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Messages - CashCrazed

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166
Mario Chat / Re: Yay, it's another fangame!
« on: September 11, 2005, 08:48:58 AM »
Don't tell me you actually played the card game long enough to get 10 grand.....

This game plays like Yoshi's World because it was made with Adventure Game Studio as well. Also, that black Yoshi is a cameo from there. Steve let me put him in under the condition that I wouldn't kill him.


167
General Chat / Re: I'll stop
« on: September 08, 2005, 01:39:11 PM »
This thread only adds to your problem. Try DOING it instead of making yet another topic SAYING you will.

168
Video Game Chat / Re: Project assistance
« on: September 04, 2005, 02:04:10 PM »
DON'T DO IT.

It won't fit, and since you obviously don't know what you're doing, I wouldn't suggest ripping your Gamecube apart and rearranging the parts to try and make it fit.

Edited by - CashCrazed on 9/4/2005 1:05:07 PM

169
Mario Chat / Re: Most frustrating Mario moment.
« on: August 30, 2005, 05:27:49 PM »
I side with Deezer. The "revolutionary touch-screen control" was so crappy that I had to use the D-pad the whole game. Here's what I said when I first got the game.

"the touch screen support absolutely sucked. SUCKED. i'd rather move mario with the d-pad! nintendo really screwed up on this one, that's for sure. to run mario, you touch the screen and a bullseye-like thing appears, with your stylus/finger at the center. most of everything around it is a deadspot(mario barely moves), then there's a thin strip on the outside where you put the pen to make mario run. kinda like the N64 stick, you place the pen in correlation to where it would be on SM64. now, this is fine and dandy if you can see where you're pointing, but chances are you're looking at the game screen instead(watch the touch screen, fall off a cliff. get it?)! now, this might not be so bad if the virtual "stick" held in one spot and you could just get your hand in a comfortable spot and get used to it that way. but no, it gets worse. eveyrtime you move the pen outside of that thin band used to make mario run, the "stick" moves that much. which means even if you have your hand in a comfortable spot, you'll have to move it once you notice that the center has also moved. there's no way to tell how much it moved without looking at it, and looking at it means once again taking your eyes off the bob-omb about to blow up in your face and using them to chase that stupid stick around the screen.

it just plain SUCKS."

170
Mario Chat / Re: Most frustrating Mario moment.
« on: August 26, 2005, 02:16:30 PM »
Missing too many Stylish commands, thereby not getting enough power and dying in PM2's Pit of 100 Trials while fighting Bonetail. That controller doesn't work near as well as it used to, if you catch my drift.

Edited by - CashCrazed on 8/26/2005 1:22:47 PM

171
Mario Chat / Re: Mario Fan Game, because everyone else is :(
« on: August 22, 2005, 01:35:15 PM »
Eh, look on Newgrounds, you'll have trouble finding a video where he DOESN'T swear.

Fairly decent game overall though. The number one problem with the levels is that the turtles overlap and get stuck in "turning mode" if one falls on top of the other, and that makes it near impossible to kill either of them.

Say, is Arch0wl a real person? That is, is it somebody's alias? It sounds too much like an Internet nickname not to be.

EDIT: Heh, I removed a letter in the URL so I could see your "custom" 404 page. Did you do that, or is that the work of your web host?

Edited by - CashCrazed on 8/22/2005 12:52:53 PM

172
Mario Chat / Re: Mario Fan-Game. Now Hiring.
« on: August 21, 2005, 09:32:44 PM »
Heh...I start school the day AFTER tomorrow. Combined with the work on my game, I don't think I'll be writing any soon either.

173
Video Game Chat / Re: Coolest Videogame Weapon
« on: August 21, 2005, 10:08:02 AM »
How can you forget the Concrete Donkey?

Other than that, I'd say the Devastator from Duke Nukem 3D. Tearing everything around you into chunks with a rapid-fire rocket launcher is just too fun(provided the ammo cheat is on, otherwise you're just wasting its hard-to-find ammo).

174
Mario Chat / Re: Mario Bros. Online
« on: August 20, 2005, 11:30:57 PM »
Dang, your server runs Linux? Dark Basic programs run exclusively under Windows, and I checked their site, and they explicitly said they'll never do a Linux compiler, even though lots of people have asked. Also, my network code uses DirectPlay, and I think that's exclusive to Windows too, so I don't think that would run if they tried.

EDIT: Yep, it's impossible. Took me 30 seconds to find an article that said:

"The other major stumbling block for Linux porting is networking. Microsoft has done a good job making DirectPlay very easy fro the Windows developers, and utterly useless on Linux. As a closed API that uses encrypted data streams, there is little or no chance that Windows games ported to Linux will ever be network compatible with their Windows counterparts."

Edited by - CashCrazed on 8/20/2005 11:29:08 PM

175
Mario Chat / Re: Mario Bros. Online
« on: August 20, 2005, 10:38:24 PM »
Uhh, yeah, 16x32, that's what I meant. The sideways Mario(used for the backflip) also takes up 32x16 now(baseline at the bottom of his feet, as always). And lastly, at the very last 16x32 space on the small Mario row, put a death frame. I may be needing it.

EDIT: Well, enemies can be thrown different ways after a hit from below now, like the original. This modification coincidentally fixed a bug that caused the Fighterflies to get stuck in "up" mode after being flipped over right before taking off again.

Edited by - CashCrazed on 8/20/2005 10:27:29 PM

176
Mario Chat / Re: Mario Bros. Online
« on: August 18, 2005, 10:40:56 PM »
I think I can handle the recolors, thanks. That's what practically all my skins are.

The problem with using the SMW Mario is that small Mario is taller than 16x16 pixels. That seems to be a limitation for a lot of skins, and it's a pretty bad one. So now, the skin template is reformed. Add an extra row of 16 pixels to the top of my current template. You can draw small Mario to be up to 32x32 pixels now.

I'll be doing an SMA Mario skin now, with the new template. I'll also try to squash the last major bug; one that's been plaguing the game since the very first version, and that is the strange throwing behavior. If you throw a guy in the right spot, he'll go up half the screen. It doesn't work right in some other areas too.

177
Mario Chat / Re: Mario Fan Game, because everyone else is :(
« on: August 18, 2005, 10:04:25 PM »
You mean you've already had those done? Post some links then! It doesn't have to be perfect.

Edited by - CashCrazed on 8/18/2005 9:05:01 PM

178
Mario Chat / Re: Mario Fan Game, because everyone else is :(
« on: August 18, 2005, 05:25:54 PM »
Well, good luck! If you need any inspiration to finish your project, go back to my game's thread and go to the download page. The very last link, V1.00, now works. That's what UMB started out as. Now look at it. If you just keep working on it, revising it, and making it better, it'll turn out great!

179
Mario Chat / Re: Mario Bros. Online
« on: August 18, 2005, 05:17:33 PM »
The final normal boss music is the final Smithy battle from SMRPG.

Anyway, this isn't working. The people holding that tournament couldn't connect, and you need special ports open to even host a game! Not to mention the severe lag we got while playing the game online for the first time. So here's what I'm gonna do. I'm gonna make a dedicated server program. And then, once I get my second computer back, I'll reopen the ports and run it on that full-time. This means no more server-side connection problems, hopefully. The host will no longer have a special advantage because his game runs perfectly while the rest lag, since the host will not be playing. Finally, I'll try out a special measure that should reduce lag a little.

Also, if anyone has designed any working skins by the time I get the next version, I can include them in the package.

180
Mario Chat / Re: Mario Fan-Game. Now Hiring.
« on: August 18, 2005, 04:54:56 PM »
I could probably do some MIDIs if I wasn't busy with my own fangame right now. If you've gotten to the "Final Challenge" (cheat mode to level 72 if you haven't), I wrote that music myself.

Can't help ya with artwork though, I suck too bad at that. You can tell because virtually all the graphics in my game are sprite rips and recolors.

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