Posts by render8

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Just a little animation showing random powerup spawning in place and functional. Poison mushrooms, stars, fire flowers, and powerup mushrooms are now active. Heart system is actually functional for the most part and dying is also functional. Working on implementing full controller support as well as keyboard support. This animation was done using an xbox one controller which eventually I do plan on going back and adding mappable keys at some point.

    I'm hoping before too much longer I can get the ball rolling on gradually adding enemies and getting a combo system in place.

    Please login to see this picture.

    Funny you brought up that request because I was just doing a lot of dragging and dropping objects into folders recently and thought how time consuming that is doing one object at a time. Sounds like an idea I could support!

    Sorry I took a little bit to respond vSv. Thanks and glad you like so far. It's really bare right now but coming along quite a bit since posting this. My plan in the end is to incorporate a good part of the original enemies but possibly use enemies from different mario games styled in the SMB1 if that works and creating more types of one screen levels with different challenges in each screen such as fireball chains, pits, etc. I suppose it does have a bit of a Mario Bros. vibe to it. I'm not sure exactly what direction I'm heading with this though. Just kind of making it up as I go lol.

    Hey folks. Been some time since I've toyed with Fusion, but got this idea based on an older fangame I saw some time back and decided to go for a more smaller scaled project. It's pretty barebone, but a lot of work has already gone on under the hood. The idea I have in mind will be basically stay alive as long as possible while trying shooting for the highest score possible by use of coins, powerups and enemy kill combos. I'd even eventually like to implement an online high score system to compete with other players, but I've never tried that before. Also, I'm hoping in time, when the game comes together better, to design more stages to play on with more assortments of enemies and obstacles.

    No enemies have been put in place yet as I've just finished up a pretty basic random spawning system as you can see from the coins. My hope is to have the enemies spawn in a similar fashion in different ways. I'm also shooting to do a 3 heart life system so every time you get hit, you lose a heart. Lose all 3 it's game over. However, the coins will serve as a heart replenisher (hope I spelled that right). I'm thinking for every so many collected, you get a refilled heart. If you have full hearts already, then maybe award a powerup of some sort. Lots of ideas but just taking small steps and trying to pay attention to details first.

    Also, in case if anyones confused on what I'm trying to do with the P-Switch and POW blocks, basically in time, the bumpable mystery blocks will contain a randomly generated objected. So it can be a coin one time, a powerup the next, or even an enemy of some sort. The P-Switch serves two purposes. The switch will reactivate any dead mystery blocks an unlimited amount of times while also shaking the screen an collecting up any free roaming coins. The P-Switch will not affect enemies though. Also, the P-Switch will reactivate after so many seconds of being stomped on, so essentially it will be unlimited in use with the exception of waiting in between reactivating times.

    The POW block in a sense acts the same except it will not reactivate dead mystery blocks and it has a 3 use limit and it will be dead until the next game. It will however kill enemies that are on the ground and also collect any free roaming coins on the ground.

    Just a quick mashed together video to see it in action so far. Nothing mindblowing though, fair warning. :P

    Please login to see this media element.

    Sorry I haven't been paying attention and missed this. The most I can do is just watch the killer videos since I don't use apple products. This game looks killer though. What a cool idea of fusing flappy bird with streetfighter. It just works and works well. Gotta say I've never seen this combination. If this came to PC I'd definitely be on it in a tick. Keep up the awesome work man!

    Very cool. Good to see you back in action on this. I've been off fusion now for quite some time and just recently got in the mood to start some old skool mario stuff again in the form of a minigame. Amazing to see you've been so dedicated to this project for so many years. You definitely got a lot more patience than I do lol.

    I've seen this type of example before but what I found cool about it is how you made the enemies be able to reverse directions at the hole without having a reversing object, or even jumping for that matter. Very clever idea and will prove useful later down the road to me. Thanks for the great example!

    Very cool stuff and great way to implement 3ds max into the pipeline with the 3d to 2d. I am curious to see where you eventually go with all this because it seems like an awful lot of work for just a single person and I'd sure hate to see this go to waste due to getting burned out or just overwhelmed by it.

    I guess out of curiosity, are you just doing this for fun and all or do you eventually plan on doing a full blown game?

    Well, not sure if this is exactly what you want and I only thought to chime in because I did something similar in my SMB engine with the fireballs.

    Here's a screen cap of what I did, but basically I had an object with an animation of something fading out that was created at the fireballs every so many seconds. The animation was basically a cinder that would decrease in size each frame of the animation and when the animation was done, it would destroy itself. I know you said you wanted something that was drawn dynamically and not baked. Not sure if this is considered baking into animation since technically the cinder is a separate object/animation than the fireball. I personally can't think of any other more complex way of doing it.

    Please login to see this picture.

    Please login to see this picture.

    I know this is a really generic way of doing it and hope the idea helps, but I have a feeling you wanted something different. I'm actually curious to see the responses on this besides mine to see if there's some kind of way of trailing/fading without using animations.

    This is great! There seems to be a problem... When you are running to the right while holding 'Z' you can't jump. I died the very first time i started it thinking it would jump while holding dash. You ever think of putting this up in the ClickStore as a tutorial!?? I would defiantly buy it! It feels very good and true to Mario. The scanlines look fantastic!

    I'm not sure why you couldn't jump while holding run. That's weird. I've never had that happen. There's no way I could submit a project like this to the clickstore. I would have to go back and totally rework all the sound and graphics to avoid copyright issues. If anything, I'd probably just give the project away since I have nothing to gain from this other than a foundation for a future indie game, IF I ever decided to do that, if that makes sense.

    Nintendo's DMCA in 3, 2, 1...

    Overall, really well-made though you need to finetune physics a bit as it seems you can jump too high compared to how high could you do it in the NES version and also Mario seems to be a bit too slippery. But those can be easily tweaked, really great work. I wonder, can koopa shells open ? blocks?

    Yeah, I'm really not sure how this will go long term and I really don't want to get clickteam into any kind of legal issues with this. I'm really not intending to make this into a full blown fan game or anything, but more just an engine based on SMB. I also thought it would be nice to release this for other people to play with. I've done this in the past, and honestly it wasn't anything spectacular, but never followed up on it, so I was hoping this time I could actually make it all the way through.

    I do appreciate your time and I had a feeling the physics still needed a bit of work yet. I do tweak them as I go, but only so subtle. At this point I pretty well have to eyeball the physics. I know there were some issues with the jump height as a few times I found myself hopping over the flagpole if I timed my jumps just right.

    Also, I think I completely overlooked the Koopas hitting ? blocks and need to go back and add that in lol. I did the bricks but got sidetracked into something else. Thanks for bringing that up.

    N64Mario - I did forget to mention the #6 key toggles scanlines on and off while in the game. I haven't put in a way to switch between full screen and window, yet. That will be added in. I thought the mario maker spring boards looked a lot better than those hideous classic ones.

    Glad you guys like so far. It's been a lot of work so far but lots of fun coming back to this. :)

    Hey folks! Long time, and I'll bet you'll never guess what I'm up to again lol. Yeah, another SMB/Platformer engine. I just can't stay away from this project for some reason. I gave up some time before and the project went dead, but I decided to pick this up again and work on it with a vengeance lol. I promised myself this time I'm staying committed to finishing this or at least make it into something good. Possibly even use it as a foundation for future games that are more original.

    I'd like to ask if anyone would be willing to download the game and give it a whack. Just to get some feedback on how it feels and even try to break the engine and tell me if you could find any bugs. I'll also be posting a video and keep it updated on this first post when I release a new version.

    The ZIP file contains 3 files. One is world 1-1, bonus room 1, and the main .exe file. I'm not quite ready to pack up the MFA for release. The reason for the two DAT files is because I actually decided to use arrays to load the levels in and keep the whole engine on one frame. Definitely the best way to do it! Also, the game goes into full screen using the UFS object, so I'm not sure if that would cause issues for anyone. If it becomes an issue I can remove that and just keep it windowed for now.

    So here's a demo video so you kind of know what you're getting beforehand. Also, this only contains Koopas but they were A LOT of work themselves. Also, I did use scanlines in the game so the video looks really bad when squashed down. It might just be better to view it right on youtube.

    Please login to see this media element.

    And the current download.

    Please login to see this link.

    Thanks so much everyone!

    Hey Ls2! I know exactly what you're saying and struggled in the beginning with that same problem. I whipped up a quick example for you to look at using the ForEach object. make sure you have it from the download manager otherwise, I don't think this will open.

    The example is really generic with just some balls bouncing up and down using gravity fastloops and the ForEach object so they can all bounce correctly without affecting each other. I wish I could explain things in more detail but sometimes I don't even always know "how" things work, but that they just do lol. Hope this helps you though. :)

    Yeah, every time you die, everything stays as it was until the game is reset. Like say you broke some bricks and fell into the lava, when you respawn, the bricks you had broken will remain broken or coins you collected will still be gone. I definitely have plans to do a restart at game over, I just haven't implemented that yet, but it is definitely on my list of things here soon. i also want to do a checkpoint system that starts you close to where you died but at a safe spot so you don't always ave to go all the way back to the beginning every time you die.

    I did hit some lag on one of my older computer but I found out it was due to me not destroying the brick pieces after they went off the screen, so there was an accumulation of brick pieces running fastloops which made the game crawl. I did go back and fix it and seemed to be running much better on the same computer after I uploaded it again. Sometimes I have a hard time telling performance issues on the computer I'm actually making the game on though because of my processor being able to handle more before giving out. My programming computer can run a game just fine, but one of my other ones could crawl in the same parts of the game.

    Lol, thanks so much dude, I really appreciate the kudos. Yeah, this game is actually stealing a few elements codewise from my old Mario engines while trying to put some new things in there so saving all those Mario projects I've done before are really starting to pay off lmao. I'll definitely take notes on your suggestions about the character and see if maybe I can do some gradual changes over time.

    As for the webhosting, I got me a cheap host for the time being so I can use as a testing ground for these HTML5 projects. I just don't want to upload half finished and broken projects to sites like gamejolt and newgrounds. Having my own site works nicely so I can just dump test builds for others to play with.

    So if anyone would like to play with what little I have and get a feel for the controls, the game can be found here -> Please login to see this link.

    I found a bug in there where things weren't being destroyed when you blow up the bricks causing some heavy lag on lower end machines. Hopefully it should be smoother now. The controls are just basic arrows for moving and climbing, "X" for jumping, and "Z" for running and shooting. There's no way to actually leave the level and the timer doesn't even kill you when it runs out yet. Just wanted to see what ppeople think of the controls and handling for now.

    I'll upload new versions when I feel I have enough to justify, but when I do, I'll post back.

    Thanks everyone for taking the time to leave some feedback. I was kind of worried this would pop right off as some form of Mario clone to be honest. I really tried my best to create some new type of character that would seem to fit into the theme of the game. Maybe it's all the time I was wrapped up in my Mario engine some time back that now it's like etched in my brain and everything I make resembles it lol. I'm sure things will change a lot over time so I wouldn't exactly say this will be the final style of things.

    I do have a question but does anyone maybe know of some free web hosting services I could use for the time being to let people sample the game and get more solid feedback? I have a newgrounds account but I don't want to upload it there until it's more in a finished state. I just need something with a descent amount of free bandwidth and something somewhat reliable. I don't need a lot of great features, just something simple enough to put the game onto a page.

    My family's first computer was a Tandy/Radio Shack TRS-80 color computer. Technically the computer was my dads when I was a kid, but I could use it quite frequently and poked away at it for hours copying a lot of the sample programs that came from a big book that was included with it. I did play some games on it, but most did my own programming. Honestly, I didn't really understand much of it since I was only about 6 years old, but man it was exciting to see the screen do flashing or make weird sounds when I typed in RUN lol.