ZFGC

Projects => Other Projects => Topic started by: Aero88 on November 25, 2010, 07:27:27 pm

Title: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on November 25, 2010, 07:27:27 pm
It was a fine day at the beach when suddenly...  [Story to be Developed]

Join Mario and Luigi in this epic cooperative adventure.
Princess peach has been abducted again, but this time it isn't the King Kupa!  King Boo is taking his shot at the Princess, and both Mario and Luigi are hot on his trail!

Features:
-Play as either Mario or Luigi in a cooperative puzzle solving adventure.
-Customizable Player Controls
-Beat each level by getting the key to the door
-Build the level as you play in order to solve each level's puzzle
-Swimming, Flips, Dives, and Handstands line up in your arsenal of moves to save the princess!
-Collect all of Princess Peaches lost items to unlock bonus content (Bonus content is not yet included in the demo)
-And More

Download Demo Here: http://beta.zfgc.com/index.php/projects/downloads/index/18 (http://beta.zfgc.com/index.php/projects/downloads/index/18)

Title Screen
[imgzoom]http://beta.zfgc.com/index.php/projects/gallery/view/55/[/imgzoom]

In Game Menu
[imgzoom]http://beta.zfgc.com/index.php/projects/gallery/view/54/[/imgzoom]

MORE SCREENS: http://beta.zfgc.com/index.php/projects/gallery/index/18 (http://beta.zfgc.com/index.php/projects/gallery/index/18)
Title: Re: [Screens] Mario & Luigi The Hunt For King Boo
Post by: The Boy on November 25, 2010, 07:34:23 pm
Heh. sounds a lot like Mario Vs DK..
Title: Re: [Screens] Mario & Luigi The Hunt For King Boo
Post by: Aero88 on November 25, 2010, 07:36:54 pm
Heh. sounds a lot like Mario Vs DK..

Your right.  That is indeed the motivation behind this project, but there is more involved in this.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on December 08, 2010, 05:23:03 am
Well I know that I don't have a whole lot here for you guys just yet, but a demo will be on its way.  I realized after posting this project that I didn't want to give away too much info before releasing the demo which will consist of about 10 levels...  The first world.  Anyways I have been recently adding some neat features though to make a good variety in game play.  This is also the first project I have made in which I use timelines for creating cut scenes which has been interesting.  Also most all of the graphics you see in the screen shots I sprited...  the exceptions being the beach trees and the beach grass found in the levels as well as the power star sprite found in the over world screen.  There might be others, but I think that is it.  Oh yeah, I also took the outline of Mario facing right from the original NES game called Donkey Kong though I have added way more sprites than originally existed and I recolored him.  Well here are a few things I have recently finished in case you are interested in hearing.

-Springboards
-Poison Mushrooms
-Wind
-Conveyor Belts
-Wall Walkers (Thats the little lady bug looking thing you see on the wall in the screen shot)

Edit: Forgot to mention
-Moving Platforms
-Wall Kicks
-Thwamps

Ha ha...  That probably doesn't mean much to you though since you haven't had a chance to try a demo yet...  All in good time...  I can assure you though that it will be worth trying when it comes out.  In the mean time if you have any comments/questions on the screens, or on game play I would be happy to hear them.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: FISSURE on December 08, 2010, 05:30:04 am
This is a weird looking RPG
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on December 08, 2010, 05:41:28 am
This is a weird looking RPG

Yeah I think it will come together a little more after I get the demo out.  The only other game like it as far as I know is "Donkey Kong" (Game Boy) which The Boy mentioned.  It was actually one my favorit games on the GB.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: FISSURE on December 08, 2010, 06:14:13 am
This is a weird looking RPG

Yeah I think it will come together a little more after I get the demo out.  The only other game like it as far as I know is "Donkey Kong" (Game Boy) which The Boy mentioned.  It was actually one my favorit games on the GB.

I was just making a joke since the Mario and Luigi games are usually RPG's >.>

This doesn't look bad so far though, i look forward to trying the demo when you get it out. Though i don't like the Mario vs. Donkey Kong games, i will definitely try this since i am a big mario fan
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on December 08, 2010, 06:00:34 pm

This doesn't look bad so far though, i look forward to trying the demo when you get it out. Though i don't like the Mario vs. Donkey Kong games, i will definitely try this since i am a big mario fan

Thanks.  I am hopping to get the demo done by the end of December as there will be no school for Christmas break so I will have more time to work on it.  Strangely enough though I actually don't like most Mario Vs. Donkey Kong games either.  Fortunately the one for the GB Classic (which I am drawing from) was much better than any of the others.  So I think you guys will find it entertaining.  Anyhow, I will try to get another screen shot up before too long.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on December 09, 2010, 09:23:16 pm
Here is a boo I just spirited for the game, but it is kind of small sorry.  It looks pretty good to me, but sometimes another persons eyes will see better.  What think you?
[imgzoom]http://img528.imageshack.us/img528/1526/boospritesheet.png[/imgzoom]

Update:
-Boos are now coded
-1UPs are now coded
-Fake Key doors added
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on December 31, 2010, 03:01:55 am
Ha ha...  Well I guess I won't be reaching my December demo deadline...  Sorry.  I also haven't gotten a new screen shot in a while even though I was planning on getting one.  Oh well I will try for next month.  I haven't been slacking off though...  Here is what is new

- Two Way Switches
- Three Way Switches
     -Switchable Conveyor Belts (Switch controls the direction of the belt)
     -Switchable Ground Objects (Switch creates a ground object to span a gap)
     -Switchable Walls (Switch creates a wall or destroys a wall to open a path)
- Floating Water Barrels (Barrels can be stacked on top of each other)
- Elevators

I will try to get a demo out as soon as possible.  Sorry about the wait...  :-[
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on January 03, 2011, 04:43:04 pm
Okay, well as late as it is I finally got another screen shot out (Check First Post).  It is a bonus stage which plays kind of like the secret stages in super mario sunshine where quick reflexes and good timing are required.  My brother and I had a blast trying to get through it in multiplayer last night...  It is harder in multiplayer because both characters have to make it through the obstacles.  As far as new coding is concerned I have coded some sand blocks that deteriorate when you are standing on them, and some fall away platforms that start falling when you stand on them.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: DJvenom on January 04, 2011, 02:08:30 am
Kind of a charming looking game :) Bonus is, if you run into any legal trouble, you can easily replace any characters and make it an IP!
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on January 09, 2011, 05:59:03 pm
Kind of a charming looking game :) Bonus is, if you run into any legal trouble, you can easily replace any characters and make it an IP!

Thanks!  I hope it doesn't come to that though.  Though at this point I am sure that I could turn this into IP if I wanted to.

Update.  The progress of the Demo is coming along very nicely.  I just fixed a bunch of odd bugs which were troubling me.  I have 9 of the 11 levels intended for the demo put together, and then after that is finished I need to put together a menu of sorts.  Here is a screen shot of one of the recent levels I put together which also shows a couple of "HotHead" enemys which I recently sprited...  Poor Mario got cooked...
[imgzoom]http://img5.imageshack.us/img5/1027/burntq.jpg[/imgzoom]
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Dark-Hylian on January 09, 2011, 11:45:17 pm
This looks like a really great game. From the screenshots you seem to know what you're doing, and from the looks of things, the demo should be lots of fun! I eagerly await it =)
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on January 30, 2011, 03:16:07 am
Wow!!!  another month and I still don't quite have the demo ready...   :(  
I feel bad for the amount of time this is taking.  It is so incredibly close to being ready!  Really only finishing details now...  It is surprising to me though how much time it takes to really refine something.  This will be by far the most complete demo I have ever put out.  Putting in all the things that make something look presentable can take a lot of work even though each thing by and in itself is kind of small.  The Demo is entirely playable in its current state, but it still needs just a little polish...  I think it is safe to say though that I am probably more eager for this demo to be finished than anybody else is.  Alas...  Given a little more time it will be.  (like I haven't said that before).  Well just for the sake of posting some form of an update I do have a screen shot of the in game menu for you to look at so check the first post.

Edit:  Oh yeah I also threw in a pic of the title screen as it will stand in the Demo...  Because the name might change though I didn't put a whole lot of work into the custom portion of the title.

Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: DJvenom on January 30, 2011, 03:53:59 am
Oh yeah, if this is being devved in GM (which I believe it is, given you made the SSB game too) You should set the color depth to 16 bit to get rid of that blurry interpolation, it'll make your sprites pop more :)
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on January 30, 2011, 03:56:08 pm
Oh yeah, if this is being devved in GM (which I believe it is, given you made the SSB game too) You should set the color depth to 16 bit to get rid of that blurry interpolation, it'll make your sprites pop more :)

It is GM8. Yeah I have been having some problems with the interpolation.  I tried changing the color depth to 16 as you suggested and I get some lines appearing in my gradient background do to the low color count.  I posted some example of some different configurations below...  Personally I think it looks best with the 32 bit Interpolation On, but I don't know.  What do you think...  With the interpolation off it looks especially bad if you are in the over-world.

No Interpolation with 16 bit
[imgzoom]http://beta.zfgc.com/index.php/projects/gallery/view/57/[/imgzoom]

No Interpolation with 32 Bit
[imgzoom]http://img694.imageshack.us/img694/6416/32bitnointerpolation.png[/imgzoom]

16 bit color depth with interpolation On
[imgzoom]http://beta.zfgc.com/index.php/projects/gallery/view/56/[/imgzoom]

32 bit depth with Interpolation On
[imgzoom]http://img824.imageshack.us/img824/9945/interpolationwith32bitc.png[/imgzoom]
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: DeathTailsz on February 02, 2011, 09:01:37 am
This reminds me of the time I used to play Donkey Kong (The 'extension' to the original NES game) on the first Gameboy.
I can't wait to see more.
Title: Re: [Screens] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on March 20, 2011, 05:11:10 pm
Alas!  At long last I have completed a demo for your enjoyment.  Now I am not going to say this game will be easy, but give it some time, and I think you will like it!

Enjoy, and let me know what you think!  Feel free to post any glitches as well.  Thanks!
Be sure the read the hint blocks.  The info they give you is often necessary!

Download here:http://beta.zfgc.com/index.php/projects/downloads/index/18 (http://beta.zfgc.com/index.php/projects/downloads/index/18)
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Drewdelz on March 20, 2011, 05:33:44 pm
Hmm, not sure why but when I open the game it seems to randomly not have sound 50% of the time.
(I have to exit the game and then re-opening it'll either have sound or none at all again)
Basic PC Info if that helps: Win7 64bit, 6GB RAM

Right off the bat I messed up the controls cuz I'm an idiot... lol Maybe have a button to reset controls to default?

Again I'm probably just being an idiot, but I can't seem to start a game...
Scratch that, found the key... That thing just looked like a mailbox to me. lol Playing now I'll write more when I'm done.

At first I tried standing by the doors and hitting random keys. All I did was restart the game when I "R". lol You should make it so it at least requires "alt+R" to restart, othterwise people could hit the R key itself fairly easily and restart the game. That would suck.

EDIT: Back from playing some more, it's pretty fun and overall well done.
I think you should stick with the 16bit, so the graphics don't seem so blurred and smudged. Looks like low quality .jpg files atm.

Also, did you record the level complete sound directly from a gameboy speaker? haha That's what it sounds like. :P

The intro is nice, why not use that same textbox engine for hint blocks and such?

Love the overworld also. :D But I think the ingame levels should reflect the overworld more. Like when the stage is shown on the beach sand on the overworld, the ingame stage should actually be set on a beach or at least sand.

So got to this level and ended up stumped... How do I even pick this key up in the first place if I can't stand ontop of it? :/
(http://img862.imageshack.us/img862/5703/0000c.png)
Oh, guess you have to jump and duck just right. Seems more like glitching the engine mixed with luck is needed to achieve it though, rather than skill.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on March 20, 2011, 08:18:17 pm
Hmm, not sure why but when I open the game it seems to randomly not have sound 50% of the time.
(I have to exit the game and then re-opening it'll either have sound or none at all again)
Basic PC Info if that helps: Win7 64bit, 6GB RAM

Right off the bat I messed up the controls cuz I'm an idiot... lol Maybe have a button to reset controls to default?

Again I'm probably just being an idiot, but I can't seem to start a game...
Scratch that, found the key... That thing just looked like a mailbox to me. lol Playing now I'll write more when I'm done.

At first I tried standing by the doors and hitting random keys. All I did was restart the game when I "R". lol You should make it so it at least requires "alt+R" to restart, othterwise people could hit the R key itself fairly easily and restart the game. That would suck.

EDIT: Back from playing some more, it's pretty fun and overall well done.
I think you should stick with the 16bit, so the graphics don't seem so blurred and smudged. Looks like low quality .jpg files atm.

Also, did you record the level complete sound directly from a gameboy speaker? haha That's what it sounds like. :P

The intro is nice, why not use that same textbox engine for hint blocks and such?

Love the overworld also. :D But I think the ingame levels should reflect the overworld more. Like when the stage is shown on the beach sand on the overworld, the ingame stage should actually be set on a beach or at least sand.

So got to this level and ended up stumped... How do I even pick this key up in the first place if I can't stand ontop of it? :/
(http://img862.imageshack.us/img862/5703/0000c.png)
Oh, guess you have to jump and duck just right. Seems more like glitching the engine mixed with luck is needed to achieve it though, rather than skill.


Let me see if I can hit each point.

- First of all I failed to mention that there is a Menu Key.  (Default "U") you can save you progress in the overworld.

- Hm...  Really not sure why the sound is not working for you...  I have never had an issue with it...  I am using midi's though which act weird sometimes.

- Yeah the key must be taken to a door to start a file...  lol a mailbox!  That didn't occur to me, maybe I will change it a bit if I  
   need to.

- Yeah I meant to get rid of that "R" reset button.  It was for debug only...  My mistake.

- There are a lot of low quality sounds currently set as place holders, because I couldn't find a single sound effect from the  
   original on the net.  If anybody has any, or would like to remake any I would love to have them...  I just don't know how to
   make sound effects...  Yeah some of them were recorded off of the game boy directly...  Like I said it is a place holder though until  
   I can get something better.

-  Hint block text is different because of the limited scope of the text box engine I have...  That or I just couldn't figure out how
   to manipulate it.  As the text box engine is now it requires specific room dimensions to look right...  That is why I couldn't use it
   in most of the levels.  I would like to get a better text box engine, but until I do, or find a way to dynamically manipulate the
   one I have, I have to stick with the built in text in most cases...  Kinda sucks for now.  It will change though at some point.  
   Speaking of the text box engine though.  I can not for the life of me remember where I got it...  If anybody knows who made it
   I would like to know so that I can at least temporarily credit them...

- Levels matching over world:  Yes I agree.  I need to make a ton of more tiles and such for that, so it will take time.  I figured
  that the way it is now is good enough for the demo.

- As far as being stuck in the level goes, you just have to stand by the key, push the duck key, and then jump.  When you are
  ducking you can slide right on top of it...  Now that you mention it though it does seem a little weird to do it that way.  I will
  probably change that so thanks!


I will fix some of these things and repost the demo.  Thanks for your feedback, it really helps!
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: shongshui on March 21, 2011, 03:01:16 am
Just tried the demo, but couldn't get far because of some control issues. I don't know, but it takes over 2 seconds before the game recognizes any key input, which really makes the whole objective of getting the key to the door frustrating. The game is also running pretty slowly sometimes, making those 2 seconds into 5 seconds. I don't know if others are facing this, but I just want you to know.

Anyways, this game is great. The engine seems solid, and the ideas seem creative (even though the game was slow). The blurry effect also adds to the mario effect. It reminds me of Paper Mario on the N64 (good times....).
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on March 21, 2011, 01:46:42 pm
Just tried the demo, but couldn't get far because of some control issues. I don't know, but it takes over 2 seconds before the game recognizes any key input, which really makes the whole objective of getting the key to the door frustrating. The game is also running pretty slowly sometimes, making those 2 seconds into 5 seconds. I don't know if others are facing this, but I just want you to know.

Anyways, this game is great. The engine seems solid, and the ideas seem creative (even though the game was slow). The blurry effect also adds to the mario effect. It reminds me of Paper Mario on the N64 (good times....).

2 seconds...  No it certainly shouldn't do that.  It is pretty zippy on my computer.  Do you have an old computer?  I hope that this problem is not common...  I know that there are things that I coded that were not as efficient as it could be, but I didn't think it was enough to make that big of a difference...  Thanks for letting me know.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Drewdelz on March 21, 2011, 02:22:24 pm
Yeah, there was definitely no speed issues when I played it. Ran very smoothly.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Theforeshadower on March 21, 2011, 04:16:41 pm
#1 No sound.  I have an Alienware m11x R2.  It's not a hardware issue.
#2 Changing resolutions is bad.  You should never really have the actual size of the window.
#3 Already got an error right after Boo went through the door or whatever after the window size changed.
Code: [Select]
___________________________________________
ERROR in
action number 2
of Create Event
for object Pause_Menu:

Error in code at line 34:
       if Mario.hspeed = 0 && Mario.vspeed = 0 && Mario.On_Ground == 1
                ^
at position 15: Unknown variable hspeed


#4 After this error, the game crashed completely.  It closed itself.

I also have a question: Why is a demo over 9 megs?  I assume it must be the music I cannot hear?
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on March 21, 2011, 07:30:46 pm
^Hm...  That is not good.

1)  Unfortunately you are not the only one having issues with the sound...  Even worse I have no idea why it isn't working for
     you...  I have never had an issue with it on my computer.  It is a Mac Mini running Windows XP.

2)  I will have to double check when I get home, but it is not set to change resolution.  I have it set to scale to your screen...  I
     am at work now though so I will check when I am home.  Thanks.

3)  I have not gotten this error before, and believe me I have spent a lot of time trouble shooting.  Of course it is for these
     types of errors that it helps to have multiple people to help with testing.  Were you pushing any buttons or did it just happen. 
     Any info that may help me to narrow it down.  Again I will look at this in more detail when I am home from work.  Thanks!

4)  ...Same response as #3

The file is larger than I would like, but yes.  It is primarily because of the music that most of you are having problems hearing...  I wish I could say turn your speakers on...  But obviously that is not the issue.  There are also a lot of sprites, but mostly music and sound effects.  They are midi files which I am guessing is contributing to the strange behavior...  Apart from that the demo is pretty big game play wise...  For a demo at least. 

Hm...  I wish it worked for you all like it does on my computer...  It is pretty sweat actually!  Anyway.  Thanks for your help!
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: shongshui on March 21, 2011, 08:09:02 pm
Just tried it again. It works much more smoothly (It may be because I have been using my computer was on for a while before and I have just played it moments after it started, I don't know). But I still see some trouble either with the game speed or the controls. They aren't as responsive and someitmes mario continues running even after I let go of the keys. However, it is running smooth enough to be playable and I actually found the game to be fun.

Just so you know, I am running the game on a somewhat cheap laptop, but it was bought a couple of months ago.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on March 29, 2011, 07:41:34 pm
@ Theforeshadower

     Okay I have played around with the game a bit and found that error which you mentioned.  You must have pressed the menu button during that cut scene which is what generated the error.  As far as it quitting on its own afterwords...  Are you sure you didn't press the "A" key when the message poped up?  If you did it would automatically abort the game...  When I got the error I pressed ignore and the game continued just fine.  
     I had intended to keep the menu button from functioning during cutscenes, but I overlooked that case.  Anyhow that is now fixed.  I also checked on the changing resolution and the game is not set to adjust resolution.  Room sizes and view sizes change, but not the resolution.  I have it set on the scale to screen mode.  As far as sound goes I am extremely puzzled as to why some people get none.  I have tried a number of computers and every single one I have tried has had no issue at all...  I am wondering if someone who has more experience with this type of trouble shooting may be willing to take a look at my .gmk file and see if there is anything they can do.  If someone would like to PM me and I will send you the .gmk for the game.  I know that my coding is not the most efficient, but it is indented and commented almost completely...

Some people have been able to get sound if they quit the game and start it again...

@Everyone

Anyway I also added some extra lives throughout the levels.  I am hoping that some more people will try this.  I feel the game is being overshadowed by some strange glitches (all of which are fixed with the exception of the sound).  I know that this is a Mario fan game on a Zelda fan site, but as many of you have said you wanted to get more types of projects on this site...  This is what I am trying to offer.  In reality the game is quite extensive and a butt load of work has gone into making it.  Lets keep ZFGC active!

I don't know if anybody has made it to the end yet, but I was quite happy with the final boss sequence...  I would like to hear what you guys think of it.  There are also two bonus levels in the game.  The first one is unlocked easily, but the second one is harder to find...  If you want me to tell you how to unlock it send me a PM.

edit:  One last thing.  If you do happen to screw up the controls you can save quit and delete the controls file.  Controls will be restored to their default.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Drewdelz on March 31, 2011, 11:51:27 pm
I think you should make Escape key not close the game so fast. Have it so there's a confirmation screen or something, or have it at least save when it quits.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on September 17, 2012, 02:33:48 pm
So I was going through one of my old email addresses and I found out that this game demo was picked up by Softpedia.  I don't know if that is a terribly amazing feat as I have never heard of them before, but I thought it was cool at least.  As far as updates go though I have not posted anything here in a good while I did get some help from another guy (Vinnie Video from over at MFGG) to improve the games performance, unfortunately I don't think it added up to make a whole lot of difference, but better is better right?  Anyway, unfortunately the game requires a fast computer.  I'd say at least 2 Ghz.  But that is what happens when you continue on from a project that you were learning on back in the day.

Here is a link to that Softpedia page...  Have any of you heard of Softpedia before?  It doesn't look like anything too outstanding.
http://games.softpedia.com/get/Freeware-Games/Mario-and-Luigi-The-Hunt-for-King-Boo.shtml (http://games.softpedia.com/get/Freeware-Games/Mario-and-Luigi-The-Hunt-for-King-Boo.shtml)

edit:  I am not at the computer that has the slightly improved demo on it, but when I get there I will upload it.
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: darkhunter on October 03, 2012, 01:13:35 am
wow, it looks great, and the demo is very good! i loved mario vs dk, good luck at it!
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: FISSURE on October 03, 2012, 02:17:47 am
Never realized there was a demo for this, gonna try it :D

So far not bad, Will collecting Peach's things lead to something in the game? Since in 1-2 you can wall up jump to the key, grab it and beat the level in like a few seconds

Is there sound since i'm not getting sound

Also i notice that if Mario falls from a certain height he will roll and look hurt, will there be a sort of counter for too high jumps or will Mario never get hurt from the falls?
Title: Re: [DEMO] Mario & Luigi - The Hunt For King Boo
Post by: Aero88 on October 03, 2012, 01:36:22 pm
Great.  Glad you guys like it. 

Right now collecting peaches things doesn't do anything in the demo, but the plan is to have it unlock some bonus levels if all are collected in the game.  Same with the Stars, but you can't even collect stars yet. 

The game does have sound, but for some random reason some people don't get any sound when they play (Some people have said they were able to get some by quitting and restarting the game, but I don't know because it always works on my computer).  I don't know why just yet, but I am hopping that when I update the game to a newer version of game maker it may solve the problem.

As far as the Mario falling, it all depends on how far he falls.  If it is a small drop nothing will happen, a further fall will make him roll when he hits the ground, further still and he will splat on the ground and is stunned for a short animation, but if it is too far he will land on his head and dies.

Unfortunately I coded the bulk of this game before I knew how to use switch statements and other efficient things like that so there have been complaints about lag on slower computers, but everyone I have heard from that has had a fast enough computer has found the game to be really fun.  Hope you enjoy it!

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