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05-15-24 04:03 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - Power-ups or Not? New poll | | Thread closed
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Should I keep flowers and feathers in my game?
I don't think so, because they make the game seem too easy.
No, They DO make the game too easy.
 
4.3%, 1 vote
Yes, but you should let them become part of the game little by little.
 
73.9%, 17 votes
Well,actually, I think something different. (Post answer)
 
21.7%, 5 votes
Multi-voting is disabled. 23 users have voted.

User Post
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6304 days
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Posted on 12-09-05 12:54 AM Link
If the level design isn't damn there impossible to pass, there will be no need to fly through the levels.

As for the topic, power-ups are needed. "The ninji Saga" was horrible because there was not a single power up in the hack, making it a trial and error one hit killfest which made me quit playing it. If no power ups, at least have the mushroom so you take a extra hit.

But in my opinion power ups make the game fun, and makes it Super Mario. Mario with no powers is like Link with no sword, and make's me less interested in your hack if taken out.


(edited by Link2006 on 12-09-05 12:06 AM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-09-05 08:48 PM Link
I was already going to leave the mushroom in it, I don't think anyone would want to play it if it was one hit only. As for the others, they were what I was talking about in this thread.
Kailieann



 





Since: 11-18-05

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Posted on 12-09-05 09:25 PM Link
For the hack I'm presently designing, I hope to bypass the powerup system altogether and implement a rudimentary HP system.

Though, to be fair, when (if) I finish, it won't be a Mario game anymore..
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-09-05 10:27 PM Link
Really? That would be pretty thoughtful...Hmm... Is there a you could help me get mine like that?
Andy

Zora


 





Since: 11-17-05

Last post: 6624 days
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Posted on 12-09-05 11:19 PM Link
I wouldn't take them out. You should have at least one secret exit that requires flying.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-09-05 11:23 PM Link
Now I have no idea what to do... I've disabled cape flight, but might enable it again. Is there a way I can have it so that on one level the cape flight works, but on the rest it doesnt? Or better yet, a switch that changes 90 to 80 and 80 to 90 back and forth when hit? That'd be cool...
Kailieann



 





Since: 11-18-05

Last post: 6295 days
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Posted on 12-10-05 12:29 PM Link
90 and 80 aren't values, they're branch statements. Specifically, 90 is BCC (Branch if Carry Clear or Branch if Less Than) and 80 is BRA (Branch Always).

The way the normal of code works is, it checks Mario's speed. If he's running (greater than), the branch statement won't activate and Mario will do a running jump, and if he's not jumping (less than), the branch statement will activate, skipping past the running jump and doing a normal jump instead.

Changing the BCC to BRA makes it so that the branch statement always activates, regardless of Mario's speed. The result being that Mario always does a normal jump, even if he's running.

The reason this disables the flight ability is because Mario needs to do a running jump in order to fly.
The problem with this is that having Mario running at full tilt and then going into a normal jump just looks silly.

Either way, it's possible to add more conditions to the code -- I'd had plans for a hack where the running jump would only activate once Mario passed a certain level -- but you'd need to write up a custom subroutine for it.

Of course, if you're capable of doing that, then it shouldn't be too difficult to set up a flight-controlling ram value of some sort that can be changed dynamically within a level.

As for the HP system, it wouldn't really be an HP system. It would just be a collection of minor changes, and I'm not entirely sure if it would be worth the effort.
Still, if I decided to go for it, here's how I would set it up:

1. The only powerup available is the "Mushroom"
2. "Mario's" big graphics are always used, regardless of his powerup status
3. When hit, the reserve item is automatically written to "Mario's" powerup status instead of floating down from the status bar
4. The reserve item is automatically cleared if "Mario" dies from something other than an enemy
5. Select is disabled
6. The reserve item box is hidden and an HP display is shown instead:
1 HP = no powerup, no reserve item
2 HP = "Mushroom", no resserve item
3 HP = "Mushroom", reserve "Mushroom"

Granted, it's not the most efficient setup possible. The reason I thought it would be best to do it this way is because it would use most of the game's original code instead of having to come up with a completely new set of subroutines.


(edited by Kailieann on 12-10-05 11:31 AM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6308 days
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Posted on 12-10-05 01:05 PM Link
That would be a good idea if you follow through with it. Another idea I had was to make a chase level with sprite A1 (Bowser's steel ball) and you die if you get hit. I'm going to put a block that takes your reserve item and changes you back to small Mario. That way, if you get hit, you'll die. No power-ups. If I put slow auto-scroll in that level, would the steel ball be able to catch up?
Glyphodon



 





Since: 11-18-05

Last post: 6336 days
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Posted on 12-10-05 08:26 PM Link
The game's so lacking if you don't have the powerups, even if they are broken. So I say keep them in, even though I hate them. Haaate them.

HP systems are bad. There's just no good way to have items that increase it. I tried it, and I found that it kinda sucks.

And BMF, you could always change the cape a bit and call it a different powerup.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6296 days
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Posted on 12-10-05 08:45 PM Link
Maybe you could convert 1-ups to HPs

I know that'd be nigh-impossible to do, but instead of Mario losing his power-up when hit, he starts as Super Mario, and there are two places where he can upgrade to fire flower power or cape power.
He doesn't lose his power-up when he's hit either, but he does lose a HP (AKA a 1-up).
I'm not sure what you would do if he fell down a pit or touched lava.
I know something like is would take an absurd amount of ASM, if it's even possible.

On-topic - Since I understand what you mean now, you should definatly keep the flower.
I don't like to leave out the cape since doing that means I'm giving up a really cool power-up.

The anti-cape blocks are in blocktool though. Abuse em
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-10-05 08:54 PM Link
I think I'll just put the power-ups in little by little. But as for the HP system, keep the lives as lives, but the 1-up mushrooms as Hp. Wait, here:

1-Up Mushrooms-More Hp.
Mushrooms-More Hp, just less than 1-up.
Stars-1-up.
Flowers- I'm out of ideas.

Glyphodon



 





Since: 11-18-05

Last post: 6336 days
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Posted on 12-11-05 01:08 AM Link
^^It's entirely possible. It's just not very fun. Powerups generally pwn HP, even as broken as they are.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6295 days
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Posted on 12-11-05 06:33 AM Link
Originally posted by Glyph Phoenix
And BMF, you could always change the cape a bit and call it a different powerup.


Perhaps a...jetpack?
ZTaimat

260








Since: 11-19-05

Last post: 6362 days
Last view: 6296 days
Posted on 12-11-05 09:31 AM Link
LOL.... that would be a cheap kirby superstar rip off... and if you can get it to work the exact same way, i'll give you 10 cookies

BTW, im the evil lil boger who voted against any power ups. If you cant beat any levels off of the original SMW w/out power ups, you suck big time.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 12-11-05 02:01 PM Link
I already can beat most of the original w/o flowers or feathers, but I NEED mushrooms.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
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Posted on 12-12-05 12:58 AM Link
Originally posted by BMF54123
Originally posted by Glyph Phoenix
And BMF, you could always change the cape a bit and call it a different powerup.


Perhaps a...jetpack?
Just judging by what Glyph's already done, I rather thought he meant like nunchaku. Just disable the flying.

But that's just me, I guess.
Glyphodon



 





Since: 11-18-05

Last post: 6336 days
Last view: 6316 days
Posted on 12-13-05 02:40 AM Link
Except, y'know, not stupid. Like my nunchucks were. They didn't have enough frames, I didn't disable floating, yeah.

Since you're BMF, you'll probably go the distance with whatever you do, but if you really don't feel up to it you could always repalette and call it a different type of cape.
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