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[RELEASE] PSP Mario - The New Worlds demo

This is a discussion on [RELEASE] PSP Mario - The New Worlds demo within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Ahh it's been so long since I've created a thread with the words 'release' in them . But anyway you ...

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Old 06-06-2009, 10:33 AM   #1
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Talking [RELEASE] PSP Mario - The New Worlds demo

Ahh it's been so long since I've created a thread with the words 'release' in them . But anyway you this is a demo of a simple Mario game written in Lua using PGE. Ever since I started programming I've wanted to make a Mario platformer, it's defiantly been a goal of mine and I'm glad to say that I've kinda have achieved that goal .
The bad news is that for now i can't work on it due to things like exams & my busy life so I'm releasing this demo to see what people like/dislike so that when i do continue this I'll have a nice list of things to do.

Features:
-my own little animation function (taken from a mini - animation lib I made)
-Most of the classic animation is there (the walking, jumping etc. )
-Breakable blocks (brick)
-Solid blocks
-Question mark blocks (do change to solid if you collide no coins yet though)
-Jumping blocks (isn't the same as in classic Mario with the spring though)
-Uses a Tile map system
-Has Gaps in the floor as-well like classic Mario games
-Has the scenery from classic Mario games (including clouds, bushes etc.)
-Better graphics (doesn't use the classics Mario 8 bit gfx)

To do:
-Enemies
-death animation (the system is already there to work on just haven't had time)
-more levels
-items

Screens:










Note: Remember this is only a demo, certain things in-game will be changed/added as soon as i can get round to it. This only has 1 level which is a re-make of the first Mario level in Super Mario Bros. for the NES. I have also made a level-editor for this but right now it isn't 100%. Also the system for added custom levels hasn't been done yet.

Download here

Edit:
Forgot to mention, i am looking for someone to help me with a few minor graphics things. Things Like, two menus (One is the general menu, the other player choice). So if anyone can help, give me a PM
Also i can say that i'm working now on adding Luigi to the game , so the next update he'll also be in there.

Last edited by dan369; 06-06-2009 at 02:48 PM..
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Old 06-06-2009, 12:11 PM   #2
 
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Cool, checking out now.

--EDIT--
Really nice. Can't wait for the animations to be finished. Also, it crashes if you restart it when you finish the level.
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Old 06-06-2009, 12:36 PM   #3
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Yeah forgot to say that, i don't know why that happens atm but i'll fix that asap!

Edit:
FIXED! link has been updated

Last edited by dan369; 06-06-2009 at 12:57 PM..
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Old 06-06-2009, 01:14 PM   #4
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Haha
I like the Mario.
Thanks for the update man.
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Old 06-06-2009, 01:56 PM   #5
 
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i'm uploading this on the front page of (A site i shouldnt be advertising) as we speak!
nice release

Last edited by Mraellis; 06-06-2009 at 02:34 PM..
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Old 06-06-2009, 02:32 PM   #6
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This is really top-notch!

I look forward to the next release, if you take my advice I believe doing a
"Megaman - The New Worlds" would another great inspiring idea.
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I will help with the graphic problems you mentioned in your edit.
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Old 06-07-2009, 09:32 AM   #8
 
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Hello Dan, i registered just to say one thing. I hope you release a Level Editor, as that will boost the amount of people using your homebrew. I, for one, would love to create my own Mario levels! Thanks for the time you put in this!
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Old 06-07-2009, 10:34 AM   #9
 
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Also, when you fall through a hole, you don't have collisions when you come back. (one time I could walk through the scenery, i.e. blocks and pipes.)
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Old 06-07-2009, 11:14 AM   #10
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Quote:
Originally Posted by jackrunner View Post
Also, when you fall through a hole, you don't have collisions when you come back. (one time I could walk through the scenery, i.e. blocks and pipes.)
Just checked it my bad, i deleted a part of the code by mistake. I'll fix it now.

Edit: Ok, simple fix. I'll upload it a bit later. I also got the flag pole into the game, i'm not going to have the flag move down in normal mario games at the moment i'm busy working on the more important things. So i'll put it on my todo list.

Last edited by dan369; 06-07-2009 at 11:28 AM..
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Old 06-11-2009, 12:29 PM   #11
 
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Dude, this is sweet, you have to finish the level editor too, sounds like this could become quite popular for the cross-over fans out there ^_^.
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Old 07-17-2009, 12:38 AM   #12
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Hate to bring old topics up but i think i owe it to people to at least keep them updated with what's going on (even though i don't really do it much )

Anyway......the game
Well, when I finished this demo iIdid take a long break. Maybe a bit too long in fact, but even whilst in this break I did code & well created my own platforming game engine. In this demo the functions ain't really generic, and they were not up to par with what I can do. So in this break I re-wrote the code starting from scratch only keep key assists like my tilemap engine (which I think is really good to be honest). And that I think is the only thing I kept.
SOOOO what have i ended up with and what did i do?
Well...i re-wrote the entire collision function, it now uses tile based collision detection which was a pain but with the help of a god(yaustar ) he finally helped me understand & use tile based collision for my own purposes. Tile based collision detection is much faster than my previous method & is better suited towards lots of objects as-well so it is the ideal choice.
That took a while. Another thing i didn't like about the previous code was the animation function, towards the end i rushed it a bit, this lead to problems with certain animations (mainly jumping) not functioning right, i started from scratch with that and have a fully working animation system which turns out to be smaller (the function) towards it's counter-part. Also i finally got around to added the choice to play as Luigi or Mario and they work fine, i've also updated the sheet & have the 'dead' animation working. Though features like Mario jumping in the air ain't done yet (it's on the list ). Lastly i found a error with the way i was blitting the bigger sized objects (the jumping sprite and others) which made them look squashed, this has been fixed aswell.
Last but not least, (nearly) fully functionally enemies. It can support as many enemies as i like, currently only one type (Goomba) and i'm wondering about the fact on having 'smart' Goombas which don't fall off platorms & can detect the end & change direction, the code itself is very easy & would only take minor change but i ain't sure if Goomba's can do that and if i'm trying to keep to the original theme then.... it's one to think about.
Also i haven't yet done the whole falling off platforms code for the enemies. Though it'll won't take long and is next on my list of things to do before i die
Finally i have news to the map editor, the map editor is a fully functional map editor right now. It can load, save, create .map & .mapc files using my own functions i created a while back but since have improved upon. It can do everything a map editor should do. There are two layers, the normal everything layer(blocks etc.) & the collision layer. The collision tile sheet isn't finished yet, at the moment it's just coloured tiles representing different things. In the future I'll need to update it & make it more clear to other uses.
It saves files using the sony OSK and must be a string of more than 1 char. Note: You don't need to add the .map or .mapc extensions. It does that for you

.map = the tilemap with all the data relevant to what gets blitted on-screen
.mapc = collision map.

Anyway so as you can see I've made quite a bit of progress, and i made this post just to let people that I am still working on this and that this project isn't dead.
I'll have screens up a bit later today of both the game in action & the map editor in action. (Right now I'm tired, I've been up all night . So I'll make a new post later on, also testers expect a new build asap!).
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Old 07-17-2009, 02:29 AM   #13

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Quote:
Originally Posted by dan369 View Post
Hate to bring old topics up but i think i owe it to people to at least keep them updated with what's going on (even though i don't really do it much )

Anyway......the game
Well, when I finished this demo iIdid take a long break. Maybe a bit too long in fact, but even whilst in this break I did code & well created my own platforming game engine. In this demo the functions ain't really generic, and they were not up to par with what I can do. So in this break I re-wrote the code starting from scratch only keep key assists like my tilemap engine (which I think is really good to be honest). And that I think is the only thing I kept.
SOOOO what have i ended up with and what did i do?
Well...i re-wrote the entire collision function, it now uses tile based collision detection which was a pain but with the help of a god(yaustar ) he finally helped me understand & use tile based collision for my own purposes. Tile based collision detection is much faster than my previous method & is better suited towards lots of objects as-well so it is the ideal choice.
That took a while. Another thing i didn't like about the previous code was the animation function, towards the end i rushed it a bit, this lead to problems with certain animations (mainly jumping) not functioning right, i started from scratch with that and have a fully working animation system which turns out to be smaller (the function) towards it's counter-part. Also i finally got around to added the choice to play as Luigi or Mario and they work fine, i've also updated the sheet & have the 'dead' animation working. Though features like Mario jumping in the air ain't done yet (it's on the list ). Lastly i found a error with the way i was blitting the bigger sized objects (the jumping sprite and others) which made them look squashed, this has been fixed aswell.
Last but not least, (nearly) fully functionally enemies. It can support as many enemies as i like, currently only one type (Goomba) and i'm wondering about the fact on having 'smart' Goombas which don't fall off platorms & can detect the end & change direction, the code itself is very easy & would only take minor change but i ain't sure if Goomba's can do that and if i'm trying to keep to the original theme then.... it's one to think about.
Also i haven't yet done the whole falling off platforms code for the enemies. Though it'll won't take long and is next on my list of things to do before i die
Finally i have news to the map editor, the map editor is a fully functional map editor right now. It can load, save, create .map & .mapc files using my own functions i created a while back but since have improved upon. It can do everything a map editor should do. There are two layers, the normal everything layer(blocks etc.) & the collision layer. The collision tile sheet isn't finished yet, at the moment it's just coloured tiles representing different things. In the future I'll need to update it & make it more clear to other uses.
It saves files using the sony OSK and must be a string of more than 1 char. Note: You don't need to add the .map or .mapc extensions. It does that for you

.map = the tilemap with all the data relevant to what gets blitted on-screen
.mapc = collision map.

Anyway so as you can see I've made quite a bit of progress, and i made this post just to let people that I am still working on this and that this project isn't dead.
I'll have screens up a bit later today of both the game in action & the map editor in action. (Right now I'm tired, I've been up all night . So I'll make a new post later on, also testers expect a new build asap!).
WALL OF TEXT!!

also, good work so far, looks like your coming a long way in this, good job
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Old 07-17-2009, 02:47 AM   #14

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I'll rather say to indent you text..(joke).
Anyway, good news.Keep up, waiting for the release.
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Old 07-17-2009, 02:52 AM   #15
 
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Thanks for the update
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Old 07-17-2009, 07:42 AM   #16
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Quote:
Originally Posted by slicer4ever View Post
WALL OF TEXT!!

also, good work so far, looks like your coming a long way in this, good job
my bad, i had alot to say. Thanks guys, i'll have screens up a bit later today
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Old 07-17-2009, 08:34 AM   #17
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Nice to see an update.
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Old 07-17-2009, 07:24 PM   #18
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Anyway updates, updates....
So what did i do today? Well i kinda took it easy, i ain't feeling 100% so all i did was fixed one thing, alter tiny parts of code oh and complete they entire animation system for the goomba's. It took a tiny bit of fiddling around, but i got it done a done very well (if i do say so myself )
Anyway, here's some screens from the game taken before the changes i made today:



note: how much clearer the jumping sprite is displayed compared to the first demo, that was my fault. As you can see fixed.





And yes i decided to play as Luigi when i took the screenies. Also i was wondering if anyone would be kind enough to make a video for me, showing the game off? I have no camera or anything like that so i can't do it. You'd get a copy of the game

I did promise screens of the Map editor as-well but was a bit busy. I'll have them up tomorrow.

Last edited by dan369; 07-17-2009 at 08:02 PM..
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Old 07-17-2009, 08:46 PM   #19
 
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I have a HD camera and a tripod. I could do it. Just PM me the code and I'll give you the video to put on your site.

Last edited by Xteaph-N; 07-17-2009 at 09:25 PM..
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Old 07-18-2009, 01:57 AM   #20
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or send it to me coz u like me more and ill use usb host and put the sound in
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Old 07-18-2009, 10:42 AM   #21
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Well because i do know Fat, I'll give it to him. Thanks for the offer though Xteaph-N. I'll send it to you in a sec.
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Old 07-19-2009, 02:58 AM   #22
 
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dan369 why don't you use RemoteJoy to make a video? anyway good job I really like it
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Old 07-19-2009, 09:53 AM   #23
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Quote:
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dan369 why don't you use RemoteJoy to make a video? anyway good job I really like it
Tried and failed
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Quote:
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Tried and failed
What is the problem? Doesn't it works?
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Old 07-19-2009, 02:37 PM   #25
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Ummhh if i remember i run the pge eboot & the screen is just black. & it stops recording. On my PSP the pge eboot runs fine & executes the code fine.
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Old 07-19-2009, 07:07 PM   #26
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sorry dan i have been busy with stuff only reason i havent been on here or made you a video yet, you dont seem to be in a massive rush but im sure i can get it done tomorrow morning, sorry for the dalay.
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Old 07-19-2009, 08:15 PM   #27
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no problem fat, i'm never in a rush :P pretty laid back me person really (maybe thats why i take so long to make something? meh ).
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Quote:
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Ummhh if i remember i run the pge eboot & the screen is just black. & it stops recording. On my PSP the pge eboot runs fine & executes the code fine.
I had this problem too. Have you triad to install the driver?
Try this procedure:
- Download this package: http://dl.qj.net/RemoteJoyLite-v0.14...3712/catid/151
- Install in your PSP the plugin presents into the package, then activate it
- Start RemoteJoy executable
- Connect your PSP via USB
- Run the game...
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Old 07-20-2009, 02:29 PM   #29
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Finally got it working, and finally got a video up. This version shows how i've started the falling enemies of platforms process, & the goomba animation done with every other improvement.

http://www.youtube.com/watch?v=BDTLkskKzwY

Thanks Gefa

Last edited by dan369; 07-20-2009 at 04:12 PM..
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Old 07-20-2009, 03:20 PM   #30
 
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that looks great
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