Author Topic: Mario Battle: the remake, is it possible?  (Read 5477 times)

bobbobjack

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Mario Battle: the remake, is it possible?
« on: 2006-01-31, 06:44:53 PM »
Hey, i always wanted to make a remake of this game, i don't know if anyone remembers it, its the mini-game in super mario bros. 3 when in 2 player mode you could enter a battle between mario and luigi. Anyway, this game was so intense and fun but lacked some depth in my opinion so when i found out about the sgdk i tought my dream was to be realised... i could make my own remake.

For the past days or so i've fiddled with the sgdk and made the level and some sprites... but now that i understand further the limitations of the sgdk (well, without intensive scripting of course) i wonder if it is really possible to do it at all. Some examples that i'm not sure can be made with it:

- Turtles. You can't kill them, but when you jump on them then they transform into shells that you can throw, but otherwise if it touches you, you die (or become small).
- Mushrooms. In the battle game, you start Tall (with a muschroom) but, like almost every mario game, when you're hurt you become Small. Ok, my experience with the sgdk is limited, but i tried to figure out a way to do it and gave up.
- End of the screen. In the original game, when you got out of the screen you reappeared on the other side. For example, if you moved mario always to the right, eventually you'll reappear on the left screen, like if the world was round or something. I tought maybe with some special functions it would be possible, like teleport, but i'm not there yet...
- Jumping. There's 2 problems linked to jumping. The first is probably stupid, i mean, maybe i would find out the way eventually, but right now i just can't seem to change the sprite of mario when he's jumping. The second problem is when he's jumping and he hits a "block", is there a way to make that block just "jump" a little bit (anyone played mario? you know what i mean) and in case there is a monster on that same block, make it "fall on his back". I don't know if everything i write is english but i hope you understand ;)
- Spawning ennemies. In the battle game, ennemies just "spawn" out of two tunnels on the top of the level and dissapear if not killed in the two tunnels at the bottom. Maybe just another special function trick, but i didnt check them out trough so i was just wondering...

Oh well. I didnt intend to make such a long post, sorry. But as i said, i'm just wondering if all of this is possible - specially the turtle and jumping problem - without intensive scripting?

Thanks a lot !

billybob884

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Re: Mario Battle: the remake, is it possible?
« Reply #1 on: 2006-01-31, 07:02:51 PM »
i believe there was a mario demo somewhere, (maybe on the project listing?), and it showed how to do jumping on sprites to kill them. i'm not sure if it did exactly what you're looking for as far as the turtle goes though
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bobbobjack

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Re: Mario Battle: the remake, is it possible?
« Reply #2 on: 2006-02-01, 10:17:35 AM »
Hey, thanks for the reply.

You were right, i found the mario demo. Its a bit chunky at times, but its a good start.

utkwes

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Re: Mario Battle: the remake, is it possible?
« Reply #3 on: 2006-04-17, 10:28:55 AM »
Can someone link me to this mario demo?  I can't find it.
Thanks,
wes
errrr... rtfm?
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bluemonkmn

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Re: Mario Battle: the remake, is it possible?
« Reply #4 on: 2006-04-17, 06:15:21 PM »
Go to the project listing (http://gamedevprj.sf.net/), check the "search" checkbox and type Mario (with a capital M) into the search field, then click "Sort".

sam

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Re: Mario Battle: the remake, is it possible?
« Reply #5 on: 2006-04-18, 03:07:56 PM »
Turtles - I tried to make this work in a Mario remake I started a while ago (I gave up on it pretty quickly) It requires a lot of special functions and collisions. I didn't have the turtle shell throwing worked out yet. I was mainly working on having it so when you jump on a winged turtle he loses his wings, when you jump on him again he turns into a shell. The hardest part to get working is to make it so when you jump on the winged one he doesn't turn to the normal turtle then the shell before you're off of it. You could probably try something like A and B swap velocities but I don't know, I never tried it.

Mushrooms - you could have a mushroom sprite and collision (if you want the mushroom to move like in mario games) or a tile interaction and a mushroom tile. When the player comes in contact with the sprite (or tile) it deletes the sprite (or tile) and activates a function that switches you to a bigger sprite. When the player comes in contact with the enemy make it activate a function that switches you to a small mario sprite. I have not tested this but I don't see why it wouldn't work.

End of screen - This isn't perfect, but it's probably the best you could do without scripting. Have a function on the end of the map that teleports the player to the front of the map.

Jumping - Don't know about the block thing (although I think I know what you mean). As for switching to a jumping sprite look at the fourth post in this thread: http://gamedev.comdel.net/index.php?topic=781.0
Spawning Enemies - I have never played the game before but I think I know what you mean. If I had played the game before I would come up with a way to do this but I don't want to make a test game and figure evrything out and hear that it's not even what you mean.
Hope this helps.