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[Release]PSP Mario - The New Worlds v0.01

This is a discussion on [Release]PSP Mario - The New Worlds v0.01 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; You may remember this: Article Detail - PlayStation Portable News - PSP Updates As many of you know i have ...

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Old 09-12-2009, 08:25 AM   #1
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Wink [Release]PSP Mario - The New Worlds v0.01

You may remember this:
Article Detail - PlayStation Portable News - PSP Updates

As many of you know i have been working on this for quite some time. And finally i have a first version ready for everyone to try out .
This new version is a total re-code from the older version above, which has obviously taken awhile (i only code in spare time or whenever i feel like it).
But anyway here's the features:

-Classic HUD
-Complete mario/luigi animations (including death animations, turning animations & flag animations)
-Full goomba A.i
-Tilemap levels
-Now completely uses tile based collision.
-Play as Luigi or Mario
-Brick Block & ? Block animations.
-Classic sound effects.
-And loads more smaller touches.

If you would like to take a look at the game download it here .

You can also view a video of the game in action here

Note: That i used remoteJoy Lite, it records at 30fps. The game runs at constant 60 fps.

Future plans:
-Complete the ending sequence 'walk into castle' stuff
-Fix any bugs that pop up
-Coins
-Score System (i have the system for this draw out, it just coding it in.)
-More levels.
-Even more sound effects

(i haven't done a release in so long i'm forgetting stuff :P)
anyway controls:
Start - pause/un-pause
X - Jump
R Trigger - Run (only when holding down the trigger will the player run, otherwise it walks)
Analog/left & right direction pads = move.

Last edited by dan369; 09-12-2009 at 08:56 AM..
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Old 09-12-2009, 08:39 AM   #2
 
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Its great! I can't wait till this is expanded with more levels.
My favorite mario homebrew game so far.

Although I kinda wish you kept the reset button at the end from the original demo, like how once you finished, you were asking to either exit or go again, now we can only exit.

Last edited by UnknownToaster; 09-12-2009 at 09:01 AM..
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Old 09-12-2009, 08:46 AM   #3
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Originally Posted by UnknownToaster View Post
Its great! I can't wait till this is expanded with more levels.
My favorite mario homebrew game so far.
Thanks already got 1 bug (with the timer, i'll fix it now. It's nothing major )
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Old 09-12-2009, 08:56 AM   #4
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Updated the Link, timer bug fixed
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Old 09-12-2009, 09:00 AM   #5
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very nice im definitely going to have to try this out
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Old 09-12-2009, 09:38 AM   #6
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I am going to download this, and inform you on any bug I encounter. Congrats on releasing your fifth homebrew!
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Old 09-12-2009, 11:41 AM   #7
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Great job Dan. Craig been helping ya?

"PSP Maio - Update 5 The first full level!" - look at Maio. Mario maybe? :P
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Old 09-12-2009, 11:54 AM   #8
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Originally Posted by CrazyFrog View Post
Great job Dan. Craig been helping ya?

"PSP Maio - Update 5 The first full level!" - look at Maio. Mario maybe? :P
Nope just me, bits of advice from yaustar here & there . My bad.
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Old 09-12-2009, 12:03 PM   #9

 
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could you plz reupload on another host? download link doesn't work when I click it, it just keeps loading the page but it stays blank :P
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Old 09-12-2009, 12:21 PM   #10
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looks good mate, will try it out later..
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Old 09-12-2009, 12:56 PM   #11
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Originally Posted by mootjeuh View Post
could you plz reupload on another host? download link doesn't work when I click it, it just keeps loading the page but it stays blank :P
Yeah sure, i would use the qj downloads option but i can't

mirror:
http://hotfile.com/dl/12292119/e7542...oject.rar.html

Last edited by dan369; 09-12-2009 at 01:23 PM..
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Old 09-12-2009, 02:34 PM   #12
 
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I briefly looked through your code, and I have to say, that is the oddest collision detection system I have ever seen. But, if it works it works I guess.
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Old 09-12-2009, 02:35 PM   #13

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good job dan, this looks quite amazing, i can't wait until it has more lvls to play
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Old 09-12-2009, 02:44 PM   #14
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Thanks man !
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Old 09-12-2009, 02:52 PM   #15
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Originally Posted by MoAShaun View Post
I briefly looked through your code, and I have to say, that is the oddest collision detection system I have ever seen. But, if it works it works I guess.
Isn't 2d generally old .

@slice & nick - thanks . I'll work on some more levels tonight
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Old 09-12-2009, 03:42 PM   #16
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Quote:
Originally Posted by dan369 View Post
Nope just me, bits of advice from yaustar here & there . My bad.
Nice. You've jumped so far ahead from where you started eh.
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Old 09-12-2009, 03:59 PM   #17

 
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Quote:
Originally Posted by dan369 View Post
Yeah sure, i would use the qj downloads option but i can't

mirror:
Hotfile.com: One click file hosting
thx! you should tell an admin about that
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Old 09-12-2009, 04:04 PM   #18
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good work dan, its good to see your constantly making improvements.

dont hold it against me if this doesnt make sense as im not sober.
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Old 09-12-2009, 04:51 PM   #19
 
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looks good, can't wait to try this one out! thanks man
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Old 09-12-2009, 04:59 PM   #20

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Quote:
Originally Posted by MoAShaun View Post
I briefly looked through your code, and I have to say, that is the oddest collision detection system I have ever seen. But, if it works it works I guess.
What is odd about it?
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Old 09-12-2009, 06:34 PM   #21

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Pretty good, Dan. Much better code than some of your previous conglomerates.

Though, I have to say, weyda write 100% without-fail procedural code.
Code:
--Function to get the object corners used in Collision
function getObjectCorners(x, y, object)
	down = math.floor((y + object.height - 1) / tsize)+1;
	up = math.floor(y / tsize)+1;
	left = math.floor(x / tsize)+1;
	right = math.floor((x + object.width - 1) / tsize)+1;
end
Learn to "return", global variables are NOT your friends
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Old 09-12-2009, 06:59 PM   #22
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Quote:
Originally Posted by Nielkie View Post
Pretty good, Dan. Much better code than some of your previous conglomerates.

Though, I have to say, weyda write 100% without-fail procedural code.
Code:
--Function to get the object corners used in Collision
function getObjectCorners(x, y, object)
	down = math.floor((y + object.height - 1) / tsize)+1;
	up = math.floor(y / tsize)+1;
	left = math.floor(x / tsize)+1;
	right = math.floor((x + object.width - 1) / tsize)+1;
end
Learn to "return", global variables are NOT your friends
lol i did write some crap ages ago.
But anyway, thanks for the advice

I just finished the score system (well nearly one or two tweaks tomorrow). Busy day, i'm off for now .
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Old 09-13-2009, 02:36 AM   #23

 
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is it normal that I can go up (or down in this case :P) to -8 lifes and further ? XD
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Old 09-13-2009, 05:17 AM   #24
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is it normal that I can go up (or down in this case :P) to -8 lifes and further ? XD
Yep
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Old 09-13-2009, 06:19 AM   #25

 
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I see, I hope that will be fixed in the next release :P
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Old 09-13-2009, 06:26 AM   #26
 
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Wow! That's really nice project. Can't wait to get level editor

Good luck mate!
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Old 09-13-2009, 06:28 AM   #27
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Looks cool! Going try it out now
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Old 09-13-2009, 07:15 AM   #28
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Quote:
Originally Posted by UnknownToaster View Post
Its great! I can't wait till this is expanded with more levels.
My favorite mario homebrew game so far.

Although I kinda wish you kept the reset button at the end from the original demo, like how once you finished, you were asking to either exit or go again, now we can only exit.
Yh i added the reset option now. Finishing off the tweaks to the score system. I'll release the editor in a bit
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Old 09-13-2009, 11:07 AM   #29
 
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Nice, I just tried it. There's a little problem: when Mario (or Luigi...) runs and you press X to jump, he should jump higher than when he "walks". Or not?
Then maybe the game is in general faster than the original Mario Bross... you should regulate just a bit the framerate
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Old 09-13-2009, 11:57 AM   #30

 
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how come when I choose "Luigi Game", it gives me Mario?? wtf?
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