Staredit Network > Forums > SC1 Map Showcase > Topic: Mario 2D Custom
Mario 2D Custom
May 7 2009, 12:43 am
By: Cinolt  

May 7 2009, 12:43 am Cinolt Post #1



Inspired by: Super Mario SC

The 2D part appealed to me, so I decided to make my own version of it.

Moving around and jumping is a bit different in this map, to move you simply move your marine in that direction, and to jump you move your marine up, and after a while it will fall down. I think this method is better, this way you can choose how far to jump or how high. The ground and walls are burrowed defilers in places which you can choose in the editor.

In the editor, you burrow the units to use them.



Attachments:
mario 2d custom beta v1.3.scx
Hits: 19 Size: 75.73kb

Post has been edited 1 time(s), last time on May 8 2009, 8:52 pm by yoonkwun.



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May 7 2009, 1:03 am Demented Shaman Post #2



I haven't played Roy's version yet, but I like what you've done. However, I really don't like how Mario just goes straight down. Its jump should be a parabola. Maybe you could make it so instead of going straight down it moves him down diagonally.



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May 7 2009, 1:07 am Roy Post #3

An artist's depiction of an Extended Unit Death

Very cool. I find it funny that this is based off of a map that was based off of another map. I like the jumping system, except that it fires too easily. I had my head wrapped around a button system, because I thought of the old-school NES controller (and I also wanted to work on a project that utilized mobile gridding). Your system will make the game a lot easier to play.

And regarding Urine's comment, you would have to compensate the horizontal distance Mario traveled. If you did that, the jumping system would be amazing.

Now that I think of it, I had originally planned to make Mario controlled like this. I can't remember why I changed my mind...




May 9 2009, 7:47 am Jack Post #4

>be faceless void >mfw I have no face

Oh lol I played Super Mario SC with you today, I thoguht it was a bit odd that there was three at least super mario maps being made, and all by people on SEN. I was Jack[RCDF BTW.IDK what you said when you left, sorry about that cos I had to minimize for a sec.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 15 2009, 5:09 pm Devourer Post #5

Hello

this is like a remake of my jumpman-concept :bleh:

anyway, I suggest to change the Jump-system because it's bad...



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May 15 2009, 6:49 pm Biophysicist Post #6



Why not use StimPacks to activate the jump? Detect if a Medic moves to heal Mario, and if so, activate the jump and move the medic back.



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May 15 2009, 6:53 pm Pigy_G Post #7



Quote
Why not use StimPacks to activate the jump? Detect if a Medic moves to heal Mario, and if so, activate the jump and move the medic back.

Or use eud HP detection, One trigger. Much more accurate, fires much quicker and easier in general.

Someone needs to adapt WASD to a 2D concept, I was thinking of making Metal Slug but I dont really see how you'd do the shooting.



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May 15 2009, 7:00 pm Biophysicist Post #8



Quote
Or use eud HP detection, One trigger. Much more accurate, fires much quicker and easier in general.

Do you have an EUD fetish or something? It wouldn't be worth using it here, especially since it would fuck with macs.

Although that was a good point about firing speed. I don't know if my idea would respond fast enough to be useful. >.>



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May 15 2009, 8:07 pm Cinolt Post #9



Wouldn't the medic just get in the way of the marine then?

And I thought EUD triggers make people disconnect on Battle.Net.



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May 16 2009, 1:41 am Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from Pigy_G
Someone needs to adapt WASD to a 2D concept, I was thinking of making Metal Slug but I dont really see how you'd do the shooting.
That would be limited to single-player then, because any "button EUDs" would create a desync from other players, unless everyone pressed the key at the exact same time every time.

Quote from name:yoonkwun
And I thought EUD triggers make people disconnect on Battle.Net.
Not all EUD triggers make people disconnect. Unit HP is a universal value, and in theory (I say "theory" because I have not personally tested/witnessed a multi-player EUD health trigger with specific credentials) you should be able to detect it and run a trigger without desyncing anybody (except mac users, because they cannot handle any EUDs). You would disconnect from other players if an EUD for a client-specific address ran, such as the one mentioned above by Pigy_G.

In any case, the EUD wouldn't be worth it, in my opinion.

Edit: If you are seriously considering making the jump system advanced:

Idea #1: Making a location horizontally inverted to detect how far Mario is moving horizontally. Then, near the end of the jump, move two locations via mobile grid to detect if Mario is moving left or right. Take the value of the horizontal distance and make the decent parabolic to said distance. If Mario is not detected as moving left or right, that means he's in standstill and would just fall straight down.

Pros: Few locations used, able to create a parabolic effect, very specific distance recording
Cons: Can be abused if someone goes left and then turns right near the end of the jump, or vice versa (weak detection on direction).

Idea #2: Centering a series of locations on a 1x1 mobile grid (with very long vertical height, horizontal length would be 1 tile) on Mario as a jump begins. There would be a series going left and a series going right. Then you can detect which location (or in-between two locations) Mario is located, therefore detecting the horizontal distance and trigger the decent respectively.

Pros: Parabolic effect, cannot really be abused
Cons: Several locations used, less sensitive on distance traveled.

Post has been edited 3 time(s), last time on May 16 2009, 1:58 am by Roy.




May 17 2009, 1:42 am Cinolt Post #11



I can't use Mobile Grids though, because the coins and finish units are in the air. I can't make those on the ground either, because then when Mario falls straight down onto it, his path will curve to go around it.

I can use the inverted location to determine horizontal length traveled and use this method to determine if he's going left or right, but I don't know how to move the location for him to fall diagonally.



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May 17 2009, 9:16 am poiuy_qwert Post #12

PyMS and ProTRG developer

Quote from Roy
except mac users, because they cannot handle any EUDs
Macs "handle" EUD's, they just have different memory locations then windows users.




May 17 2009, 12:55 pm Pigy_G Post #13



Yeah because we totally need to have mario on a 2D platform more than one player, Yeah, Right.

I think TZ is just scared of EUDs because he doesnt understand them or know how to use them.

HP Detection would Not drop anyone at all.

Eud Key Detection would disconnect fellow players because the value isn't shared.



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