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Re: SMB United Demo

PostPosted: May 5th, 2011, 3:06 am
by Koopa Yoshi
fourinone wrote:Here's a bug: If a Paratroopa hops up into your feet while you're still rising upwards in your jump, you get hurt. I'm guessing this is because you're basing jump attacks on vspeed. You might want to rethink about that.

Also, no wall boundary on the left side of the room? You'll fall into a pit and die if you walk left at the beginning. Put some walls there.

I don't know why they're getting stuck, but just make sure that all sprites of a single object have the exact same hitbox mask, and the same center relative to the hitbox.


Yeah i forgot to fix the paratroopa bug, it checks if mario's y is smaller than his y and if mario's vspeed is larger than 0, I should just let it check the y axis

I was going to fix the walls outside the room before i release the demo but i forgot to do it

The enemies gets stuck simply because when a solid block is outside the view it gets deactivated, and so when an enemy walk onto it, it gets deactivated too. So when both of them are activated again, they appear on the same position and gets stuck. I can fix that but I am figuring out how to make objects activated only once and wont get deactivated when they are outside the view again

thanks foru :awe:

Re: SMB United Demo

PostPosted: May 5th, 2011, 1:06 pm
by Jellonator
very original idea. :ugeek:
a list of glitches if you must? ok then;




Re: SMB United Demo

PostPosted: May 5th, 2011, 8:01 pm
by fourinone
No problem, Freez!

Koopa Parayoshi wrote:The enemies gets stuck simply because when a solid block is outside the view it gets deactivated, and so when an enemy walk onto it, it gets deactivated too. So when both of them are activated again, they appear on the same position and gets stuck. I can fix that but I am figuring out how to make objects activated only once and wont get deactivated when they are outside the view again

I think you can get away with not deactivating blocks, since block objects, if done right, should have little load, especially if they're invisible and have no actions. So, if you want to deactivate some objects but not blocks, set all object you do want deactivate to a single parent, and use instance_deactivate_object(parent). Personally, I wouldn't worry about the blocks, but it's your choice.
If you want to all objects to start deactivated, and stay activated after having been in view, in your controller object, use instance_deactivate_all(true) in the create event, and instance_activate_region(view_xview[0],view_yview[0],view_wview[0],view_hview[0],true) in the step event.

Also, another thing, I've never been any good at fighting Hammer Bros in the original Mario, but the ones in your game seem almost impossible to get past, especially with the seemingly random attack pattern. Do you yourself have any trouble with them? Perhaps they will be easier to avoid after you implement running, but right now it just seems a bit much.

Re: SMB United Demo

PostPosted: May 5th, 2011, 9:22 pm
by Koopa Yoshi
fourinone wrote:No problem, Freez!

Koopa Parayoshi wrote:The enemies gets stuck simply because when a solid block is outside the view it gets deactivated, and so when an enemy walk onto it, it gets deactivated too. So when both of them are activated again, they appear on the same position and gets stuck. I can fix that but I am figuring out how to make objects activated only once and wont get deactivated when they are outside the view again

I think you can get away with not deactivating blocks, since block objects, if done right, should have little load, especially if they're invisible and have no actions. So, if you want to deactivate some objects but not blocks, set all object you do want deactivate to a single parent, and use instance_deactivate_object(parent). Personally, I wouldn't worry about the blocks, but it's your choice.
If you want to all objects to start deactivated, and stay activated after having been in view, in your controller object, use instance_deactivate_all(true) in the create event, and instance_activate_region(view_xview[0],view_yview[0],view_wview[0],view_hview[0],true) in the step event.

Also, another thing, I've never been any good at fighting Hammer Bros in the original Mario, but the ones in your game seem almost impossible to get past, especially with the seemingly random attack pattern. Do you yourself have any trouble with them? Perhaps they will be easier to avoid after you implement running, but right now it just seems a bit much.


I tried putting instance_deactivate_all(true) in the create event and the rest in the step event, but the enemies wont move when they are activated
I will try to make the Hammer Bros throw less hammers
also, thanks for the deactivate(parent) trick, i will use it :awe:

and jellonator, please explain more about the right brick and koopa spazz out, i dont get it
as for the die when being close to an enemy, it happens because the enemies don't have seperate collision masks

Re: SMB United Demo

PostPosted: May 6th, 2011, 9:04 pm
by fourinone
Koopa Parayoshi wrote:I tried putting instance_deactivate_all(true) in the create event and the rest in the step event, but the enemies wont move when they are activated

Strange... I tried this, but it worked fine for me. o_O When you say "don't move", do you mean that they simply aren't walking back and forth, and other things still happen (e.g. sprite animation, throwing hammers, can be jumped on), or that the objects are completely frozen, sprite and all?

Re: SMB United Demo

PostPosted: May 6th, 2011, 9:09 pm
by Koopa Yoshi
fourinone wrote:
Koopa Parayoshi wrote:I tried putting instance_deactivate_all(true) in the create event and the rest in the step event, but the enemies wont move when they are activated

Strange... I tried this, but it worked fine for me. o_O When you say "don't move", do you mean that they simply aren't walking back and forth, and other things still happen (e.g. sprite animation, throwing hammers, can be jumped on), or that the objects are completely frozen, sprite and all?


yes, they are animated, and can be killed

Re: SMB United Demo

PostPosted: May 6th, 2011, 10:42 pm
by fourinone
Hm...then I'm guessing they're probably getting stuck in the floor, since they may be being activated before the floor blocks. Have you tried spawning some enemies in midair to see if that makes a difference?

Re: SMB United Demo

PostPosted: May 6th, 2011, 10:44 pm
by Koopa Yoshi
fourinone wrote:Hm...then I'm guessing they're probably getting stuck in the floor, since they may be being activated before the floor blocks. Have you tried spawning some enemies in midair to see if that makes a difference?


no, but that may be right, thanks four, ur helpful :awe:

Re: SMB United Demo

PostPosted: June 5th, 2011, 5:51 am
by SuperLuigi9624
Super cool bro! II played all the levels! Who cares about glitchiness! It's still WASOM!