MKF General Discussion Posting Guidelines

1.) READ THE FAQ BEFORE POSTING. If you have a question about MKF in general, chances are it is answered in the FAQ.

2.) DO NOT POST SUGGESTIONS FOR NEW CHARACTERS. MKF already has so many characters planned, plus a whole lot more that are unfinished.

3.) DO NOT POST SUGGESTIONS FOR NEW ENEMIES. As of July 2010, the MKF Dev team is focused on getting the game done, not adding any more unnecessary extra enemies.

4.) DO NOT POST SUGGESTIONS FOR NEW GAME FEATURES. THIS INCLUDES, BUT IS NOT LIMITED TO: POWER-UPS, SUITS, LEVELS, AND GAME MODES. As noted above, the team is focused on getting the game done.

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Author Topic: A question regarding version 0.5  (Read 5767 times)

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Offline Del

Re: A question regarding version 0.5
« Reply #15 on: August 10, 2011, 08:35:30 pm »
IIRC what is complicated about samus is the way she will upgrade instead of using suits, very different from the suit-style power ups most characters use, so she can't get started so easily from Mario's code, it needs to be almost completely different with new variables and commands

the attacks and weapons are a piece of cake comparing (relatively)

Offline TheomanZero

Re: A question regarding version 0.5
« Reply #16 on: August 11, 2011, 01:24:12 am »
Upgrades?  Like, permanently, over the course of the game?

Offline Keiang

Re: A question regarding version 0.5
« Reply #17 on: August 11, 2011, 01:38:14 am »
"Samus is a momentum character, probably the most extreme example of a momentum character on the roster. What this means is she starts each life with badly underbalanced gameplay. Most of her powerups stack however, meaning the longer you stay alive the stronger she gets, reaching rather overpowered status at her full potential. The tradeoff of course is that death is a huge setback for Samus: simply visiting a boss checkpoint will only restore her to about partial strength." - The Wiki.

tl;dr: She starts off weak as hell, but her power-ups stack. However, she loses everything when she dies.

I'd assume the whole stacking part is where the complications come up.

Offline Lars Luron

Re: A question regarding version 0.5
« Reply #18 on: August 11, 2011, 03:19:08 am »
Exactly. Basically she'd start each life with pretty much nothing apart from the basic short-ranged beam and probably the morph ball/bombs. She'd have to pick up missiles, beam upgrades, hi jump, space jump, suit upgrades, super bombs, energy tanks, and whatever the hell else we may or may not give her, but if she dies, she loses everything and has to start again from scratch.
I was actually using a similar power-up structure for that Robo character I was tinkering with.

Go forth, and read from the Book of Gord. Bask in the wisdom and glory that is The Gord.

Offline Hopalongtom

Re: A question regarding version 0.5
« Reply #19 on: August 11, 2011, 06:29:31 am »
The shop would allow players with lots of rupies to power her up quicker, but even better... players with knowledge of easy to reach powerup areas would be able to power her up before reaching levels she'll need the in!


Mushroom Kingdom Fusion Skinmods, for those of you who think the game still doesn't have enough variety! ;)

Offline TheomanZero

Re: A question regarding version 0.5
« Reply #20 on: August 11, 2011, 10:55:32 am »
I see.  So, dying sets her back more than any other character, basically.

ZeroFollower0

Re: A question regarding version 0.5
« Reply #21 on: August 13, 2011, 05:53:33 pm »
for some odd reason i like that idea for Samus. makes it a challange till you max everything.

also when are the Tutorials level getting put in. i remember that being said a long time ago. to show how everything works and what each visual cue means. i think we should use one of the Testing levels as tutorial levels since they have all the items.(should keep certain ones out for obvious reasons, anything past Tanooki) let you get the feel for the basic.

cant wait for 0.5 i wanna play as Ryu.

Sergio 357

Re: A question regarding version 0.5
« Reply #22 on: August 13, 2011, 06:44:04 pm »
You're not the only one excited, I'll give you that one...  ;)

Offline TheomanZero

Re: A question regarding version 0.5
« Reply #23 on: August 13, 2011, 07:53:37 pm »
for some odd reason i like that idea for Samus. makes it a challange till you max everything.

also when are the Tutorials level getting put in. i remember that being said a long time ago. to show how everything works and what each visual cue means. i think we should use one of the Testing levels as tutorial levels since they have all the items.(should keep certain ones out for obvious reasons, anything past Tanooki) let you get the feel for the basic.

cant wait for 0.5 i wanna play as Ryu.
Here's an idea: have a tutorial level with all the powerups & some guns and stuff (basically like the debug level), but don't let you take any powerups out of it.  I'm not sure how you would manage that, exactly -- would it be difficult to stick in a bit of code that returns you to the state you were in when you entered?  Alternatively, maybe the tutorials could be separate from the rest of the game and accessed from the main menu or character select menu (so that each character's tutorial is unlocked right when they are).
As always, I know next to nothing about GML, so if I'm saying things that are wildly implausible or prohibitively difficult, just ignore them.
(Also, it's my understanding that the content in v0.5 has more or less been finalized, so obviously even if these got in, it wouldn't be for a while yet.)

Offline Lars Luron

Re: A question regarding version 0.5
« Reply #24 on: August 13, 2011, 10:07:54 pm »
A tutorial level is kind of low priority at the moment. It's one of those things we'd like to do, but we've got more important things to finish at the moment. Until one of us decides to make it, though, Del's put a couple of message blocks explaining some of the basic features into the first level, and I've put together an instruction manual to explain all the important stuff for anyone unfamiliar with how MKF works.

Go forth, and read from the Book of Gord. Bask in the wisdom and glory that is The Gord.

Offline Jumpman84

Re: A question regarding version 0.5
« Reply #25 on: August 13, 2011, 10:41:01 pm »
Here's an idea: have a tutorial level with all the powerups & some guns and stuff (basically like the debug level), but don't let you take any powerups out of it.  I'm not sure how you would manage that, exactly -- would it be difficult to stick in a bit of code that returns you to the state you were in when you entered?

The tutorial level in Super Mario Fusion: Revival has that system already in place. Your extra lives remain, but not your powerups or Yoshi.

Actually, I had an idea of several concepts for a tutorial level for MKF. I was thinking of getting Game Maker 8 and the dev source so I could flesh it out and see if the devs like it. Maybe after 0.5 comes out...

Offline Del

Re: A question regarding version 0.5
« Reply #26 on: August 13, 2011, 10:58:23 pm »
The difference with SMF's tutorial is it only has Mario right now, so it only has to explain the most basic stuff, and all its characters will stay close to Mario's gameplay; MKF's will need to be a bit more complex with all the chars, but for now in the betas just explaining the most basic things like grabbing enemies, how to swim, how to use guns, etc should work for now. Once we start locking characters and levels and settling the progress, the full tutorial should be done.

But yeah this should be enough for now like Lars said.

Offline Divadale

Re: A question regarding version 0.5
« Reply #27 on: August 14, 2011, 07:07:55 am »
I have suggestion maybe in one version you guys can be more open to ideas.And more work done on characters and like only 25+ levels.

Offline Divadale

Re: A question regarding version 0.5
« Reply #28 on: August 14, 2011, 07:09:45 am »
that stinks i was even more into kirby than meta knight.

sorry for the double post.
« Last Edit: August 14, 2011, 07:14:33 am by Divadale »

Offline Keiang

Re: A question regarding version 0.5
« Reply #29 on: August 14, 2011, 08:56:17 am »
I have suggestion maybe in one version you guys can be more open to ideas.And more work done on characters and like only 25+ levels.
That'd just be more work with not much point to it. The Dev team didn't stop taking ideas because they arbitrarily felt like it, it was too much work and if they kept adding more, the game would never be done.

If new content was created, it'd only make sense to put it in MKF. If the content was from a source that was taking more ideas, then you might as well just open up MKF to suggestions again, leading to the same problem as before.

 

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