Mushroom Kingdom Fusion (CHARACTERS (c) Nintendo / SEGA / Capcom)



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> World 6 Random Encounters, It is the Adventure/RPG world, after all
Offline AuraLancer
Posted: Oct 21 2009, 02:43 PM
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Now of course I'm not suggesting real random encounters. Something more along the lines of this:



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To simulate random battles, we could place these tiles at random points all over W6, or just replace all the non-stage slots with them. When you go to land on one, you might enter a room filled with random W6 enemies you must defeat. Or you may just get to keep going.

I think putting them everywhere may be a bit overkill though. I remember always holding my breath and closing my eyes whenever I passed those spaces as a kid. I don't think I'd enjoy an entire world filled with them.


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Offline WhiteRoseBrian
Posted: Oct 21 2009, 03:48 PM
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That's a nice suggestion, Aura. Very good in fact!

We could also have a special theme for such encounters--a theme for battles from an RPG. Let's consider these.


http://www.youtube.com/watch?v=dxWu0Nao1IM

http://www.youtube.com/watch?v=kO4YnLJvSSg

http://www.youtube.com/watch?v=ETRpiz734Sw

http://www.youtube.com/watch?v=xXdKi1-BX-s

http://www.youtube.com/watch?v=h2F7UjOhrEI

http://www.youtube.com/watch?v=y4BWAigffOE

http://www.youtube.com/watch?v=KSfg-Fc2Eeo

http://www.youtube.com/watch?v=bnFc07x381A

I guess that's quite enough for one post.


I could also sketch layouts for little arenas where you have to defeat all of the enemies to get out. Moreover, we can award coins, rubies, and a less common power-up for defeating the enemies. Furthermore, we can have a few different types of arenas: Forest, Dungeon, Seashore, Mountain-Range.

LKA: Please don't embed so many youtube videos in one post. Paste them as direct links.

This post has been edited by Kathryne Keyron on Oct 22 2009, 05:42 PM


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Offline AuraLancer
Posted: Oct 21 2009, 04:39 PM
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I think money and coins would be good gifts for these with powerups being less common. Afterall, they don't disappear after you leave one like the hammer bros. and doc robots and they don't cost money like the shops. It would make them a little too good. Of course they still have the drawback of activating when you don't want them to.

Also a new tile would need to be made because we use the original SMB3 tiles as our secret levels.

But yeah, a random-themed room could load up with random sets of enemies (not completely random enemies, just random sets)


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Offline WhiteRoseBrian
Posted: Oct 21 2009, 05:21 PM
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Each encounter could spawn two or three waves of randomly selected sets of enemies from a list of sets that we could make up after we make and code all of the enemies for this world. The forest would have its sets, the mountain-range its sets, etc. By the way, I got the idea of different terrains by looking at the map that Lars assembled. Why two or three waves? To give more of a feeling of being ambushed and stuck in battles like in RPG's. Did I make sense?

You have a point about power-ups. Let's just have the coins and rubies.

Already the coding is looking a bit tricky. Even still, if we make this work, these random encounters would be a fine addition to this world.

This post has been edited by WhiteRoseBrian on Oct 23 2009, 06:47 AM


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Offline legoman727
Posted: Oct 21 2009, 05:44 PM
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It should probably wait till the knockback code gets implemented though... It's hard enough on players who get locked into fighting the wandering Doc Robots who screw up... random encounter hordes with small Mario is not good.
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Offline AuraLancer
Posted: Oct 21 2009, 08:48 PM
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I was going more for rooms like the ones in Hammer Bros. Hideout. Any room size in the same range (except the biggest room) should work, and all the enemies are already present.

World map knockback won't be an issue either, if you die you are sent out and then that's it. If you want to go back keep passing the tile until you get "attacked" again and even then it may not be the same set of enemies.


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Offline theundefeatedsamoanbulldozer
Posted: Oct 21 2009, 09:18 PM
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In Super Mario Bros Three and New Super Mario Bros Hammer Bros walk around the map.

After each stage they randomly move in a direction. In Mario 3 if one blocks your path you have to fight it, in New Super Mario Bros if one shows up on the level you choose you have to fight it there. If you beat the hammer bro you get an item.

Isn't this random encounter already there? The only thing is that every time it is a hammer bro. Maybe you could make it a cloud or question mark so you would not know what enemy you were fighting, then it would be random. Sometimes you could get a free mushroom instead of a fight.

Maybe use both systems. Lone strong guys show up on the level you play and have mobs of bad guys block the paths between levels.


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Offline AuraLancer
Posted: Oct 21 2009, 09:26 PM
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No this is a level tile that you can't enter normally. There's a random chance you will enter it when you step on it on the world map. It doesn't go away.

Look at the vid in the first post. The player is randomly grabbed by a hand when he passes over the orange level tiles. If he were to back up and try again, it might not grab him and he can continue. It isn't a wandering enemy.


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Offline theundefeatedsamoanbulldozer
Posted: Oct 21 2009, 09:42 PM
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Yes, I remember those tiles, but I remembered once you beat them they stayed beaten and could be replayed as much as you wanted after the game was beat.

New Super Mario wandering enemies always came back no matter how many times they got beat. I don't remember if they did in three but it would still be a mechanic people would remember.

I'm just throwing out a suggestion because I think not knowing what's walking around the map feels more like the Zelda 2 environment(you were going for Zelda 2 right?). If you still like the tiles better that's fine.


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Offline WhiteRoseBrian
Posted: Oct 22 2009, 08:02 AM
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I'm thinking I'll make a tile with a dragon's face. I'll do that after work today.


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Offline Spriterkid1997
Posted: Oct 22 2009, 08:10 AM
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Since Brian's link wouldn't work:


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Offline WhiteRoseBrian
Posted: Oct 22 2009, 12:21 PM
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A random mushroom does sound like a pleasant surprise.

I used sprites of different faces of red dragons for three different tiles that we could use.

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Offline AuraLancer
Posted: Oct 22 2009, 05:17 PM
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Actually I think we should just replace the normal path links with these shiny ones to show that you might be attacked, that way you can put them all over the place and it won't ruin the pretty map:

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If they shine, be prepared for a possible random battle when you pass over them!


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Offline WhiteRoseBrian
Posted: Oct 22 2009, 06:47 PM
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My apologies, LKA. I even corrected my most recent post in the thread for musical suggestions.

How about this arrangement of the track from Final Fantasy II? How does it compare to the version from Dissidia?


http://www.youtube.com/watch?v=RVU9un_8RcA

How about these? Most of them are orchestral versions of tracks from Dragon Quest!


http://www.youtube.com/watch?v=_gpQdDc3h0I

http://www.youtube.com/watch?v=xb--ibjz688

http://www.youtube.com/watch?v=oW_wjXAEeC8

http://www.youtube.com/watch?v=ucTIDTiYUxY

http://www.youtube.com/watch?v=18fqfGcr3PI

This post has been edited by WhiteRoseBrian on Oct 23 2009, 08:49 AM


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Offline EvilMariobot
Posted: Oct 23 2009, 05:55 PM
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Now with 50% more EVIL!!!
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Perhaps one of the Golden Sun battle themes:



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Offline NO Body
Posted: Oct 26 2009, 11:21 PM
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im all for the Golden Sun battle themes laugh.gif


hmm for the Icon, id say it should be bout as big as the normal map coin, but look diffrent.

allso ones you beaten one, it should be dissabled till you enter a level.
(so going back & forth wont trap you in the same place)


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Offline eclipse.exe
Posted: Oct 27 2009, 12:28 AM
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i came up with a way to make it seem like a random battle instead of like a level.
basicly my idea is to make a small number of different rooms then the game will take and change where each of the random rooms are on the map [about a 5-10% amount of battle spaces of the non level spaces] each room would have a different set of opponents, some would just have a group of normal easy foes while other rare battles would have a mini boss like enemy. [think doc robots] the groups would give 10 coins and some rubies while the rarer mini bosses would give you a powerup. the rooms these battle spaces would be set as beaten after you win or lose but as soon as you move that space would be reset. also when you get into a fight the screen would do a classic style of battle start from a FF game. [maybe the screen could zoom in on your player while fadeing to black?]


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Offline Giegue
Posted: Oct 27 2009, 07:25 AM
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Stop singing.
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Can we get (fake) expericnece points? After a battle, we could get a message saying that we got X experience points for the fight, for example.

You could also throw a couple of fake attributes (Exam Score Points, Love Points, Friendship Points, etc.) in there, as a KSS Computer Virus reference.


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Offline Psycho_Cid_420
Posted: Oct 27 2009, 07:50 AM
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I like the idea of the random battles being invisible instead of tiles. In most RPGs I've played you don't see the random battles coming.


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Offline Spriterkid1997
Posted: Oct 27 2009, 09:24 AM
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QUOTE (Trick or Trick Kid @ Oct 27 2009, 06:25 AM)
You could also throw a couple of fake attributes (Exam Score Points, Love Points, Friendship Points, etc.) in there, as a KSS Computer Virus reference.

For Arthur- You got 1234 experience points! (Not that it matters.)
You got 3 Armor Shine points!
You got 10 Throwing points!
You got 7 Double Jump points!
You got 20 Demon killer points!
You got 15 Humanity points!


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Offline Psycho_Cid_420
Posted: Oct 28 2009, 09:12 AM
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You could win roupees for winning the battle


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Offline Spriterkid1997
Posted: Oct 28 2009, 09:19 AM
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Psycho_cid-I think that's obvious it's gonna happen.....

For Mario- You got 9000 Experience points! (Not that it matters.)
You got 10 Yahoo points!
You got 8 Jumping points!
You got 3 Princess Rescuing points!
You got 9 Stomping points!
You got 20 Brotherhood points!


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Offline Slit_Zurifa
Posted: Oct 28 2009, 10:21 AM
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Yep I like this idea.

For Sonic you get 9000 Experience points;

You got 20 Speed points!
You got 10 Jumping points!
You got 5 Spin Dash points!
You got 9 Robotic Killer points!
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Offline WhiteRoseBrian
Posted: Oct 28 2009, 10:26 AM
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Frankly, the experience points and leveling could be too much on top of all these platforming mechanics. The rubies and coins should be enough.

If I were to make just one recommendation for the track for these random battles, it might as well be this. It starts with a bang jumps right into the action, so to speak, so it should be suitable for a platform game's version of random battles.



This post has been edited by WhiteRoseBrian on Oct 28 2009, 02:38 PM


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Online 20 Guns of Shadow
Posted: Oct 28 2009, 02:45 PM
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QUOTE (WhiteRoseBrian @ Oct 28 2009, 09:26 AM)
Frankly, the experience points and leveling could be too much on top of all these platforming mechanics. The rubies and coins should be enough.


They're a joke. They don't DO anything.


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