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Author Topic: Super Mario Bros: Odyssey (Demo released!)  (Read 10178 times)

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #30 on: June 02, 2012, 09:22:07 am »
DeeY on MFGG found a bug with Birdo's egg. Here's some updated links:

http://www.sendspace.com/file/vz9dvh
http://www.mediafire.com/?iqxs6kq4y600ky9

I'll probably end up coding that as Toad's jump. The only reason I was hesitant was because that's Luigi's special jump. It won't kill me though XP

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Offline TheomanZero

Re: Untitled Super Mario Bros Project
« Reply #31 on: June 02, 2012, 10:31:05 am »
I'll probably end up coding that as Toad's jump. The only reason I was hesitant was because that's Luigi's special jump. It won't kill me though XP
Well, if it bothers you, you could change Luigi's special jump, or even give Toad and Luigi's charge jumps different properties.  Luigi's could have a flutter effect like his backflip in Super Mario 64 DS, or damage enemies/break blocks on the way up like in Super Paper Mario.  Another possibility is the Spin Jump from the Mario & Luigi series -- very little height, but long distance and highly controllable.
The point is, Luigi has a much larger reference pool than Toad, so it makes more sense to change his special jump than to change Toad's.

Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #32 on: June 18, 2012, 02:00:55 pm »
'K I'm back after a slight break and I have some somehting for y'all

I already had Peach coded, but here she is, shown for the first time:


She is the second slowest, next to Wario, but her jumping is better than his. She's also the weakest of all the characters and won't be playable nearly as often.
She'll have the ability to float by holding up and jumping. You can cancel her float jump by releasing up. I coded her veggie suit for SMFR, but if they don't mind I'll use it in my game as well. With the veggie suit, she'll be able to lift vegetables anywhere in the world as long as she's on something solid. You can make her lift veggies in this suit the same way you would normally with other characters, and since it's her special suit, when you use her ability, she picks them up much quicker than she does with normal vegetables.

She won't have as many powerups as the other players. In this game, her raccoon and tanooki suit function the same as they do for Mario, Luigi, and Toad.

EDIT: I seem to have caused a rather interesting glitch when I made Peach have flying powers with the tanooki and super leaf. Sometimes when I make her jump while she's ducking, she flies rapidly into the sky. It is rather amusing, but I don't think people who want to simply play the game will enjoy it as much :P

Would anyone happen to have a solution or a wild guess at the main cause of the problem?


EDIT 2: Nevermind I fixeded it.
« Last Edit: June 19, 2012, 10:54:45 am by smbmaster99 »

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #33 on: June 21, 2012, 08:54:07 pm »
Good afternoon everypony. I'm here to bring you some update stuff and screeny-doos. Firstly, Peach is pretty much done, and just needs to have all her suits/sprites tested. Secondly, thanks to help from JS and CC, I finally got FMOD to use loop points correctly :awesome: and lastly, here's these:

(the appearance of the following battle arenas are only in the engine test and will not burn your eyes out from boring scenery in-game)


This is what I've been working on lately. SML2 bosses. Radonkel (the original Angry Bird lololol) fights pretty much the same as he did in the original SML2, but I think I might add something to increase the difficulty a shade. Sabasa (the wizard) fights similarly to his original SML2 appearance, but shoots more fire from his magic wand as his health goes down. The 3 Little Pigheads (they're seriously called that, no joke lol) play identically to their original versions, but are a bit faster (since the screen is bigger) and have more health. The octopus boss is only partially coded and tends to freeze a lot. He's next on my list to fix.

I also have Tatanga (SML2 version) coded, but not tested. Same goes for Rick (the rat from Macro zone). Once they're done, I'll release a final engine test, and then eventually, a baby demo of a level or two perhaps C:

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #34 on: June 25, 2012, 08:49:22 pm »
Hello, I thought I'd go ahead and show this small update:

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Tatanga was surprisingly easy to code; much easier than I thought. He behaves similarly to his SML2 appearance, only faster and the explosions are bigger.

Rick however, was painstakingly hard to code- hay, he's still quite a WIP, but I'm finally getting close to a fully functional boss enemy here. As you can see, he can run up walls, across the ceiling, and into the pipes to appear on other sides of the screen.

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #35 on: June 28, 2012, 06:58:30 pm »
Okay I lied. I'll release the engine test after the SML1 bosses are tested.
Here's a picture of the room for fighting King Totomesu just for kicks:



The layout may/may not be the same in the final version of the game.

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Offline Antshield21

Re: Untitled Super Mario Bros Project
« Reply #36 on: June 28, 2012, 10:14:18 pm »
This game looks awesome! Great work!

Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #37 on: July 01, 2012, 05:04:29 pm »
Thanks ^^

I've got some more screenshots here, and then I'll release one final engine update. This time, have some Skypop, Biokinton, and Tatanga:



After Biokinton is killed, Tatanga will remove his warship's cloaking, shown here

As you can see, the weather also changes from fair to stormy

The clouds also darken and scroll faster to give a more stormy look.

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #38 on: July 06, 2012, 01:40:15 pm »
Hey, I'm getting closer to releasing a final engine update. Before I do, I just want a bit of feedback on the new brick-breaking animation:


I'll try to have the new engine test up and ready by next week.

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Offline EvilMariobot

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Re: Untitled Super Mario Bros Project
« Reply #39 on: July 06, 2012, 06:03:51 pm »
It looks neat; I like the randomness of the fragments.

Offline TheomanZero

Re: Untitled Super Mario Bros Project
« Reply #40 on: July 06, 2012, 11:32:04 pm »
It looks good to me!  It has a certain liveliness to it.

Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #41 on: July 08, 2012, 06:13:21 pm »
Thanks, and the final engine test is ready now ^^

http://www.mediafire.com/?6k8wbc4s7ka0apv
http://www.sendspace.com/file/z28i97

This update includes:

-moar bug-fixes
-Peach as a playable character
-New screen size settings on the main menu (you can choose from either default 320x240, double, triple or full-screen, rather than just normal and fullscreen)
-ALL SML1 bosses to fight against (Playing here as anyone other than Mario will result in glitches, cuz only Mario will be playable in SML1 parts)
-ALL SML2 bosses except Wario (Playing here as anyone other than Mario will result in glitches, cuz only Mario will be playable in SML1 parts)
-Fryguy was added to the SMB2 boss test (I left him out of the last update I believe)
-Toad's special jump coded
-Hammer bro in the NME test room (he behaves more like an SMB1 hammer bro now)
-Moving mushroom platforms in the physics test room
-Ducking while holding and carrying items is now possible
-Small stuff I forgot

Press f1 to see some control stuff. Hope y'all enjoy the last engine update! I'll try to have a short demo out here in the future. Feel free to continue throwing out ideas/suggestions for Waluigi if you want. I'll update the first post with these links.
« Last Edit: July 08, 2012, 06:15:59 pm by smbmaster99 »

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Offline smbmaster99

Re: Untitled Super Mario Bros Project
« Reply #42 on: July 14, 2012, 08:34:17 pm »
A TITLE HAS BEEN DECIDED (after 1654635 years)

Super Mario Bros: Odyssey is what I will call this game. After trying to think of a title ever since development began (back when this was just a side project :P), I finally decided on one. I named it Odyssey because of the way the game's story will connect to the different Mario games that will act as chapters.

What else have I done?

I made the title screen far less boring lol and I'm also working on the demo. It will include a level or two of Super Mario Bros (chapter 1), a Super Mario Land 1 level (chapter 2), and a Subcon level (chapter 4). I'm thinking I'll also name the chapters. It shouldn't be nearly as difficult as naming the game.

Here's a picture of the demo preview sprites that I have made so far:


Sorry, but multiple players will not be supported. The inclusion of the other characters is to show the player who the playable characters will be in the chapter.
« Last Edit: July 14, 2012, 08:35:57 pm by smbmaster99 »

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Offline Chaos.Tiki

Re: Super Mario Bros: Odyssey
« Reply #43 on: July 15, 2012, 02:13:10 am »
Damn, and I was hoping for multiplayer too.  I'll give it a shot in a bit
I enjoy putting myself in exotic and awesome environments, then I make people play fan generated games they never knew existed.

Offline smbmaster99

Re: Super Mario Bros: Odyssey
« Reply #44 on: July 18, 2012, 12:17:08 pm »
<a href="http://www.youtube.com/watch?v=uMtct7rJO4c" target="_blank">http://www.youtube.com/watch?v=uMtct7rJO4c</a>

:awesome:

Sometimes the dialogue box disappears too quick. Working on that nao.

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