Super Mario SCTopic linkFailed to get ImageSize (
http://i41.tinypic.com/8w9rer.gif )
Concept:You are Mario. Your goal? Grab several coins and reach the end of the level. To grab a coin, you simply run up to it and touch it. Of course, if it's in the air or a difficult spot, you'll have to jump and maneuver to safely claim it. There are three forces of evil trying to stop you: a time limit, baddies, and gravity.
Gameplay:You don't select Mario directly. Instead, you have a Terran
Dropship Barracks with two units,
a Siege Tank and an Archon a Firebat and Ghost
(There you go, Viet),
named used to "Change Direction" and "Jump" respectively. Mario is constantly walking; you can only control the direction in which he moves. The jump feature seems pretty self-explanatory, so I'll leave that to your mind. You must grab all of the coins to open the end of the level. There are also 1-ups to grab on each level, so be sure to hunt those down.
When a player dies, it goes to the next player. When a player beats a level, it goes to the next player. Why, you ask? Because people don't want to watch a professional beat all of the levels. The level timer has plenty of time to grab everything and reach the end of the level is you don't lallygag; its main purpose is to kill Mario when someone keeps trying to go for a hard-to-reach 1-up, or if someone deselects their
Dropship Barracks and did not hotkey it. There's also a short timer to start the level which serves as an anti-idle trigger.
*** Disclaimer: All coins and 1-ups are possible to grab without dying ***
Screenshots
Failed to get ImageSize (
http://i39.tinypic.com/2mow03l.jpg )
Here's your
Dropship Barracks. I recommend you hotkey this or resist clicking anything on the screen when playing.
Failed to get ImageSize (
http://i42.tinypic.com/w2kazd.jpg )
Coins are represented by Psi Emitters.
Failed to get ImageSize (
http://i43.tinypic.com/fod5wx.jpg ) Failed to get ImageSize (
http://i44.tinypic.com/2yvthts.jpg )
Damn you, gravity!
Failed to get ImageSize (
http://i39.tinypic.com/dph85l.jpg )
When you reach the end of the level, you are greeted by a crudely drawn flag and castle.
Failed to get ImageSize (
http://i40.tinypic.com/214s86c.jpg ) Failed to get ImageSize (
http://i39.tinypic.com/14azpxj.jpg )
You can jump on top of Goombas (
Probes High Templars) to squish them. However, if you just walk right into them, well...
And for those of you who are technically interested:
Triggering
Detection: Basically, I used a mass of burrowed units to detect the floor, walls and roofing of the terrain. As I began running out of units to place, I swapped some detection with locations.
Screen: I didn't want to lock the screen on Mario specifically, because it would be annoying whenever he jumped. I originally tried mobile gridding to follow Mario on a fixed x-axis, but the triggers were prone to glitching. I then created a series of burrowed units at the top/bottom of the map and centered several tall locations (relative to the row) with a 1-pixel width on Mario, and then re-centered to the burrowed units near the edge of the map. Using the boundaries of the map, the center of the location would be pushed into the proper position. For example, the location for level 1 was about 50 tiles tall, So when it locked on Mario and then the burrowed unit at the top of the map, the location would center at 25 tiles down while staying locked on Mario's y-axis position.
Jumping: I used a basic 1x1 mixed scourge/observer mobile grid. I ran each step of the jump through a death count.
Gravity: Same as above, except the trigger runs whenever you're not on the ground (based on the detection triggers).
Squishing Goombas: I would detect when the gravity trigger was active, and then if the Probe High Templar was within a certain distance from Mario (using a location, of course).
Music: I split the background music at each second so it would stop immediately. This is fairly common knowledge, but I thought I would include it.
(If you want me to elaborate on any of those, I will. This map was protected with GUEdit, so you can unprotect it and retain location/trigger names if you feel like having a look.)
On a final note, if someone
does accidentally deselect the Barracks, it is possible to hold down the spacebar and reselect it. In other words, if someone deselects the Barracks and tries hard enough, the players won't have to wait for the timer to hit 0.
Updated the map to 1.2. Changes:
- Fixed a Display Text bug
- Fixed a missing roof on level 6
- Optimized jumping to prevent accidental double-jumps
1.1 Changes:
- Button system swapped to Barracks
- Goombas swapped to High Templars
- Removed cooldown / Enabled spam for buttons
- Removed a bonus life on level 5 because I felt like it
- Changed various strings respective to the above mentioned changes.