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Author Topic: [Demo] Super Smash Bros: NES {VS. MODE PLAYABLE!!} Nov. 21st  (Read 40405 times)

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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #160 on: November 21, 2007, 08:07:20 pm »
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NEW DEMO! Version 2.0
Now features playable Vs. Mode!!!



Download is in first post.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #161 on: November 21, 2007, 10:04:52 pm »
  • Master Of Disaster
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Whoa dude, that was pretty awesome. Loving it so far.
The only thing that bothers me that when you hit someone, there's really no visual effect.
It's not that big of a thing, but it kinda just got my attention.
Anyways, the CPU's AI is working great! Great job!
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  • Lumeuni
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #162 on: November 22, 2007, 05:47:24 pm »
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Yea, I see what you mean. Have any ideas to make attacks seem to pack more of a punch visually?

Thanks for the feedback. :)
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #163 on: November 22, 2007, 06:12:40 pm »
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The versus mode has a great gameplay. :D
It'd be nice to have more A.I. levels though.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #164 on: November 22, 2007, 09:46:45 pm »
  • Lionfish App dev
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I cry out in anguish, wishing that I could play the awesomeness that is this game.

;___;
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  • Lionfish Apps
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #165 on: November 22, 2007, 09:49:44 pm »
  • Master Of Disaster
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Maybe you could add star particles that burst when someone is being hit? It could look pretty cool.
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  • Lumeuni
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #166 on: November 22, 2007, 10:59:32 pm »
  • Modrill made the avatar. I command you to like it.
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I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :P

Good, btw. Its better than before.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #167 on: November 23, 2007, 02:29:30 am »
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The versus mode has a great gameplay. :D
It'd be nice to have more A.I. levels though.
Haha, thanks. A.I. levels probably won't be happening tho, but if they do, it'd just be two levels; "Easy" and "Hard" probably.

I cry out in anguish, wishing that I could play the awesomeness that is this game.

;___;
Why can't you play? D:   Mac user?

Maybe you could add star particles that burst when someone is being hit? It could look pretty cool.
Hmm... Maybe something like that.

I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :P

Good, btw. Its better than before.
lol I didn't use that genereuc zoom camera engine that's out there for GM. XD
I made my own.

But thanks, btw.


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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #168 on: November 23, 2007, 02:31:50 am »
  • Lionfish App dev
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Quote
Why can't you play? D:   Mac user?
Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<

I'll just be happy when YoYo releases Game Maker for the Mac and you can all recompile your cool games for me. :D
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  • Lionfish Apps
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #169 on: November 23, 2007, 02:33:31 am »
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Quote
Why can't you play? D:   Mac user?
Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<

I'll just be happy when YoYo releases Game Maker for the Mac and you can all recompile your cool games for me. :D

I thought it was only GM7 games that gave that surface error on Darwine? O_o
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #170 on: November 23, 2007, 03:04:48 am »
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Dr00d0lz.
I'm downloading now. Hope it's better than that demo I had before! ;)
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #171 on: November 23, 2007, 05:47:20 am »
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It keeps lagging when I try to play it. It rns at like 18fps

Here be my setup
-2.6ghz celeron
-512MB Ram
-128MB Onboard Video

Yeah I know celeron and onboard video I suck I know =P
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I made a thing! Please try the thing, it's what the kids are calling a "vidja game" for the iOS Splashy Bucket
  • Fictitious Spoon Productions
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #172 on: November 23, 2007, 05:21:47 pm »
  • Lionfish App dev
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Quote
Why can't you play? D:   Mac user?
Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<

I'll just be happy when YoYo releases Game Maker for the Mac and you can all recompile your cool games for me. :D

I thought it was only GM7 games that gave that surface error on Darwine? O_o

No, the surface errors happen IN Windows, when I reboot (I have XP and OSX installed). When I open any Game Maker game in Darwine it just crashes and says it exited with an unexpected error.
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  • Lionfish Apps
Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #173 on: November 23, 2007, 06:01:14 pm »
  • Modrill made the avatar. I command you to like it.
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I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :P

Good, btw. Its better than before.
lol I didn't use that genereuc zoom camera engine that's out there for GM. XD
I made my own.

But thanks, btw.

Me neither, but I still haven't gotten past that hurdle! D:
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #174 on: November 23, 2007, 08:15:32 pm »
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The answer is simple, Garoth.
Just draw the HUD on a different layer. So it's drawn over the view.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #175 on: November 24, 2007, 12:21:00 am »
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The answer is simple, Garoth.
Just draw the HUD on a different layer. So it's drawn over the view.

...That's... it? O_o Excuse me a moment. *goes to the nearest bridge and jumps* Going to go and do that. Thanks!

Edit: Actually... I'm trying to do that but it draws part of the background along with it... Maybe I'm not fully understanding what you said... D: But I'll figure it out eventually...
« Last Edit: November 24, 2007, 12:52:27 am by Garoth Moulinoski »
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #176 on: November 24, 2007, 01:39:16 pm »
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I can't comment on everything right now due to my circumstances... LOL.
But Kirby's "x" move is a little off key... like he skips a few frames and somehow appears higher... maybe lower the sprite?
Or make him pop up and down like a motion/variable?
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #177 on: November 24, 2007, 02:29:32 pm »
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I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :P

Good, btw. Its better than before.
In my Super Smash Bros fangame I'm using a function to draw the images stretched, in stead of using zoom. GM6.0 registered version has a function to draw stretched images, doesn't it? If you use it in a way that the program calculates the correct position and width/height of the images according to the position of the camera, it'll look just like zoom. The other images you draw normally without stretching.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #178 on: November 26, 2007, 12:36:57 am »
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I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :P

Good, btw. Its better than before.
In my Super Smash Bros fangame I'm using a function to draw the images stretched, in stead of using zoom. GM6.0 registered version has a function to draw stretched images, doesn't it? If you use it in a way that the program calculates the correct position and width/height of the images according to the position of the camera, it'll look just like zoom. The other images you draw normally without stretching.

That sounds far more complicated and messy than what it should be. XD

My engine is much cleaner and simpler.
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Re: [Demo] Super Smash Bros: NES {VS. MODE PLAYA...
« Reply #179 on: November 26, 2007, 02:39:50 am »
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That sounds far more complicated and messy than what it should be. XD
<.<" It looked clean in the demos....
It's true though, in the beggining I had a few problems with the images' proportions (that's because the engine messed up with variable datatypes such as integer and float numbers) that I managed to fix later but... yeah, GM must have a simpler way to do that.
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