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[Release]PSP Mario - The New Worlds v0.02

This is a discussion on [Release]PSP Mario - The New Worlds v0.02 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Firstly, let me just take you through what the game is, what to expect from it and what about the ...

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Old 12-06-2009, 05:23 AM   #1
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Cool [Release]PSP Mario - The New Worlds v0.02

Firstly, let me just take you through what the game is, what to expect from it and what about the future?

What The Game Is?
This game is my own personal attempt at trying to clone super mario bros., it has taken a long time to get to this stage and when i say 'my own' i do mine just me, from the beginning to now it has been only me coding this by myself in my own spare time, sometimes i do get stuck and ask for a bit of advice from a few people but that's it. So for me this is well...a great achievement really i was very proud with v0.01 but this is a step above. If your expected a perfect clone then this isn't for you. I'd personal say that about 97% is the same with a that 3% being different (updated graphics, controls obviously etc.)

What To Expect?
Basically the game itself is a tech demo, it isn't no full Mario experience with loads of levels, for a level count there is still only 1 level in this game. I've released this mainly to get feedback, what people like/don't like, improvements & what should be added next?
The game is a step above v0.01, with alot of improvements, the full list is underneath:

-Everything from Version 0.01
-Collision between enemies
-Mini-Mario Logic implanted into the game (i.e you can't smash the brick blocks!)
-Full Green Koopa A.I including Idle state, Shell state.
-Coins have been added, stand alone coins ain't 100% done yet.
-Coin Blocks Have been added, note: that so far coin blocks are only in '?' blocks, there isn't any hidden coins in any of the Brick Blocks but I'll add that soon
-Red Koopas are also added into the game, but the A.I isn't 100% (Red koopas don't fall off ledges, but that's all that needs to be done with them)
-Added a few more of the classic sound effects like the Coin, Kick etc. (i can't seem to find the Brick block one, where you as little mario hear the 'thund' sound :Argh:)
-Had to re-do the map format, this means that previous created maps won't work, I'll release the updated editor during the week sometime.
-(Even though you don't see this, i have the level system up & running, which will switch you from level to level)
-Fixed a bug with Mario dying (where he'd just keep falling & falling)
-A lot of other minor fixes which i honestly can't remember, its been so long

What About The Future?
The future is very bright for this game, probably the next update will be sometime around spring when i hope to enter the NeoFlash Compo for the first time , but immediate plans would be:
-Finish Red Koopas & Stand Alone coins
-Add Invisible blocks
-Add coins into special Brick Blocks
-More levels (Defiantly!)
-Finish off Level system (needs some touching up even though the base is their)
-Start on Big Mario additions

So if you want to help me then just download the game & tell me what you think, but one thing in advance i did say this is only a Tech Demo!, so please don't wine about it needs more levels, if you download this expecting a vast amount of levels to play then i warned you.

Anyway Video Link:
YouTube - PSP Mario - Update 7 Another Big Update!

And Finally the lovely download link (note: i would have used the download service here on qj to upload the file seeing as it would be a more secure & better link but i can't access it)
Download PSP Mario - The New Worlds v0.02 Minor bug fix.rar from Sendspace.com - send big files the easy way

Oh And one last thing, 'The New Worlds' is a working title, eventually i will add my own/others people levels into the game which will then be 'The New Worlds'

Edit:
Forgot two things:

Game 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

And to note that the video was made using RemoteJoy, it records at 30fps, game runs at 60fps.

Last edited by dan369; 12-06-2009 at 06:31 AM..
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Old 12-06-2009, 05:36 AM   #2
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Woah! Great update. Downloading as of now. I will report if any bugs are visible. :)
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Old 12-06-2009, 05:51 AM   #3
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Cooooool thanks man.
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Old 12-06-2009, 06:00 AM   #4
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dan369,

1 - Mario is dressed in green.

2 - I can't enter luigi game, error :
Spoiler for Error:
Error: main.lua:949: attempt to index global 'texture' (a nil value)
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Old 12-06-2009, 06:06 AM   #5
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Quote:
Originally Posted by elite999 View Post
dan369,

1 - Mario is dressed in green.

2 - I can't enter luigi game, error :
Spoiler for Error:
Error: main.lua:949: attempt to index global 'texture' (a nil value)
One thing about that, in the menu, white shows the current selection & not red. I hate that error, i thought i fixed it. I'll fix it asap.
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Old 12-06-2009, 06:11 AM   #6
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Well i press in the mario game appears the luigi and the vise versa.
I haven't got the elite's error.
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Old 12-06-2009, 06:13 AM   #7
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3 - When you die, you get resurructed on the last point, like you can still see a sliding duck.

4 - Sending the first duck in the left direction will lead it to bump in the level edge-->where there is vacuum. XD

5 - You can't kill enemies if you jump on them while they are on a brick or a coin block.

6 - There is a little "I don't know what its name enemy XD" before the last stairs--->which isn't present in the original game.
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Old 12-06-2009, 06:15 AM   #8
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nickxab,
Quote:
One thing about that, in the menu, white shows the current selection & not red. I hate that error, i thought i fixed it. I'll fix it asap.
And, it also happens on both games. That error is random.
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Old 12-06-2009, 06:23 AM   #9
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Quote:
Originally Posted by elite999 View Post
3 - When you die, you get resurructed on the last point, like you can still see a sliding duck.

4 - Sending the first duck in the left direction will lead it to bump in the level edge-->where there is vacuum. XD

5 - You can't kill enemies if you jump on them while they are on a brick or a coin block.

6 - There is a little "I don't know what its name enemy XD" before the last stairs--->which isn't present in the original game.
to answer:
3 - That is meant to happen. If you hit the koopa into its shell state then it will remain in that state until you stop the shell (where it could return back to normal or back into the moving shell). This leads to whether i should, after you die respawn the enemies to their original positions?

4 - Meant to happen, its more fun i'd say instead of the shell just disappearing and never coming back.

5 - Future addition :P
6 - You mean the goomba that is randomly at the bottom of the stairs by the pipe? (If so then i just placed him there for a laugh to be honest :P)

One thing you learn is that no error is random, the problem is that it creates the texture, when you restart the game it'll try to re-create the texture, which for reasons unknown to me it can't in PGE.
I can't re-create the 'if i chose mario game it brings up luigi' error, it works fine for me :S.
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Old 12-06-2009, 06:29 AM   #10
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God, im good :P
Fixed:
Download PSP Mario - The New Worlds v0.02 Minor bug fix.rar from Sendspace.com - send big files the easy way
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Old 12-06-2009, 06:31 AM   #11
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Quote:
I can't re-create the 'if i chose mario game it brings up luigi' error, it works fine for me :S.
Lol, I laughed. True. So it is a problem in the language environment.

7 - When you contact the enemies you die so quickly unlike the original one. I think you know it, and placed it for a laugh too. XD

Quote:
This leads to whether i should, after you die respawn the enemies to their original positions?
Actually, I like it as it is now in the game. Lol, I was thinking if you get resurrected, and once you get on the ground, the sliding Koopa gets you.
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Old 12-06-2009, 06:39 AM   #12
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Quote:
7 - When you contact the enemies you die so quickly unlike the original one. I think you know it, and placed it for a laugh too. XD
No :P so you think it should be slower, (the game runs pretty fast, IIRC it decreases by 0.25? I can easily make that smaller for a longer death sequence.)
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Old 12-06-2009, 07:01 AM   #13
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Yeah, to feel the pain. Like just a little bit slower. :)
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Old 12-06-2009, 07:54 AM   #14
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I like the way this is going on.

I'm a "hidden" follower of this project xDDD


Could you please fix the bricks you walk on???, becasue in the down-right corner they let to see the background a little and it looks like a graphic glitch (just a hint xDDD).

Thanks for spending your time for us!!!
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Old 12-06-2009, 08:11 AM   #15
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Quote:
Originally Posted by iceman755 View Post
I like the way this is going on.

I'm a "hidden" follower of this project xDDD


Could you please fix the bricks you walk on???, becasue in the down-right corner they let to see the background a little and it looks like a graphic glitch (just a hint xDDD).

Thanks for spending your time for us!!!
Yep will do, Thanks
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Old 12-06-2009, 09:06 AM   #16
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random fact:
i released the very first demo of this on the 6th June
i released the seconded demo on the 12th September
& finally i released this version on the 6th December, exactly 6 months after the first release

Everything is a multiple of 6 :ROFL:, next release march 12th?
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Old 12-07-2009, 08:00 AM   #17
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Wohoo! New version! Thanks very much
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Old 12-07-2009, 09:04 AM   #18

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dan you are the man!

Thanks for the long awaited update!!!

This is great...
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Old 12-07-2009, 10:07 AM   #19
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Uhm, good, not bad, I'll download it and try it out.

Quote:
i hope to enter the NeoFlash Compo
so there will be an opponent worthy of note... not bad
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Old 12-07-2009, 10:34 AM   #20
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Quote:
Originally Posted by Gefa View Post
Uhm, good, not bad, I'll download it and try it out.


so there will be an opponent worthy of note... not bad
lmao :ROFL: to be honest its a big 'hope'.

Quote:
Originally Posted by Ollin View Post
dan you are the man!

Thanks for the long awaited update!!!

This is great...
No problem ;) Thanks!
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Old 12-08-2009, 08:40 AM   #21
 
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Already heard of it. Seems to be nice! Good old Jump and Run.
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Old 12-08-2009, 10:01 AM   #22
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This is great. Cant wait for the next update.
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Old 12-08-2009, 10:04 AM   #23

 
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Stellar work mate!
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Old 12-08-2009, 10:27 AM   #24
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Quote:
Originally Posted by Mr_Shizzy View Post
Stellar work mate!
Thanks Mr_Shizzy & Hell-Raiser-85

A good point:
"Hes makin a Mario ENGINE. Whatever lvls he makes from any of the existing mario games is to show the lvl of accuracy of the engine. After the engine is mostly complete you could make an entirely new mario game or even a completely new game that plays similarly to mario.Theres a huge variety of ways a good platform engine could be put to use on the psp? regardless of its origins as a mario game"

Pretty much that the reason, i cloned the first level just to see certain things like framerate, accuracy etc.
But to be honest i don't plan on using this engine again for other projects like the guy says.
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Old 12-09-2009, 04:32 AM   #25
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Yeah. All the levels are not that important while developing the engine. It is just the base that you would work on.
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Old 12-09-2009, 04:51 AM   #26
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Quote:
Originally Posted by elite999 View Post
Yeah. All the levels are not that important while developing the engine. It is just the base that you would work on.
Exactly, though anyone with minor programming could make a level themselves without any trouble. Theres about 8 functions in total that need to be called and just by reference from Level1.lua, you can see where i call them & basically use that as a template.
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Old 12-09-2009, 05:11 AM   #27
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Why Luigi is as short as Mario? Shouldn't he be taller? XD
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Old 12-09-2009, 07:45 AM   #28

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Haha, Dan is still working on homebrew with copyright infringement? Just kidding. Great job! ;)
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Old 12-09-2009, 09:17 AM   #29
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I liked Mario when I was playing Nintendo a long time ago. I'll download this when I get home, and try it.
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Old 12-09-2009, 10:47 AM   #30
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Quote:
Originally Posted by SuperBatXS View Post
Haha, Dan is still working on homebrew with copyright infringement? Just kidding. Great job! ;)
Yep
Thanks SuperBat, thought you'd left the scene :S
So with all the feedback here are the proposed changes/additions:
-Recreate the enemies/animation blocks when you die
-Ingame editor
-Retro mode which will just be using the old 8 bit graphics
-Don't let the player leave the screen(Done)

What you think? InGame editor is something i've wanted from day 1.
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