Super Mario Galaxy

If you are considering making a game, post your thoughts for community critique before you start.

Re: Super Mario Galaxy

Postby Nobody » August 2nd, 2011, 4:48 am

if you utilize one screen for the action then you use the other as a menu screen. You can draw all your variables and everything and maybe even add an interaction button.
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 2nd, 2011, 6:42 am

They are going to be kind of small yet good levels

like the example before that is probaly the hole level :roll:
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Re: Super Mario Galaxy

Postby YoshiInAVoid » August 2nd, 2011, 10:33 am

I'm with sonic on this on. You may need to output variables and stuff on the top screen but that does not mean that you cannot still use that screen. Think of all of the platformers on consoles with one screen, they look fine with the menu and such on the same screen as the action. As for the DS take a look at Mario's Space Quest and you'll realize that it's fine.
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 2nd, 2011, 11:02 am

YoshiInAVoid wrote:I'm with sonic on this on. You may need to output variables and stuff on the top screen but that does not mean that you cannot still use that screen. Think of all of the platformers on consoles with one screen, they look fine with the menu and such on the same screen as the action. As for the DS take a look at Mario's Space Quest and you'll realize that it's fine.


Thanks Yoshi :grin:
"He collected the money he got on the battlefeild then he built a ark and got every kind of animal male and female, and then he beat the c*** out of every single one of them"

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Re: Super Mario Galaxy

Postby YoshiInAVoid » August 2nd, 2011, 11:54 am

No problem.
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 2nd, 2011, 12:06 pm

OH NO :cry: :cry:

I got and error that I have post on help section

HELP :cry:
"He collected the money he got on the battlefeild then he built a ark and got every kind of animal male and female, and then he beat the c*** out of every single one of them"

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Re: Super Mario Galaxy

Postby Nobody » August 2nd, 2011, 5:48 pm

well personally i like to use the second screen as an extra screen to store additional things and features.
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Re: Super Mario Galaxy

Postby YoshiInAVoid » August 3rd, 2011, 9:59 am

BKSonic just released some of the code for his plannet styled gravity, you could use that to make a real Mario Galaxy game, 2D styled.
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 3rd, 2011, 4:31 pm

YoshiInAVoid wrote:BKSonic just released some of the code for his plannet styled gravity, you could use that to make a real Mario Galaxy game, 2D styled.


Well I'll have a look at it itmakes sence how it's done bbut I need BKsonic permission please tel me bksonic
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Re: Super Mario Galaxy

Postby bksonic » August 3rd, 2011, 7:26 pm

Yes, you may use it.
Have you played Sliker DS?
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 4th, 2011, 3:20 am

bksonic wrote:Yes, you may use it.


Thankyou

it will now have worlds so ill strip it down to the beginning And make a stable platform engine and start working on the levels.

If you have any ideas for the levels please post them :grin:
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Re: Super Mario Galaxy

Postby Nobody » August 4th, 2011, 3:42 am

i bet i could remake bc sonic's code into my own. All he's doing is finding the nearest planet, getting the angle between the character and the planet, using bitshifts to jump, setting the movement to move in the direction of the angle (i think), and setting the rotation of the sprite to that angle
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Re: Super Mario Galaxy

Postby YoshiInAVoid » August 4th, 2011, 10:29 am

The gravity needs to be much less than on Bksonics, in space there is hardly any gravity.
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Re: Super Mario Galaxy

Postby bksonic » August 4th, 2011, 1:16 pm

Nobody wrote:i bet i could remake bc sonic's code into my own. All he's doing is finding the nearest planet, getting the angle between the character and the planet, using bitshifts to jump, setting the movement to move in the direction of the angle (i think), and setting the rotation of the sprite to that angle

I'm sure you could (you are a talented programmer). It'd probably be better than mine.

Because I don't use the conventional method of moving towards the planet, one of those steps is wrong , but which one? :P
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Re: Super Mario Galaxy

Postby YoshiInAVoid » August 4th, 2011, 1:43 pm

If you post your code I could take a look at it for you.
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Re: Super Mario Galaxy

Postby Nobody » August 4th, 2011, 11:45 pm

bksonic wrote:
Nobody wrote:i bet i could remake bc sonic's code into my own. All he's doing is finding the nearest planet, getting the angle between the character and the planet, using bitshifts to jump, setting the movement to move in the direction of the angle (i think), and setting the rotation of the sprite to that angle

I'm sure you could (you are a talented programmer). It'd probably be better than mine.

Because I don't use the conventional method of moving towards the planet, one of those steps is wrong , but which one? :P

Talented programer!?!? I remember first coming into DSGM not even knowing what the heck code looks like and now there have been a couple of people telling me i'm a good programer. Personally, i am not a talented programmer, DSGM just makes programming really easy if you know how to plan things out and manipulate things. I don't really know any code. Without DSGM actions and it's tons of already built things (like the resources stuff, making objects, and other easy uses) i'd be screwed because my actual knowledge of code is very low. I thought about programming in strictly code like in C environment for app making, and it looks as hard as crap! Thanks anyways for the compliment, if every program was like DSGM then i could be really successful in the world. However, i think i might accept the challenge to making my own engine like the one you just made.
Feel free to ask me for help. I'm on the forum a lot.

Recent Projects:
Crafters DS (Minecraft 2D Clone!) viewtopic.php?f=13&t=3082 (latest project!)
The Living Dead - viewtopic.php?f=13&t=1582
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Spawn Zombies - viewtopic.php?f=13&t=3444 (Newest)
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Re: Super Mario Galaxy

Postby bksonic » August 5th, 2011, 12:36 am

Scripting languages such as DBAS and GML (from Game Maker) open the gateways to advanced programming languages like BASIC and C. Since you're good with DBAS, you should look into Visual Basic .Net. My previous experience with Game Maker and GML allowed me to understand C more easily. That's what makes programs such as DSGM and Game Maker great, because they help lay down the foundation.

By the way, I'm sorry for taking this off-topic.
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Re: Super Mario Galaxy

Postby Nobody » August 5th, 2011, 12:43 am

haha, yeah you did bring it off topic, but it isn't that big of a deal. The reason i want to learn scripting is because i think i have learned enough by looking at how DSGM works to lay down the fundamentals. Now if i try scripting i should be able to do most everything I did in DSGM in C. It is going to take memorizing more functions, but it's ok with me.
Feel free to ask me for help. I'm on the forum a lot.

Recent Projects:
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The Living Dead - viewtopic.php?f=13&t=1582
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Spawn Zombies - viewtopic.php?f=13&t=3444 (Newest)
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Re: Super Mario Galaxy

Postby chasegoree » August 30th, 2011, 4:40 am

Any chance of a demo yet?
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Re: Super Mario Galaxy

Postby Sonic The Hedgehog » August 31st, 2011, 2:47 am

Sorry no demo I want at least five levels that are fun on it and it is taking a long time because I am Focusing on SSBF

and I keep changing platforms but I think ill just go with blocks
"He collected the money he got on the battlefeild then he built a ark and got every kind of animal male and female, and then he beat the c*** out of every single one of them"

I've been playing way too much Garrys Mod
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