Sonic VS Mario game

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I am making a Sonic VS Mario game in Multimedia Fusion Express. I know this idea has been majorly overdone in flash and other various programs, but I've noticed that it isn't very true to the games. I am trying to make an acurate one. Any suggestions or comments?

Edit 1: This game will be multiplayer only.
 
Alright, I think I made enough progress for a screenshot...

mvssscreen14rk.png


I can imagine a few of you are confused now, and have some questions... Don't be afraid to ask, no question is stupid!
 
Uf, if I have the screenshots that I taked from Sonic vs. Mario, I'll send they to you!!! Well, simply wait that I draw some concept pictures and I'll send they by mail...

PS: what's your mail?
 
I'm not sure if I got the first 2 sentences but my email address is cooltimothy)at)juno)dot)com (scrambled to foil email harvesters)
 
Some ideas that appears in my mind:

  • Alternate constantly between Sonic and Mario based stages.
  • Add very much more plataforms - they are good! Some no static?
  • When some tree appears, that you can stand on it.
  • Water in some stages - exit quickly or you will drown!
  • Lava in some stages - the quick-losing-energy weapon!

I have more...
 
It looks very basic, frankly; excessively large screen, clashing graphical styles (so do your sprites have outlines or not?), simplistic rotation to create slopes (a tactic that doesn't work as well as you'd think), et al. Also, by not using a static engine, I'm not exactly anticipating control to be that grand, either (yay for coming to a complete stop when you land!).

In short, it needs work. I wouldn't quit, but I'd probably redo a good deal of it. Do you have the FastLoop extension? If not, I'd grab it, it will aid you extremely when it comes to making a static engine, so the game plays flawlessly (or as flawlessly as it can).
 
OK. My idea is that some (well, almost all) of the plataforms are fixed and some no (they are in difficult places).

Other idea:

  • Items, power-ups and this kind of things.
 
There kinda was, but some jerk called "Manickillaz" showed up and it wound up dying. It hasn't been reborn yet.

Er... check back at SFGHQ when it's up again. Whenever that is.
 
"excessively large screen"

If I were to make the screen any smaller, it wouldn't be able to focus on both players at once, giving the one focused on the advantage.

If I were to decrease the size of the playing area also, wouldn't that decrease the amount of fun?
 
shadowstar said:
If I were to decrease the size of the playing area also, wouldn't that decrease the amount of fun?
Not necessarily, small levels sometimes help to force all of the action to be in one area, making for constant fighting instead of searching for your opponents.
 
Still too big. Notice how much empty space there is compared to such small sprites. To be honest, probably the best size is the standard 256/320x224.
 
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