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  #31  
Old 02-02-2010, 03:06 PM
Stephen Stephen is offline
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Quote:
Originally Posted by DustyPorViva View Post
DANCING TURTLES.
How are they detecting that element in the song - or are they synchronized?
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  #32  
Old 02-02-2010, 03:41 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stephen View Post
How are they detecting that element in the song - or are they synchronized?
There's a map(basically just an array) of times that I made that determines when they should dance.

PHP Code:
// NPC made by Dusty
if (created) {
  
setstring this.dancemaps_0,5.9,6.3,10.6,11,33.8,34.2,57.1,57.5,61.1,61.5,61.8,62.1,65.7,66.1,66.4,66.7,70.4,70.8,71.1,71.4,80.6,81;
  
setstring client.song,;
}

if (
playerenters) {
  
playlooped nsmb_overworld.mp3;

  
setarray this.dancemap,sarraylen(this.dancemaps_0);
  for (
i=0;i<sarraylen(this.dancemaps_0);i++) this.dancemap[i] = strtofloat(#I(this.dancemaps_0,i));

  
timeout 0.05;
}

if (
timeout) {
  if (
aindexof((int(musicpos/.1+.05))*.1,this.dancemap[0]) >= 0) {
    for (
n=0;n<npcscount;n++) callnpc n,dance;
  }

  
timeout 0.05;

A cleaned up copy of the script. It's actually way more complicated than it should be, because of GS1's ability to make simple things impossible.
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  #33  
Old 02-02-2010, 04:31 PM
Dnegel Dnegel is offline
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That song was catchy. xD
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  #34  
Old 02-02-2010, 05:20 PM
Imperialistic Imperialistic is offline
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I've been playing Super Mario ALOT lately. And I think the physics you've created are a bit wrong.. I think when Mario jumps he goes way higher than normal, and it has more hang time it seems like.

Other than that, I love it, keep up the good work!
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  #35  
Old 02-02-2010, 09:03 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Imperialistic View Post
I've been playing Super Mario ALOT lately. And I think the physics you've created are a bit wrong.. I think when Mario jumps he goes way higher than normal, and it has more hang time it seems like.

Other than that, I love it, keep up the good work!
Well I can't say the physics are 100%, but I sat playing with Mario and jumping, and I used a grid system to map out his jumps and as far as I can tell the heights and such are fairly similar to Mario's.

Ultimately, the physics would be one of the easier things to change if I need to revisit it. All I have to do is change some values here and there, the detections and such are the real hassle. But while I was hoping to match Mario physics, just making it feel like a tightly-controlled game similar to Mario would be just as well. And like I mentioned earlier, the difference in fps makes a lot of a difference. Mario actually moves fairly slower and smoother in the air, but because of the higher fps, covers more distance in his jumps and such. If I were to change the numbers to make my Mario more 'floatier' and slower like the real Mario, things go way out of proportion.
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  #36  
Old 02-02-2010, 09:17 PM
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***** dusty i love that :3
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  #37  
Old 02-02-2010, 09:32 PM
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  #38  
Old 02-02-2010, 11:11 PM
DustyPorViva DustyPorViva is offline
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Man, GS1 just isn't good at handling NPC's on a gmap level
If I weren't ripping graphics I'd convert it all to GS2 online and use putnpc2 and join in a heartbeat!
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  #39  
Old 02-03-2010, 12:06 AM
Luda Luda is offline
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  #40  
Old 02-03-2010, 03:17 AM
DustyPorViva DustyPorViva is offline
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Updates!

Physics engine has been drastically improved, and errors are almost nonexistent. Most errors occurring are in the NPCs wall detection themselves, but they're fairly decent now too. Changed Mario's height for debug purposes, and added ducking. Thankfully I had to make nearly zero changes to the script to change his height, which was nice

Also added more enemies, like the Goompa. Green turtle was changed to red turtle(red turtles don't fall off platforms), and I added a green turtle. I do have to fix turtle wall detection though, as they should be able to fall through 1-width pits and they slide over them. Not entirely sure how I will fix that, though... Will hopefully be adding sliding and maybe wall jumping next!
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  #41  
Old 02-03-2010, 03:22 AM
Stephen Stephen is offline
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aw man I said out loud, "Hah! He's got the slide!". Very nice.
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  #42  
Old 02-03-2010, 03:39 AM
benpoke103 benpoke103 is offline
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I was working on a Sonic the Hedgehog platformer a few months back actually.
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  #43  
Old 02-03-2010, 04:02 AM
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Quote:
Originally Posted by DustyPorViva View Post
This is not a feature of Mario :P
It is on some platforms/ledges.
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  #44  
Old 02-03-2010, 04:14 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by coreys View Post
It is on some platforms/ledges.
Like? I have never seen the ability to fall back through platforms on Mario, as jump-through platforms are usually used as one-way paths.
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  #45  
Old 02-03-2010, 04:49 AM
Imperialistic Imperialistic is offline
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Really great work Dusty.
Rep++
I've never seen work like this before on Graal.


And on the sliding part, i think his slide is almost to far than normal, try chopping it down a fraction, but I think I saw that you were still working on it.
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