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Messages - Fawful Fan

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16
I'd like to see The Mole Train from Donkey Kong Country Returns as a stage.

17
Mario Chat / Re: How Would YOU Do Mario Kart?
« on: June 24, 2011, 03:47:52 PM »
Seeing how the demo for the upcoming Mario Kart on the 3DS has coins, it gives me hope that the development team might consider the idea of using a Super Smash Bros.-type currency system to unlock hidden goodies.

18
Video Game Chat / Re: It's the 3DS!
« on: March 30, 2011, 11:10:26 PM »
For those of you who have a 3DS, I have a couple of questions about Nintendo 3DS Sound:

1.  Can you arrange your songs into playlists?
2.  Is there a 'random song' option?

19
Video Game Chat / Re: "A WINNER IS YOU!", AKA Weegee's Required Reading #1
« on: February 06, 2011, 09:18:51 PM »
Quote
PM:TTYD - This is Mario's greatest role-playing adventure for many reasons, including the fact that it rewards the player to a permanent resolution. All RPGs should do it like this.

No!  Thanks to that, I can't re-experience the final battle and ending without going through the whole bloody game again.  Would Super Mario World really be better off if it saved at the ending?  You'd be forced to go through the whole game if you just felt like fighting Bowser again!

20
Mario Chat / Re: Paper Mario 3DS images
« on: January 29, 2011, 01:41:22 PM »
Well, the Paper Mario games already have the Merlon system if you're ever stuck on something in the field.  Maybe something like if you lose a battle a certain amount of times, you have the option to let the computer beat it for you.  This could allow the developers to make the enemy attacks more powerful and unpredictable.

21
Mario Chat / Re: Paper Mario 3DS images
« on: January 28, 2011, 09:42:46 PM »
I hope this game has a Super Guide.  Come on, Intelligent Systems, make the first challenging Paper Mario game!

22
Game Help / Re: World 9 in The Lost Levels
« on: January 14, 2011, 11:22:48 AM »
You know how in All-Stars you can start from any level on the main menu?  That's what I mean.  If I play the game from World 1-1 and make my way through the whole game without using a Warp Zone, I'll eventually reach World 9 and be able to select that for free play any time on my file (as long as I save at the end).  But I heard that if you play again and use a Warp Zone and save, the game will actually remove the World 9 levels from the main menu.  Can somebody confirm this?

23
Game Help / Re: World 9 in The Lost Levels
« on: January 13, 2011, 11:54:53 PM »
Wait a minute, I already used a Warp Zone in my file.  I was planning on just starting from World 1-1 on that file and going through the game to unlock World 9.  But if I already used a Warp Zone and saved on that file, does that make it impossible to unlock World 9?  I just want to make sure so I don't go through all that and see that I can't do it anymore.

Also, I heard that it's possible to lose World 9 after you unlock it.  Is this true?

24
Game Help / World 9 in The Lost Levels
« on: January 05, 2011, 04:22:58 PM »
In order to reach World 9 in The Lost Levels, you have to play from 1-1 to 8-4 in one run without warping.  I'm considering trying this out, but first I want to know this: in the All-Stars version, does reaching World 9 allow you to select it in the main menu?

25
Game Help / Blue Smudges on Wii Remote
« on: December 31, 2010, 11:33:22 AM »
I noticed that some blue smudges have emerged on my white Wii Remote after I tortured myself by completing DKCR's sadistic Time Attack mode.  With the remote in the horizontal position, the smudges appear by the "right" button on the control pad and the 1 and 2 buttons.  I can only assume that these formed by pressing these buttons so hard for so long with sweaty hands.  I tried cleaning the remote to wipe the smudges off, but so far nothing has been effective.  My remote still functions so it's no big deal; I'm just wondering if anyone else has had a similar situation.

26
General Chat / Re: Ultimate Birthday Compilation
« on: December 25, 2010, 11:13:20 AM »
Wow, I'm surprised that so many people share my birthday on this forum.

27
Mario Chat / Re: Mariology (serious posts wanted)
« on: November 15, 2010, 11:35:26 PM »
Sorry, I couldn't resist.

In all seriousness, yes, Bowser's last name is Koopa.  Otherwise, Larry Koopa wouldn't be Larry Koopa.

28
Mario Chat / Re: SMB3 VS. SMW
« on: November 08, 2010, 03:11:33 PM »

29
Mario Chat / Somebody DOESN'T Like BIS!
« on: November 08, 2010, 01:32:05 PM »
Wow, with all its stellar reviews, I thought Bowser's Inside Story was as universally lovable as those singing ants from Garfield and FriendsHere is one dissenter.  At least even he acknowledges the awesomeness of Fawful!

Edit: A bit of a problem.  That link doesn't work because the forum is automatically censoring part of "game set watch" which put together forms a naughty word.  So if you want to see it, visit www.gameset watch.com/2010/11/column_the_spoony_bard_when_an.php#more without the spaces.

30
Game Help / Re: WarioWare DIY Scripting
« on: October 16, 2010, 01:51:56 PM »
Okay Toad, I've tried replicating your game and this is what I've come up with...

First of all, for the command I typed: "Starman Get!"  Just a suggestion.  ;)

I have three chest objects, CHEST1, CHEST2, and CHEST 3.  These are in your field and initially hold the items.  And then I have the winning object, STARMAN.  I made two objects that hold the non-winning items, LOSE OBJ1 and LOSE OBJ2.  Each of these two losing objects have four artworks: MUSHROOM, 1-UP, FLOWER, and COIN.  You can, of course, change these into any artworks you want.  I made WIN CHEST which looks identical to the starting chests.  This chest will eventually hold the STARMAN and once it has been tapped, it will turn its switch on and win the game.  I have RANDOM* (the asterisk means 'literally a star image') which determines which chest the STARMAN will end up and RAN ITEM1 and RAN ITEM2.  These two determine the art of the losing objects.

Here's the AI:

CHEST1
Start
Set art to CLOSED.
Locate (anywhere that the player can select it)
AI 1
When CHEST1 is tapped & While STARMAN switch is ON & While game is not yet won & While game is not yet lost
     End game in a loss.
     Change art to OPENED.
AI 2
When CHEST1 touches WIN CHEST
     Jump to (area where player cannot tap it)

The AI for CHEST2 and CHEST3 are identical.  So we have it so that the player loses when clicking on any of these chests.  But the game can be won because, as you will see later, I have arranged the winning chest, WIN CHEST, to jump to the location of the STARMAN.  When any of the starting chest touches WIN CHEST, it jumps off the screen.  You can also put your "winning chest animation" on WIN CHEST when the game is won.  I assume you want the player to lose the game for selecting the wrong chest: if you want to give him or her another chance you can always get rid of that line.  The reason why the regular chests cannot be opened until STARMAN's switch turns on is because within the time range of 1-1 to 1-4, the game's random generators are still operating.  This simply ensures that the player can't make a selection until all the random rubbish has been decided.

STARMAN
Start
Set art to STARMAN.
Attach to CHEST1.
AI 1
When time 1-2 is hit & While RANDOM* switch is ON & While STARMAN switch is OFF
     Turn STARMAN switch ON.
     Jump to CHEST2.
AI 2
When time 1-3 is hit & While RANDOM* switch is ON & While STARMAN switch is OFF
     Turn STARMAN switch ON.
     Jump to CHEST3.
AI 3
When time 1-4 is hit
     Turn STARMAN switch ON.
AI 4
When STARMAN touches WIN CHEST
     Stop traveling.

So the STARMAN always starts at CHEST1.  It looks at RANDOM* which can cause it to jump to CHEST2 or CHEST3.  If STARMAN jumps to another chest, it turns its own switch on to prevent it from always jumping to CHEST3 (because if the switch is on at 1-2, it will still be on by 1-3).  If the STARMAN stays at CHEST1, its switch will still be off, so I make sure it gets turned on in AI3 after the randomization has taken place so the game can be played.  In AI4, I have the STARMAN stop traveling because by default it is attached to a losing chest and I don't want it to fly offscreen with the losing chest.

LOSE OBJ1
Start
Set art to MUSHROOM.
Attach to CHEST2
AI 1
When LOSE OBJ1 touches STARMAN
     Jump to CHEST1.
AI 2
When time 1-2 is hit & While RAN ITEM1 switch is ON & While LOSE OBJ1 switch is OFF
     Turn LOSE OBJ1 switch ON
     Change art to 1-UP.
AI 3
When time 1-3 is hit & While RAN ITEM1 switch is ON & While LOSE OBJ1 switch is OFF
     Turn LOSE OBJ1 switch ON
     Change art to FLOWER.
AI 4
When time 1-4 is hit & While RAN ITEM1 switch is ON & While LOSE OBJ1 switch is OFF
     Turn LOSE OBJ1 switch ON
     Change art to COIN.

LOSE OBJ2's AI is identical, except it's attached to CHEST3 in its starting position and it looks at RAN ITEM2 instead of RAN ITEM1.  So both losing items are attached to CHEST2 and CHEST3.  If STARMAN jumps to one of them, the losing item takes STARMAN's initial place in CHEST1.

WIN CHEST
Start
Set art to CLOSED.
Locate at (a location where the player cannot tap it)
AI 1
When STARMAN switch turns ON
     Jump to STARMAN.
AI 2
When WIN CHEST is tapped & While game is not yet won & While game is not yet lost
     Turn WIN CHEST switch ON.
     Change art to OPENED.

Again, this is why I added that line to turn on STARMAN's switch--it needs to trigger WIN CHEST into action.

RANDOM*
Start
Set art to BLANK.
Locate at (anywhere since it's blank)
AI 1
When time from 1-1 to 1-3 is hit
     Turn RANDOM* switch ON.

The range is 1-1 to 1-3 because there are three possible chests to where the STARMAN can go.

RAN ITEM1
Start
Set art to BLANK.
Locate at (anywhere since it's blank)
AI 1
When time from 1-1 to 1-4 is hit
     Turn RAN ITEM1 switch ON.

The range is 1-1 to 1-4 because there are a total of four different possible images for LOSE OBJ1.  RAN ITEM2 has identical coding.

So there you go.  The only thing about this version is that LOSE OBJ1 and LOSE OBJ2 could both possibly be the same losing item (for instance, two Super Mushrooms in two different chests).  If you want to make sure that both losing objects do not have the same artwork, then we'd have to rethink the approach.  Let me know if you have any questions.

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