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Old 3 Weeks Ago   #1
TheMarioFan64
 
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Default SMB1 Mario Bros. in SRB2 2.2.X

The Mario bros from the 80's now on SRB2. The premise of this is simple, it's to add the 8-Bit Mario brothers in SRB2 as playable characters including some abilities from the original game, (i.e Swimming, Crouching) As of now i'm waiting for someone to help me do the ability stuff. Thank you for visiting.
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Old 3 Weeks Ago   #2
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It is very awkward for me to control a 2D character like that in a 3D environment. I'm sure this is the same for many others. I hope you'll consider creating rotations for this project.
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Old 3 Weeks Ago   #3
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Yes i sure will... I guess but it would lose the magic of being simple so i decided that this character is intended for 2D Levels ONLY, but you can also use them in 3D but as you stated it would be awkward so i suggest that only use this character on 2D Mode levels for better experience.
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Old 3 Weeks Ago   #4
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It's cute to me! One of the charms of the old mario sprites is just how silly and crappy they look (in a good way!)
It's meant to be simple and referential, so I don't mind the 2d-ness.
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Old 2 Weeks Ago   #5
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Quote:
Originally Posted by Charybdizs View Post
It's cute to me! One of the charms of the old mario sprites is just how silly and crappy they look (in a good way!)
It's meant to be simple and referential, so I don't mind the 2d-ness.
Me neither, I'd consider making Paper Mario-type of rotations in this case.
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Old 2 Weeks Ago   #6
NAR the Fox
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If I recall correctly, there was an easter egg in Super Mario RPG that you could base the rotations on.
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Old 2 Weeks Ago   #7
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Look guys look, a preview from my youtube channel so you can have a idea of what it looks like gameplay wise.
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Old 2 Weeks Ago   #8
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Quote:
Originally Posted by Ghastly View Post
It is very awkward for me to control a 2D character like that in a 3D environment.
Isn't it basically what SRB2 is all about?
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Old 2 Weeks Ago   #9
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For the sake of details, i decided to give Mario his "P-Run" animation seen in many games like SMB3 or SMW.
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Old 2 Weeks Ago   #10
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Nice. One thing I would suggest is making the P-Speed animation take longer to reach, and a (slightly) higher jump for when he does reach said speed.
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Old 2 Weeks Ago   #11
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You should give SMB1 Mario a skid animation, right?
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Old 2 Weeks Ago   #12
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The running animation should be a dash mode of some sorts, like with FSonic's dash mode.
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Old 2 Weeks Ago   #13
NAR the Fox
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I decided to do some voluntary Lua scripting, and all I can say is "Thank gosh AbilitySpecial exists!"



Oh, and feel free to tweak the Lua to whatever fits, I just thought I'd do the basics.


Spoiler: Lua Script
Code:
local crouching = 0
addHook("ThinkFrame", do
   for player in players.iterate do
     if (player.cmd.buttons & BT_USE) then
       player.crouching = 1
     else
       player.crouching = 0
     end
     if (player.cmd.buttons & BT_CUSTOM1) then
       print("Height: " + player.height / FRACUNIT)
     end
     if player.crouching == 1 then
       player.height = 24*FRACUNIT
       player.mo.state = S_PLAY_GLIDE_LANDING
       player.normalspeed = 0
     else
       player.height = 48*FRACUNIT
       player.normalspeed = skins["tails"].normalspeed
     end
     if player.powers[pw_underwater] and not P_IsObjectOnGround(player.mo) then
       player.mo.state = S_PLAY_SWIM
     end
   end
end)
addHook("AbilitySpecial", do
   for player in players.iterate do
     if player.powers[pw_underwater] then
       player.mo.momz = 5*FRACUNIT
     end
   end
end)
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Old 2 Weeks Ago   #14
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¿Where Get That Mario Along with SMB1 Mario?
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Old 2 Weeks Ago   #15
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Quote:
Originally Posted by NAR the Fox View Post
I decided to do some voluntary Lua scripting, and all I can say is "Thank gosh AbilitySpecial exists!"



Oh, and feel free to tweak the Lua to whatever fits, I just thought I'd do the basics.


Spoiler: Lua Script
Code:
local crouching = 0
addHook("ThinkFrame", do
   for player in players.iterate do
     if (player.cmd.buttons & BT_USE) then
       player.crouching = 1
     else
       player.crouching = 0
     end
     if (player.cmd.buttons & BT_CUSTOM1) then
       print("Height: " + player.height / FRACUNIT)
     end
     if player.crouching == 1 then
       player.height = 24*FRACUNIT
       player.mo.state = S_PLAY_GLIDE_LANDING
       player.normalspeed = 0
     else
       player.height = 48*FRACUNIT
       player.normalspeed = skins["tails"].normalspeed
     end
     if player.powers[pw_underwater] and not P_IsObjectOnGround(player.mo) then
       player.mo.state = S_PLAY_SWIM
     end
   end
end)
addHook("AbilitySpecial", do
   for player in players.iterate do
     if player.powers[pw_underwater] then
       player.mo.momz = 5*FRACUNIT
     end
   end
end)
Thank you!

---------- Post added at 12:52 AM ---------- Previous post was at 12:39 AM ----------

But however Nar, it seems your LUA COMPLETELY destroyed the run button.

---------- Post added at 02:44 AM ---------- Previous post was at 12:52 AM ----------

NVM, found the problem.
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Old 2 Weeks Ago   #16
NAR the Fox
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Ah shoot, I completely forgot I left that bit of debugging info in there.

Code:
if (player.cmd.buttons & BT_CUSTOM1) then
    print("Height: " + player.height / FRACUNIT)
end
Removing that could help solve the run button conflict. That was a fault on my part.
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Old 1 Week Ago   #17
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Red the Pyrohog is proud
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Old 1 Week Ago   #18
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This looks great! I'll test him out of you want
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Old 1 Week Ago   #19
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From the small gameplay, Mario looks pretty good, but ain't this a 2.5D game? If your making Mario 2D on purpose for the game it's based on, I don't mind it, but I'd hope that you have some time to make full sprites for each side of Mario that can be seen ingame.
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Old 1 Week Ago   #20
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Quote:
Originally Posted by SSNCaleb View Post
From the small gameplay, Mario looks pretty good, but ain't this a 2.5D game? If your making Mario 2D on purpose for the game it's based on, I don't mind it, but I'd hope that you have some time to make full sprites for each side of Mario that can be seen ingame.
Technically, SRB2 is a 2.5D game, unless you're using models.
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