Biles Wrote:Given that you will put ceiling barriers (if you haven't done so already) have you made alternative plans to shift the blocks and obstacles to different positions?
I haven't made the ceiling barriers because I was a bit busy with Blargh' merge. His code is different than mine, so I had to re-do some areas from scratch. A positive new is that its still possible to use the new resources. Its almost 90% complete. Some resources will not be used, like new characters, due to the rules of AE version.
For about the shifting of blocks, mario games really limit players, in a way they could even be stuck or requires much attention for the gamer to pass obstables. I don't think it will be nice and useful to make blocks hit Peach's head in this flash version, as it will limit her so much, as well as let the game less 3d like, if you know what I mean. Also, the game will be harder. With the current implementation, Peach can jump on blocks like she's in 3d, then she touches the ground of the block and stays there. Its not a cheating, as higher blocks still need a 'stair like' blocks for Peach to climb.
Yes, the coinboxes are still in development. A crucial milestone was done. An animation which can generate coins from them. Now, the second part is to have boxes with 1 coin and boxes with 10. In order to follow the normal mario games, brick blocks can also have 1 coin. If hit, it will transform to a metal block.
I'll be re-designing the blocks placement later. Probably when a new level is set. I will place unbreakable brown metal ones in a way Peach could still use them to jump to farther areas. But some bonus areas and powerups still need a difficulty setting, that's why some breakable blocks are there. In a later development, if Peach dies, she will replay the level from the beginning (a true reset), maintaining her score points. This will reset the blocks placement and sex scenes, so she can try again to reach that powerup and try to find new enemies, as in the normal mario games.
I'll be editing the music to let it endless. The version I have is farther than the Opimized Mim. It will help if I just know the name of this song and which game/movie has it. So I can edit a better quality version.
Finally, for the size: the game is reaching the bare minimum. To cute more, background graphics surelly can be combined, but new levels may not use them, because it will make the game feel like 'all same evels', 'all same experience'.
In order to rewrite the code, we need time to address what its important to recreate from scratch, like a better graphics made in Illustrator or other program. During later stages of development, we will be replacing some graphics with better and optimized versions.
Biles Wrote:When you are finally exporting the flash, are you doing it from a flash file that doesn't have any unused instances and graphics?
I remove unused instances before the last saving for a release. When using the original (with idle objects), I noticed a very small change, though (say, 1.8 increased to 1.9mb), but, of course, it's still noticeable. I just dont remove unused instances from the main version I work on, because these objects will be used in a later game. For the fonts, I'll see what can be done
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Mario is Missing PUT.swf