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11-02-05 12:59 PM
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Synneth Relmn

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Posted on 08-05-05 12:59 PM Link | Quote
Well, since I only got 2 people the last time I did this, I figured I might as well post this on more forums this time. I guess I have to say those two words that send everybody running first, though.

This is a MARIO FANGAME. Wait, don't run in terror! This one's actually decent, and I have people's comments to back that up. It's for Windows, written with DarkBasic. And I'm testing its online capabilities.

My game is called Ultimate Mario Bros. You'd think by doing it so many times, Nintendo would get it right! Right?(Well, actually I started this BEFORE the first SMA came out and Nintendo decided to rehash it on EVERY. SINGLE. MARIO. GAME. that ever came out for the GBA and made my game seem like redoing an already overdone game.) Their Mario Bros. just gets so boring after playing through phase after phase after phase. Well, my fangame has an Adventure Mode. A story mode. Over 70 phases of adventure and bosses!

Me talking about it just doesn't do justice. Download and play it for yourself here.

The other key feature about it, other than the adventure mode, is multiplayer battle online. I'm testing that right now, and I need people from all over the globe to do it! It works great on my LAN, but over the internet is where I need to work on it. I'm running the server on Saturday from 3-5 PM Central time. For those of you too lazy to convert, it is:

Pacific: 1-3 PM
Mountain: 2-4 PM
Central: 3-5 PM
Eastern: 4-6 PM

INSTRUCTIONS: During this time period, open the game and if you'd like to continue to read the info here, hit Space at the main menu to take it off of fullscreen mode. Then click "Network/Internet Play", and then click "Internet TCP/IP Connection for DirectPlay" on the next menu. Enter your nickname when it asks you, then hit "J" for join. My IP address is 216.74.210.242, so type that in when it asks you, and (hopefully) you'll see my game once it connects. Hit "1" and enter to join it if it's there, otherwise, well, either the server's full with 4 people or you can't connect(hopefully it'll be the former). Once you do that, you'll be in the chatroom with me! I'd suggest reading the readme before you play so you don't complain about other people using manuevers you didn't know were there.

NOTE: I'll be known as "CashCrazed" in the game.
Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
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Posted on 08-05-05 09:51 PM Link | Quote
Originally posted by Synneth Relmn
(Well, actually I started this BEFORE the first SMA came out and Nintendo decided to rehash it on EVERY. SINGLE. MARIO. GAME. that ever came out for the GBA and made my game seem like redoing an already overdone game.)


I'm sorry but they most likely did that so you can connect any Mario GBA game to any other Mario GBA game for multicartrige Mario Bros. play, which then makes this seemingly stupid manuver seem less, well, stupid...

Now I actually have to read the rest of the thread, sorry. Sounds good from what I read though.
Chris

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Posted on 08-05-05 10:08 PM Link | Quote
Sounds good. I was in the middle of downloading it (reaching 96 percent) and noticed that the site went unavailable. I guess I'll have to try again sometime later then...


(edited by Chris on 08-05-05 01:08 PM)
fabio

Chuck
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Posted on 08-05-05 11:41 PM Link | Quote
I'm going to download this because adventure sounds cool. I'll play multiplayer later because I want to try adventure mode first. Too bad I can't download it right now because there's a storm in the area I live in.
Riku

Giant Goomba
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Posted on 08-06-05 03:24 AM Link | Quote
That game is just genius. What program did you use to make it?
EDIT: What's with a sprite sheet showing up on the loading?


(edited by MarioMaster on 08-05-05 07:43 PM)
Chris

Boo
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Posted on 08-06-05 05:03 AM Link | Quote
Also, I have a question; dumb question, that is. What is meant by "Adventure mode"? Is is something like playing Super Mario 3? If it is...cool. Very cool.
Riku

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Posted on 08-06-05 05:49 AM Link | Quote
Originally posted by Chris
Also, I have a question; dumb question, that is. What is meant by "Adventure mode"? Is is something like playing Super Mario 3? If it is...cool. Very cool.

From what I played, it is like the normal MB. Every time you beat five, you get a message. You will fight Marios clones in a fight after a few rounds. I can't get passed the damned slippery floor! I do remember a very special activity were you escape an airship ( after you fight the last of Marios clones ) So Chris, this game is fun.
fabio

Chuck
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Posted on 08-06-05 06:34 AM Link | Quote
This game is awesome Synneth Relmn. I'll try to be there in Network/Internet Play around 3-5PM. I live in the Central Time Zone too.
Peardian

Lava Lotus
The Uncanny Mario Art Master
KvSG #87 is up!
No Trouter yet...

Halloween's over... Turkey time!
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Posted on 08-06-05 07:58 AM Link | Quote
I'd definately try this, except the site's down now.
Zerodius

Aquamentus
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Posted on 08-06-05 08:58 AM Link | Quote
Played the game and beaten it.

I tought the regular final boss was harder than the real final boss, unfortunately. The problem was that while the real final boss was technically harder... you could abuse the fact that the level looped, thus making the boss's attacks useless since they cover only one side of the screen at a time.

NOTE: For those who cannot get past the Ice Cave (the level with the stupid wax), set the speed of the game to the minimum. It will help you... A LOT. Without slowing the game down, I don't think I would have beaten the game.


(edited by Zerodius on 08-05-05 11:59 PM)
Chris

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Posted on 08-06-05 11:10 AM Link | Quote
I've finally had a chance at playing it. Seems to be well coded, and the gameplay is really nice. You've did a good job with this.
Synneth Relmn

Paratroopa
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Posted on 08-06-05 01:48 PM Link | Quote
Wow, thanks for the compliments, guys!

Originally posted by Zerodius
I tought the regular final boss was harder than the real final boss, unfortunately. The problem was that while the real final boss was technically harder... you could abuse the fact that the level looped, thus making the boss's attacks useless since they cover only one side of the screen at a time.


You're kidding, right? The real last boss is definately harder than the regular last boss, if not just for the fact that there's extra stuff to dodge! Maybe you didn't actually get to the "real" last boss. There's tips on how to beat all the bosses and see everything in the game here.

EDIT: Never mind, now I see what you're getting at. You can wait for the blocks to fall, and just keep on the side of the screen that they aren't on. Clever trick. I may just have to put up the fire walls earlier, and closer to the screen edge!

Regarding the "final challenge", I had originally planned to make it 40 enemies with the floor turning to wax for the very last 10, but that made it so damned hard that I myself couldn't even beat it! The regular wax levels are tough enough.


(edited by Synneth Relmn on 08-06-05 04:49 AM)
(edited by Synneth Relmn on 08-06-05 04:56 AM)
(edited by Synneth Relmn on 08-06-05 04:58 AM)
fabio

Chuck
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Posted on 08-07-05 07:50 PM Link | Quote
I tried to play multiplayer online on Internet TCP/IP Connection for DirectPlay around 3-5PM like you said but the game couldn't find anyone with your IP Address. What happened?
Synneth Relmn

Paratroopa
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Posted on 08-08-05 12:16 AM Link | Quote
Nobody could. My router decided that this was the perfect time to lose all its settings. I can't get anyone to connect to me now, once again, and so I can't host any more games until I get this sorted out with my router(which may take a while because I don't even remember some of the settings). Somebody else could host one, though, if they have a static IP and no firewall/NAT interference. I could probably join one still. I need to witness the effect of lag on the client side myself, anyway.

Until I get it fixed, however, I'm working on the next version...with custom skin support! With this, you can play as whoever you want in multiplayer! Right now I'm only using it to make the four Marios different colors, but I'll expand it so that you can use custom ones. Even on the internet! If whoever you're playing doesn't have the skin, they'll download it before the match starts. Now then, since the format's already figured out, you could go ahead and design a skin now.



This is the template for a skin. It's 144x112, enlarged here so you can see it. It's separated into 16x16 blocks, so it would be a good idea to use a grid in your paint program so you don't overwrite the boundaries. Other than that, just write your own graphics frames over Mario's matching frames in the template. Pure black(RGB 0,0,0) is considered transparent in the image reader, so if you do need black to show up, do as I've done with Mario's outline there and make it very very dark, but not completely black.

Keep in mind that no matter what you design the skin to be, it will still handle exactly like Mario. That means you can pretty much play as anyone or anything you want. Also, it has to be in BMP format for it to work in the game. Not the PNG format that Imageshack converted this to.

Zerodius

Aquamentus
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Posted on 08-09-05 05:28 AM Link | Quote
Can't wait for the next version!

I'll try and make my own skin... only problem is that the adventure's mode story will sound weird with having a new sprite... but well, can't win everytime, right?

...and that game is already professional-level in my opinion.

My only real gripe is the soundtrack for adventure mode. The music for most of the levels is good... especially the wax cave music and most of the boss themes!

However, the airship's music and the extra bosses themes aren't very good at all.

Fortunately, found that replacing the music was easy as pie. Simply pick a MIDI file of your own and overwritte the original music. Just be sure that you rename the MIDI to what the old theme used to be or else, it won't work!

NOTE: Speaking of bosses... I tought that the difficulty for the bosses was alright... exept for the first extra boss (not the real final boss but the one just before him). His attacks should go a bit lower and there should be walls for else, the player can abuse the level loop trick. The boss has definitely a low health count... but that's not really a problem considering his speed and how hard it is to actually make an attack connect. The problem is that the boss doesn't actually attack until it's health is depleted by 50% and that the boss just move randomly, not aiming at the player. That wasn't a problem with the regular final boss since his attack pattern cover the entire screen and the real final boss has pinpoint accuracy unless you abuse the level loop technique.

In fact, that's what kept the difficulty for the extra bosses down; the level loop trick. By switching sides, you can confuse the bosses and force them to do do stupid stuff, thus getting a few easy hits in (especially useful against the real final boss considering his advanced AI). Placing walls during those two fights would keep the difficulty up.

In fact, a fact that would increase difficulty dramatically in both the regular and real last boss fights would be a megaman-like "invincible" phase each time you struck each boss. The problem with both is that you can just keep bouncing on the regular final boss until he's down to his last 3 hits (where the bounce technique stop working) and you can use this strategy to strike the real final boss several times in a row, taking out huge chunks of his health meter each time, beating him really, really quickly. This would nullify the "cheesy bounce" trick without being forced to add new elements to the fight or reprogram the enemy's AI (which would be a pain, especially in the real final boss's case who seems to have a really complex AI)... altought the level loop trick problem would remain.

Anyway... all in all, that's all good. The game is really fun, long, and is great in multiplayer.

Oh... just one final complaint in the multiplayer mode. Unstead of having fixed music for all levels exept the water one, there should be a general "battle" theme for the non-descript arenas and special arenas such as ice, underwater, e.t.c. should have their own themes... also, playing in the wax cave in multiplayer would be quite... special! Hehehehe...

Anyway, I'm done.

I don't know if you'll take note of those observations and suggestions but whatever you do, know that you have my respect. Making such a great game should been long and hard... and your efforts paid off! This is one of the best fan games I ever played!

Have a nice day!
Magikoopa Myster

Lakitu
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Posted on 08-09-05 06:21 AM Link | Quote
Problem: Every time I try to play, it says 'Runtime Error'. I have DirectX 9.0. WTF is going on?


(edited by Ye Olde Myster on 08-08-05 09:25 PM)
Synneth Relmn

Paratroopa
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Posted on 08-09-05 06:47 AM Link | Quote
Can you give me the error number? I can't know what's going on unless you tell me that.

I also thought I saw somebody post a sprite sheet. Whatever it was, it wouldn't work though. Sprites must to 16x16 and 16x32 to work.

Originally posted by Zerodius
Can't wait for the next version!

I'll try and make my own skin... only problem is that the adventure's mode story will sound weird with having a new sprite... but well, can't win everytime, right?

...and that game is already professional-level in my opinion.

My only real gripe is the soundtrack for adventure mode. The music for most of the levels is good... especially the wax cave music and most of the boss themes!

However, the airship's music and the extra bosses themes aren't very good at all.

Fortunately, found that replacing the music was easy as pie. Simply pick a MIDI file of your own and overwritte the original music. Just be sure that you rename the MIDI to what the old theme used to be or else, it won't work!


You can't do adventure mode with custom skins. It's only for multiplayer.

Well, I basically stole music from many game series': Mario, Zelda, Castlevania, Final Fantasy, all of those. Then I wrote the final challenge music myself. The extra bosses' music tracks are both from the Zelda Oracle games; I thought they sounded alright.

Originally posted by Zerodius
NOTE: Speaking of bosses... I tought that the difficulty for the bosses was alright... exept for the first extra boss (not the real final boss but the one just before him). His attacks should go a bit lower and there should be walls for else, the player can abuse the level loop trick. The boss has definitely a low health count... but that's not really a problem considering his speed and how hard it is to actually make an attack connect. The problem is that the boss doesn't actually attack until it's health is depleted by 50% and that the boss just move randomly, not aiming at the player. That wasn't a problem with the regular final boss since his attack pattern cover the entire screen and the real final boss has pinpoint accuracy unless you abuse the level loop technique.

In fact, that's what kept the difficulty for the extra bosses down; the level loop trick. By switching sides, you can confuse the bosses and force them to do do stupid stuff, thus getting a few easy hits in (especially useful against the real final boss considering his advanced AI). Placing walls during those two fights would keep the difficulty up.

In fact, a fact that would increase difficulty dramatically in both the regular and real last boss fights would be a megaman-like "invincible" phase each time you struck each boss. The problem with both is that you can just keep bouncing on the regular final boss until he's down to his last 3 hits (where the bounce technique stop working) and you can use this strategy to strike the real final boss several times in a row, taking out huge chunks of his health meter each time, beating him really, really quickly. This would nullify the "cheesy bounce" trick without being forced to add new elements to the fight or reprogram the enemy's AI (which would be a pain, especially in the real final boss's case who seems to have a really complex AI)... altought the level loop trick problem would remain.


I could, and probably will, add some sort of walls, fire or otherwise, to the real final boss fight. However, jumping on the guy's head over and over is meant to be able to happen. For those skilled enough, however, it can become to easy. However, just becasue skilled Mario fans find the fights too easy doesn't mean everybody else will! I installed this game at my school's computer lab, and some of them struggled with the boss fights!

I did think of something else, though. That "invinciblity" thing you mentioned could happen at every fight break point(every 5 hits) so you couldn't just continue hitting the guy indefinitely.

Originally posted by Zerodius
Oh... just one final complaint in the multiplayer mode. Unstead of having fixed music for all levels exept the water one, there should be a general "battle" theme for the non-descript arenas and special arenas such as ice, underwater, e.t.c. should have their own themes... also, playing in the wax cave in multiplayer would be quite... special! Hehehehe...


That would be hell. It's so tricky to get moving on wax that it would hardly work over the internet with even slight lag.
Magikoopa Myster

Lakitu
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Posted on 08-09-05 07:05 AM Link | Quote
Originally posted by Synneth Relmn
Can you give me the error number? I can't know what's going on unless you tell me that.

Originally Shown on Error Message
Runtime Error: ERROR 10

That's it. I hope you can help, I really wanna play!
Synneth Relmn

Paratroopa
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Posted on 08-09-05 07:09 AM Link | Quote
Error 10: File does not exist

That means you're missing one or more of the files. Reinstall it and make sure you unzip everything into the same place this time.
Magikoopa Myster

Lakitu
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Posted on 08-09-05 07:14 AM Link | Quote
Originally posted by Synneth Relmn
Error 10: File does not exist

That means you're missing one or more of the files. Reinstall it and make sure you unzip everything into the same place this time.

It still doesn't work! I even tried playing it while it was in the Winzip window. Help!
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