Chaoxys sprite stuff place
- Leet
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Re: Midas Machine stuff place
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Common dude! Just remake Asmt in MM to keep all of us happy! That way you can finish MM an then workon AMMT that way we will be happier!
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But again, I'm not even considering making a full on ASMT game until after MM.
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- Local Candy Fiend
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And yeah, I'm still super hyped about MM and feel it's going to create quite the smash, maybe even in the talkhaus community.
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EDIT- It is now in my head canon that Demo has dozens of hats/head gear that she puts on during given situations.
Seriously though, due to the lack of arms and what not, it's sort of hard to make quirky little animations with her, so I feel that adding little things like that helps. Plus it's adorable.
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Heres some Demo sprites. Since this sheet was based over Mario's MM sheet, there are a few repeated frames and oddities to prevent any issues if this is ever slipped into MM (which as of right now, it most likely won't be, at least not as a playable character). I will see to it however that she cameos in some way shape or form.
EDIT- Not that I don't trust anyone, but if this is ever used in MM or some sort of ASMMT type game, it'd be best to not have people using it in their personal games first, so I'm taking down the main sheet just to be safe.
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- Friendly Dictator
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Re: Midas Machine stuff place
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http://i.imgur.com/x7oPA3o.png
EDIT- I'm not sure how accurate this skeletal structure is to your average cycloptal space demon.
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*Hops on horse and rides into the sunset*
Just updated my avatar. It's Demo's full idle (while in the water), including her doing a little dance. As you can see a few posts back, I made an alternate version of her while she's underwater.
This'll probably be my last Demo based post for now. Gotta get back to work on the actually MM type things.
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Midas Machine stuff place
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Re: Midas Machine stuff place
raocow wrote:last night I had a dream where I finally understood what a 'birb' is, and turns out it's a collyflower
- swirlybomb
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Re: Midas Machine stuff place
Hopefully I'll get to play the demo tomorrow, since it's a holiday!
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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As I said before, I hope you enjoy it, and please keep in mind that there has been a number of changes to the game that aren't present in the demo.swirlybomb wrote:*ADORABLE*
Hopefully I'll get to play the demo tomorrow, since it's a holiday!
It's probably also worth mentioning that we are adding a brand new level to world 1 for the final version. It's a Captain Toad level.
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Of course, none of these includes the post game, so there may be even more in the end, but we haven't planned anything out with the post game yet so who knows.
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Re: Midas Machine stuff place
*le post*
There we go!
Awesome jorb with everything, man. And I've gone ahead and added the Midas Machine engine to my mental list of potential future A-underscore-underscore-T engines that I'll need to outperform with Moonpepper whenever I get back to working on that muwahahahaha
There's an official ASMT Discord server! Check it out to discuss Demo games and follow their development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
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- Local Candy Fiend
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https://www.youtube.com/watch?v=Bz_mLUCy4pA
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Awesome! Also, I'll leave a few notes based on the video (some of these I posted on the video's page itself).Bwarch wrote:Beep boop doin' a thing for the demo
https://www.youtube.com/watch?v=Bz_mLUCy4pA
- As sad as it may seem, theres a reason for each tutorial. Each one was put in place to resolve actual complaints we got from numerous people. Yup, even climbing vines.
- Oh yeah, from where you saw those two coins (in the second level), you could have jumped to that leaf platform to your left to get where Mario would end up if you did the wall jump.
- The entire 3rd level has been replaced so that current level is no longer a thing, however, in the demo's version of it, the first mushroom is in the warp pipe with that first Piranha Plant.
- Mushroom Gorge was the original name of Mushroom Canyon, thats just a little slip up on our part (glad you caught it though).
- As for unique enemies and what not, I'm afraid the first world does play it fairly safe (although we are adding a Captain Toad level in it so theres that). It wasn't really to keep it "authentic" though, it was more so for the sake of the plot, as dumb as that may sound
We tried to lead the player into believing that Bowser was behind the attack on the castle at the start, so to add to that, we focused on having more traditional Koopa Troop baddies all over.
- One of the reasons there aren't many crazy gimmicks or anything in the first world is because, as one would expect, the first world was made first, and at the time we didn't have as many things planned (the game originally was going to be very simple, like SMB simple). I'd be hesitant to add anything crazy at this point as it'd feel shoehorned in, however, I wouldn't flat out say no to something like that, I'd just have to find a way to do with without it feeling out of place. Of course, as it stands now, the point of the first world is to give you lots of situations to learn the unique physics of the game.
EDIT- Oh, you fell on it a bit fast, but that thing you got after beating the boss was the key needed for the Town Gate, as of right now in the game, the mushroom don't do anything, they are just there to collect, so don't feel pressured to get them all.
Also, just to save you some time, I'll give you some hits and what not:
The second mushroom in the first level requires Wario to get, hence the "A good charge from the side" thing.
The second mushroom in the forest requires Mario to get, you already saw where.
I already mentioned where the second mushroom in the canyon is earlier.
The first mushroom in the lake is at the end of the first room, below the pipe.
The first mushroom in the rain forest is underwater early on inside a tree.
If you use a fireball on the bush at the Town Gate, you will unlock a secret entrance to the town (this is hinted at more so in the new version of the canyon level).
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- Local Candy Fiend
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Re: Midas Machine stuff place
You really don't have to go with every criticism from every person y'know, it's usually a bad idea to really have the audience have toooo much of an impact on a game. And some people are just really, really silly. It is a minor gripe however but it is frustrating for me to spend the time to read signs and have it be a hodge podge on what will actually be useful for my knowledge base. I dunno, I get where you're coming from though, so it is a thing I can see going either way.Chaoxys wrote:As sad as it may seem, theres a reason for each tutorial. Each one was put in place to resolve actual complaints we got from numerous people. Yup, even climbing vines.
And that is really great to hear about why first world is meh. HOWEVER, first impressions are just so so so so so important. And I don't know about valuing a story reason over player experience. *shrug*
How long is the demo so I know how long to expect myself to be playing it? And what does collecting both mushrooms in each level actually do at the end of it all?
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Well, the signs weren't put up for single complaints, more so when we got a number of complaints on a single issue (again, yes, the vines stumped a lot of people), however, the levels designs have changed a bit early on so removing some signs probably won't hurt since some of the elements are a bit more obvious.Bwarch wrote:You really don't have to go with every criticism from every person y'know, it's usually a bad idea to really have the audience have toooo much of an impact on a game. And some people are just really, really silly. It is a minor gripe however but it is frustrating for me to spend the time to read signs and have it be a hodge podge on what will actually be useful for my knowledge base. I dunno, I get where you're coming from though, so it is a thing I can see going either way.Chaoxys wrote:As sad as it may seem, theres a reason for each tutorial. Each one was put in place to resolve actual complaints we got from numerous people. Yup, even climbing vines.
Oh I know, and honestly, I'm not against updating the levels later on to give them some new elements, but as I've said, my main concern is making sure those elements fit in smoothly and don't feel like they were crammed in for the sake of being there. I will say that the new Captain Toad level will show up early on, so hopefully that will help to shake things up. Outside of that I will do what I can to make the levels a bit more interesting, although please keep in mind that we are somewhat limited on what we can do as we only have 1 programmer. I will say that that imo, things do pick up a bit after world 1. World 2 still has levels that use things from normal Mario games, which, to be fair, this is meant to be a Mario game so it's bound to happen, but there are a number of new things thrown in, and the things that are more basic are used in different ways.Bwarch wrote: And that is really great to hear about why first world is meh. HOWEVER, first impressions are just so so so so so important. And I don't know about valuing a story reason over player experience. *shrug*
The demo is the first two worlds, after which you can play as Mario, Luigi, Wario, and Waluigi at any time which can allow you to find new secrets, although thats mainly just new mushrooms so it's not too much. You can also play the first level of world 3, although it's an outdated version so yeah, fair warning.Bwarch wrote: How long is the demo so I know how long to expect myself to be playing it? And what does collecting both mushrooms in each level actually do at the end of it all?
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Gather around tiny children and I shall tell you the story of MM.Ningamer wrote:Could you give us a history of MM? I would like to know how it started.
Well, at first it was going to be a big group project on MFGG. At the time we called it the CFP (Community Fangame Project) and there was going to be two halves of it, one made in GameMaker that would let you play as Mario and Luigi, and one made in CickTeam (I think that was the program), that would let you control Wario and Waluigi, their two stories intertwining throughout the game. The original plot was going to revolve around E. Gadd finding an amulet dropped by Kamek that had his (Kameks) greatx5 grandfather's spirit trapped inside and it was released or something like that. After a while we dropped that and ended up getting to the current plot. For a while, things were going real good, we had lots of people spriting, lots of people programing, ect. The general plan was to make the game super simple, having a few special gimmicks, and the only powerups being the fire flower and starman. After a while though, most people wanted to just suggest ideas without actually contributing, and the project died. About a year later, I got in touch with Guinea, the head programmer, and we talked it over and decided to revive things, although at that point we were essentially restarting things, using the groundwork of the CFP to get started. We dropped the idea of having the game made in two programs and what not and from that point focused on flat out making the game, although we ended up adding a lot more gimmicks and enemies than originally planned because, well, I can't keep my mouth shut when I think up something.
Another thing of interest is that each world was going to have about 4 bosses each (3 minibosses and a main boss). The first world, being one of the oldest shows it's age in that it has 3 bosses as it was being made when we still have 4 bosses planned.
Another thing is that Takko was a rather recent addition, all things considered. I was reading an interview from Miyamoto saying how he tries to get something to help the player with their jumps, something that helps them fall slower or whatever, so I figured it'd make sense to have something like that, so I came up with the idea of a partner like power up like Yoshi, but, well, not Yoshi.