is of course directed by my array.

The bad guy's sit inside the array however they have a flag that tells the level drawer that they are "special". So for the moving gomba's and Turtles, they are all attached to a similar MC called "badGuys"

All tiles/badguys are automatically set to ._visible = false. (Which frees them up from the system process)

Then the buffer for the tiles is 1 to the left and right. The buffer for the badGuys is 3 to the left and right. So when the badguys step inside the buffer zone, they get an enterFrame.

Hence i have a library of functions that represent the badGuy's AI. Then just pull that data out acordingly. Man, im really kicking myself that I didnt make more levels :(

At least i didnt use any hitTests! That made me happy.

OKtrust
August 9th, 2004, 01:12 PM
very nice !

prit
August 14th, 2004, 02:23 PM
you should write a platform game tutorial

i know a few people (myself included) who have been looking for one for a while, and your game runs perfectly!
it doesn't have to be the whole hopskotch theme, just basic platforming

.Matt
August 16th, 2004, 06:15 PM
ummm.... found a little... "Cheat Code" spot lol might wanna fix this cause right now i have like 99999999 :P

http://img28.exs.cx/img28/3179/ah.th.jpg (http://img28.exs.cx/my.php?loc=img28&image=ah.jpg)

thejoeknows.com
March 15th, 2008, 05:39 PM
thats awesome
really hard!