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| Beta's WIP Topic; Bet you thought I was gone... if you even remember me. =P | |
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| Tweet Topic Started: May 20 2011, 10:15 PM (756 Views) | |
| BetaSprite | May 20 2011, 10:15 PM Post #1 |
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Puppy In a Hole
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Hello everyone. After a long hiatus, I am back to continue working on stuff for MKF. I'll just drop this here: Beta's Youtube Channel My Youtube channel has some of my older work, and I'll be posting my new stuff there as well. Right now, it has the old Ice Mines level and some preliminary Rush Virus development videos. With a terrible framerate. My new stuff will be cleaner, but still not that good, as I won't be able to upgrade my computer for a while yet. Just as a starter, here's some bonus rooms I threw together with the Rush Virus: [utube]http://www.youtube.com/watch?v=5PXAPWJp3F0[/utube] I'll be recording some videos of the current state of the Ice Mines shortly. Thanks to Lars, it's been given a new tileset, so it looks better than the version that you'll currently find on my channel. Rooms 1 and 2: [utube]http://www.youtube.com/watch?v=k9XraBur_f8[/utube] Rooms 3 and 4: [utube]http://www.youtube.com/watch?v=k-CFXcyZR5w[/utube] Room 5 part 1: [utube]http://www.youtube.com/watch?v=336WfESqlfg[/utube] Room 5 part 2: [utube]http://www.youtube.com/watch?v=XrR7dZoZLCI[/utube] Edited by BetaSprite, May 21 2011, 09:30 AM.
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| TheomanZero | May 20 2011, 10:41 PM Post #2 |
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Regular Member
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I remember you! You're the Rush Virus guy. So, are these the sort of rooms that would be found down pipes and such? I seem to recall someone mentioning that there was a problem with that kind of room at some point (which is why they were left out of Birabuto Bash), but that may have changed or not even apply to this. |
| Visit The Wandering Wordsman! | |
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| BetaSprite | May 20 2011, 10:58 PM Post #3 |
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Puppy In a Hole
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I don't remember if there were problems with putting bonus rooms to the side (like down an unlikely pipe), but these stages should work just as well as a map enemy or as a single-room encounter in the middle of a map. He's like a powerup block that isn't as easy to open. =P |
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| Del | May 20 2011, 11:00 PM Post #4 |
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Spriter, level designer, coder, etc.
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weren't you making a level too? |
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| BetaSprite | May 20 2011, 11:07 PM Post #5 |
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Puppy In a Hole
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Yes, and I'm currently trying to record a demo of what I have completed so far. I've had some issues with warping when Mario is carrying a gun, so I've fixed it in a rather hacky manner. I hope to have some gameplay videos of the stage up tonight, if my wife doesn't make me give up too soon. EDIT: Well, I've got some basic gameplay recorded (and I saw a lot of bugs that I need to fix, too >_<), but Youtube is taking forever to upload them. It tells me that the first two rooms' video will be up in 40 more minutes, and the other 3 videos are queued up. So, you might see them appear on my channel throughout the next few hours. I could really use some feedback on this stage. I'm sort of happy with the basic ideas that I come up with, but I feel that my stage isn't up to MKF standards. Edited by BetaSprite, May 20 2011, 11:33 PM.
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| Lars Luron | May 21 2011, 01:50 AM Post #6 |
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My bear is a cosmic horror.
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Just saw your videos. Not bad, it's definitely looking like a fairly decent level. Your coding definitely needs some work though, but it's pretty good for a novice. Holy crap, though, your frame rate hit rock bottom in the room with the hailstorm. It generally wasn't all that high elsewhere in the level, but that's still a significant drop. We'll definitely need to fix whatever's causing that before we add the level to the game. Interesting variety of enemies you've got there. You should probably add a couple enemies from other games as well, though. It's W8, so maybe a couple Ice Climber enemies? You could probably use the TMNT robotic flies I used for Crossroads in there as well. As for Rush... While it's a really neat idea, and put together fairly well, I'm just not sure where we'd put it. We don't really have a whole lot of Battle Network content in the game, not even in W3. We've got maybe 3 levels that have a little bit of it, and that's it. Not to mention the fact that MKF doesn't really use bonus rooms at all. |
![]() For some reason I have a blog now, where I ramble on endlessly about MKF and other random things. -Last updated: 7/27/11 | |
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| Del | May 21 2011, 02:09 AM Post #7 |
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Spriter, level designer, coder, etc.
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oh, just saw the videos, it's a very nice level, I think all it needs is an info block telling you about how you can destroy those blocks also here's an idea; Obreck recently coded a "helper" system, which uses like no resources at all [utube]http://www.youtube.com/watch?v=QWUhf2LjqiQ[/utube] maybe you can have the tank or the guy from blaster master to help you through instead of using guns, also yeah that hail room lags hard, you'll probably need to reduce the number of ice shards that are created if that's what causes it or something, or their sparkling effects maybe |
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| TheomanZero | May 21 2011, 03:00 AM Post #8 |
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Looks like a pretty solid level, with some well-executed gimmicks. It's obviously in need of some polish and optimization, but I approve. |
| Visit The Wandering Wordsman! | |
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| Gladiacloud | May 21 2011, 03:42 AM Post #9 |
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Welcome back, Beta
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CURRENT MKF WIPS 7-7: Freon Ice Zone -1-?: Abstract Landscape (abstract games stage) CURRENT SMFR WIPS 3-4: Organic Depth FUTURE MKF WIPS ?-?: ????? ?????? ------------------------------------------------------------------------ 4-9: Ruined City -1-?: Snow Bros. Tower ------------------------------------------------------------------------ 6-?: Tinhead Factory 6-?: Pirates Cliff 6-?: Battleship Halberd FUTURE SMF WIPS 5-?: Yolkfolk Village (Fantastic Dizzy stage) 5-?: Candy Chateau 6-?: Crystal Labyrinth | |
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| BetaSprite | May 21 2011, 09:44 AM Post #10 |
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Puppy In a Hole
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Actually, the framerate is better when I'm not running HyperCam along with it. A few things that I think i can do to optimize: - I remember reading something about making repeated enemies as multiple instances of the same object (or something). Is there more information about doing that in GameMaker? - Would I be able to do the same with the mass of blocks at the end? - If I take away the parallax background, I get more speed, too. Again, though, I don't get the lag when HyperCam isn't running. - The main lag started when I added the destructible terrain for the last section of the room. I think there might just be too many blocks there, but I don't know what I should do to reduce the lag. Those are some good ideas on the enemies. I think I need to either replace the bullet creatures entirely, or just manage to code them better. Between the wall-walking and the "flying through the air", they are really easy to mess up and cause them to just fly off into oblivion. Rush is a tunneling creature, so he could show up anywhere, and the item you get for beating him is higher-class than you usually get from anywhere other than high-level shops. He could work as a bonus like the Hammer Bros, Sniper Joes, and copy-robot masters who are on the map screen. Maybe make him randomly appear on any map past World 3 when you've completed a level, and then disappear if you go to too many other levels without fighting him. If you haven't cleared the levels to get to him, this could make the player prioritize certain paths that they might not take normally, and would encourage map exploration (a little). I would be willing to code multiple Rush fights for each of the maps World 3 and onward. It wouldn't be very hard. Obviously, if that's not going to work out for you guys, that's fine.
Hmm... the help system could be good for the rooms beyond this one. I'm a bit worried about having him in the fifth room, due to him possibly destroying blocks that you need. That gives me an idea for the next room, though. I take it that the helper code isn't in the dev source currently. Could someone PM me that? Edited by BetaSprite, May 21 2011, 11:38 AM.
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| Lars Luron | May 21 2011, 07:47 PM Post #11 |
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My bear is a cosmic horror.
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Oh, didn't see that last video until just now. Yeah, all those blocks near the end could definitely contribute to the lag, if they're all constantly running at the same time. I don't know what version of the source you're using, though, so I don't know if they're parented to the deactivation object or not. And all those sparkles going at once can't be helping much, either. |
![]() For some reason I have a blog now, where I ramble on endlessly about MKF and other random things. -Last updated: 7/27/11 | |
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| EvilMariobot | May 21 2011, 09:24 PM Post #12 |
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So, who want's an ICBM?
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I say make the Whack-A-Rush a minigame for W3 and up. We need more of those anyway. |
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| BetaSprite | Jul 14 2011, 09:14 PM Post #13 |
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Puppy In a Hole
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Hello everyone. Just letting you know that I'm still around. Work was brutal all through June, and it doesn't look like it's going to let up soon, so the Ice Mines are still being delayed. When I next pick up the development again, I'm planning to split the 5th room into two parts, extending the part before the breakable floor and putting the breakable floor portion into the 6th room to improve performance of the 5th. If I can't get the 6th to perform well, I may have to put it on the backburner until later. |
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