The Daily Click ::. Projects ::. Super Mario Bros. Fusion
 

Project: Super Mario Bros. Fusion
Project Started: 6th April, 2010 Last Update: 12th October, 2019
Project Owner: vSv Project Members:
Project Type: Platformer Project Progress:

DEMO - Mega Man 2 [Dr. Wily Level 1]
Posted 27th Oct 14, by vSv  
Download link for the Mega Man 2 [Dr. Wily Level 1] stage.

http://www.mediafire.com/download/gnd8ud74gcu83wl/SMBF+BETA+0.9.9T+Demo.rar

Posted by s-m-r 30th October, 2014

The amount of work you've put into this project is amazing! I keep forgetting that it's Mario running around and doing all this, since you've basically reworked the platforming engine of each game from scratch.

Still very impressed with this, vSv! Keep up the fantastic work!
 
Posted by vSv 30th October, 2014

Thank you! I'll try to keep up the work whenever I have some spare time!
 
Posted by s-m-r 17th November, 2014

I had a closer look at the Dr. Wily demo earlier today. Here are a few things I noticed:

- the first large jump (over the "Dr. Wily wall") can only be cleared with the "Mine Jump" technique from Metroid, or a powered screw attack jump. Is this by design? Are there any training areas where the player can practice this technique before it being required that the player use it to pass by this early part of the stage?

EDIT: nevermind... I just made it over the wall with a double-jump as large Mario. Seems like there are several ways over, depending on the player's situation.

- at first I thought that the mini-birds were moving a bit too fast, but then I noticed that they move outward, then change direction to face the player. However, since the player does not have a quick, forward-shooting weapon, might you consider slowing them down just a little bit? It can still be avoided/defeated regardless, but in the event you're looking to lower the difficulty, then you may want to consider that.

- Scrolling: The specific area I'm mentioning here is the right-most area before you begin the vertical climb. If you wall-jump up the drop-area (the ladder-less drop just below the first room with the shooting guard) instead of going up the ladder, the screen does not scroll. Same with the exterior wall of the same area, but in the first case with the drop-area, I became stuck up there and couldn't come back down to make the screen scroll properly.

The original Mega Man games didn't let you go up the drop-area, so this is now part of your game's "features." Perhaps you want to either factor these areas in, or you want to indicate with additional blocks or something that the player needs to go up the ladder only.

- If a player has no energy remaining, there's no way for them to make it past the vertical climbing area if their energy becomes exhausted. Enemies don't regenerate in the areas below, so there's no way to gain more.
Comment edited by s-m-r on 17/11/2014
 
Posted by vSv 17th November, 2014

Hi and thanks for the questions!

The wall:
The first "Dr. Wily wall" is 6 blocks high. Mario is originally and initially only able to jump 5 blocks + 1 pixel high. However, the Double Jump-ability allows him to jump one block higher! That wall can only be scaled using either the Morphball Bomb-jump technique or the Double Jump/Screw Attack!

The mini birds:
Some enemies might not work 100% accurate as I have to script everything myself and as such there can be some errors. But the thought is that they are supposed to work as close as possible to their original counterparts, even though it might be kind of hard for the player. I think the mini birds are working pretty spot on, if not, please tell what should be changed and I'll look into it.

Scrolling:
That's actually something I hadn't thought of!
Originally in Mega Man, the player can only get the screen to scroll up if the player is climbing and not by jumping, that is why I made it that way.
However, I think I have a solution for it where I can still keep some of the original feel to it. I might change it so that the screen scrolls upwards if the player is either standing on something or climbing instead of climbing only.

Drop area:
I'm not sure what area you are referring to. Is this part of the scrolling-issue? If so, do you think that the solution I mentioned would suffice?

Energy:
Part of the problem with this Demo stage is that the player haven't had any time to collect more energy from earlier stages. In the final release, this stage will be locked until certain prerequisits are met, as in defeating all the MM2-stages before this stage. The energy or "misc" as I call it shouldn't be an issue. However, your point is still valid as the player could have used up all their energy on the way to this stage or on this stage.
One thing that I missed to implement in this stage is that the birds with the eggs should spawn continuously and in an infinite amount as long as the player is in their "area". I should probably make the iron pipe enemies respawn as well, this way there should be no reason not to have any energy left.


I hope this answers some of your questions!
 
Posted by vSv 17th November, 2014

Update:
I fixed the issue with the scrolling.
The screen will now scroll up if the player is either climbing or if the player is standing on the ground.
 
Posted by s-m-r 17th November, 2014

Regarding the birds: yeah, I was just whining about these. The birds work great, and quite faithfully to the design in the original game. Technically, the player can manage them adequately with some well-placed double-jumping. It's a matter of skills practice.

Regarding the "drop area": right next to the ladder leading up to where the shield guard is, is a short vertical shaft. You can either ascend the ladder to go up, or you can wall-jump up the shaft. If you wall-jump up instead of using the ladder, then the screen doesn't scroll.

I apologize if I wasn't clear enough about this. If you need a screen shot, I'm sure I can accommodate. But based on what you mentioned regarding your fix, this issue should be solved regardless.
 


 



Project Forums


Favourite

Advertisement

Worth A Click