Mushroom Kingdom Fusion Reactor > MKF Main Boards > General Discussion
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Full Version: Changes for 0.3.1
GirlFromCambridge
After some misunderstanding, there's now talk about a patch for 0.3, dubbed "0.3.1 Beta" (why not call it "0.3.2" biggrin.gif?), expected to be released next month.

It is confirmed that the problems with the backgrounds, tilesets and music will be fixed, as well as adding some of the new levels that didn't make it into 0.3. But what else should be expected?

Here's what I would like:

1. I heard that Lars had fixed the problem with the SMB3 (blue shell) Buzzy Beetle sprites. Can't wait to see that fixed glitch.
2. Maybe the SMW Koopa sprites will be fixed by then.
3. It's mentioned in the ReadMe that there are still problems with the Turrican Grunts. Maybe it'll be fixed by then, maybe not.
4. Updated title cards. Things have changed since 0.2.5 with Worlds 6, 7 and 9 being renamed. I doubt that the new World 6 will be in 0.3.1, but at least some of the title cards should be updated. The worst offenders I've seen are the title cards of World 2 (the World 1 coin skin was still there at the time the picture was taken) and World 9 (at the time the picture was taken, the Covenant Grunt had his old sprite). Or will that be postponed until 0.3.5?
5. 0.2.5 had a difficulty level color code system for all the stages (blue for easy, yellow for intermediate, red for hard). However, the new stages in 0.3 all have a blue color on them. Did the devs forget about the difficulty level system, or are all the new stages actually easy?
6. With Raccoon City likely to be included in 0.3.1, I'm hoping there'll be more Metal Slug enemies. I was disappointed that Raccoon City didn't make it into 0.3. Thank Obreck for Energy Zone though, since Contra enemies are equally good.
7. Maybe the save system will be enabled again, maybe not.

What would you like to see?
Spriterkid1997
The koopa disapearing glitch fixed.
Captain_Cook
Um... is this confirmed?

And if so, where?
GirlFromCambridge
QUOTE (Captain Cook @ Sep 15 2009, 05:45 AM)
Um... is this confirmed?

And if so, where?

Obreck confirmed this in the Bug Reports section!
Captain_Cook
QUOTE (GirlFromCambridge @ Sep 15 2009, 10:09 AM)
QUOTE (Captain Cook @ Sep 15 2009, 05:45 AM)
Um... is this confirmed?

And if so, where?

Obreck confirmed this in the Bug Reports section!

... By "where", I meant "please give a link to the page".

>_>
Jumpman84
Here, Captain Cook.

http://mkfusion.ipbfree.com/index.php?showtopic=6304&st=0

Scroll down about halfway and you'll see a post by Obreck revealing the 0.3.1 release.

As for me? Well, Obreck already said Classic Luigi was fixed, so that's plenty. But I would like to see the old Tree Zone merged in with the rest of Tree Zone Trek.
D-TurboKiller
QUOTE (Birthday Pikachu @ Sep 15 2009, 04:49 PM)
As for me? Well, Obreck already said Classic Luigi was fixed, so that's plenty. But I would like to see the old Tree Zone merged in with the rest of Tree Zone Trek.

Curiously enough, you can use the level skip cheat to play the old Tree Zone... yes, it's still there. I found out about this when I accidentally used it on the last part of Bydo Station while bugtesting, right after the very last boss.
mr3urious
How about an .INI file for more flexible editing of music that was promised long ago? Xeno Fighters has it.
Silent Mac
Maybe we can have that Cutscene prototype in World 3 that Starism's showed us.
Corporal Weegee
Waluigi.
Joking, but the current demo, I have no complaints with yet.
(Well, ok, I sometimes get trapped in the world map and can't get out.)
Del
I'd like to see Simon with a wider variety of skills in his suits, not just whips with different sprites, maybe one or two more weapons, also no stomps and no swim like in the 0.3 demo and original Castlevania unsure.gif; and the super jump and/or power slide-jump Richter had.

Less Spartan shields in sci-fi power ups

Perhaps more weapons for Protoman (I suggested Pirate Man's mine and Burst Man's bomb, with sprites some time ago, those offer a nice gameplay)

More levels too of course, at least the completed ones like Arcade Factory by Bananas, also Lars, Aura and Pouncers' -almost finished- levels.

And Kirby!!, even if he was just a WIP still, I heard he got most of his planned skills coded already.
nickynooch
Needs to add a way to start in full screen without having to press any buttons. Essential for arcade cabinets (which is a very popular crowd to bring to MKF).
Sandvich on a stick hat!
To be quite frank, I would like the a separate button for Mario's Spin jump. I guess I have a problem with the Jump + Up Arrow key because I use a Keyboard to Joystick with the Xbox 360 controller and the Arrow Keys are used with one of the analog sticks. So ya I constantly keep spin jumping when I want to just plain jump.
EvilMariobot
QUOTE (Dumb Mod and Calm Member @ Sep 15 2009, 09:08 PM)
To be quite frank, I would like the a separate button for Mario's Spin jump. I guess I have a problem with the Jump + Up Arrow key because I use a Keyboard to Joystick with the Xbox 360 controller and the Arrow Keys are used with one of the analog sticks. So ya I constantly keep spin jumping when I want to just plain jump.

You can't map the arrow keys to the directional pad?
Hopalongtom
QUOTE (Dumb Mod and Calm Member @ Sep 16 2009, 01:08 AM)
To be quite frank, I would like the a separate button for Mario's Spin jump. I guess I have a problem with the Jump + Up Arrow key because I use a Keyboard to Joystick with the Xbox 360 controller and the Arrow Keys are used with one of the analog sticks. So ya I constantly keep spin jumping when I want to just plain jump.

I have it set to my Left Analog and my D-pad, I have no problem when playing with either!
Verin100
QUOTE (Dumb Mod and Calm Member @ Sep 15 2009, 05:08 PM)
To be quite frank, I would like the a separate button for Mario's Spin jump. I guess I have a problem with the Jump + Up Arrow key because I use a Keyboard to Joystick with the Xbox 360 controller and the Arrow Keys are used with one of the analog sticks. So ya I constantly keep spin jumping when I want to just plain jump.

Suggestion: Either learn to use the keyboard (it's really easy) or don't use a controller made by microsoft, (results are amazing)
Psycho_Cid_420
1 answer. Logitek Dual Action Gamepad. They are cheap and reliable. Used it for everything including a musical instrument.
TheomanZero
I think that there are a couple of gameplay mechanics that need clearer in-game explanation, like the SMW swimming controls and how to recover Tails' flight gauge after it fills up completely.

EDIT: Also, I know I'm not the first to suggest this, but with the new information in the HUD, I think it could use a little reorganization. Specifically, the upper right corner should have the score on the top, then coins, then cherries. Additional information like Simon's hearts and Ryu's shurikens could either go under the cherries or under their health meters.
PhantomSnake
Apparently, it will not close at all if I click the close button in the window. And yes, I think it's best to have a seperate button for running as apposed to shooting and projectile weapons. I also would like to add that whenever a character's knockback hits water, it will stay stunned until it touches solid ground, which is annoying if you're in the water area of Corpse of the Behemoth.
nickynooch
The default of the game to start in full screen mode would be rad. If the capability to add that as pre-launch config for the user isn't possible.
RisingManes
QUOTE (Verin100 @ Sep 16 2009, 06:19 AM)
Suggestion: Either learn to use the keyboard (it's really easy) or don't use a controller made by microsoft, (results are amazing)

Digging through all the complaints in the MLG forum, I read that the store-bought 360 controllers are flawed. The recent, more stable ones, should be ordered off Microsoft's website. I'm hoping those are good enough for the likes of Fallout 3. That game is sensitive. *cue mental image of game sobbing "You're moving me"*

I wish I had known this back when I was purchasing mine. I wouldn't have had to deal with that pesky analog stick...

That reminds me! I use the D-Pad for sidescrollers. Map your arrow keys to the D-pad, and all will be good again.

(My keyboard isn't game-friendly. Damn input lock!)
Tetrisblocker
A different -1 map and all those damn Librery clones replaced with other levels like Arcade Factory. :/
Das
I'd like to see a playable samu- *shot shot shot*
Magnemania
I'm definitely hoping to see Kirby in there. Even if most of his abilities aren't finished yet.
TheomanZero
I think it'd be nice if they made it so enemies worth more than 100 points could work properly in a star/shell/stomp combo.
yangusis
I really want the game speed to be picked up, but I'm not sure if the cause is because it is a memory wh***. And the lag may be worse than before because I'm now using my school's crappy Dell Mini which SUCKS!

Honestly, this is the only thing that is bugging me, I would wait 10-20 minutes for the startup if I didn't have to face the horrible lag. Or uber frame skipping...
Crappy Blue Luigi
I've been wanting to mention this for a while, but kept forgetting.

Is it possible to make it so, when you increase the height of the images for a character's sprites, when it's shown in-game, the sprite doesn't sink into the ground?

I'm probably not giving the best explanation, but it's kinda hard to put into words. Just try extending the height of Mario's stand image, and look at it in-game. I hope you get what I mean.
Zemik
QUOTE (Crappy Wario Luigi @ Oct 27 2009, 11:57 PM)
I've been wanting to mention this for a while, but kept forgetting.

Is it possible to make it so, when you increase the height of the images for a character's sprites, when it's shown in-game, the sprite doesn't sink into the ground?

I'm probably not giving the best explanation, but it's kinda hard to put into words. Just try extending the height of Mario's stand image, and look at it in-game. I hope you get what I mean.

Add lines of blank pixels to the bottom of the image
Crappy Blue Luigi
QUOTE (Zemik @ Nov 3 2009, 12:23 AM)
QUOTE (Crappy Wario Luigi @ Oct 27 2009, 11:57 PM)
I've been wanting to mention this for a while, but kept forgetting.

Is it possible to make it so, when you increase the height of the images for a character's sprites, when it's shown in-game, the sprite doesn't sink into the ground?

I'm probably not giving the best explanation, but it's kinda hard to put into words. Just try extending the height of Mario's stand image, and look at it in-game. I hope you get what I mean.

Add lines of blank pixels to the bottom of the image

... That didn't do anything.
user posted image
Lars Luron
QUOTE (Crappy Wario Luigi @ Nov 3 2009, 02:05 PM)
QUOTE (Zemik @ Nov 3 2009, 12:23 AM)
QUOTE (Crappy Wario Luigi @ Oct 27 2009, 11:57 PM)
I've been wanting to mention this for a while, but kept forgetting.

Is it possible to make it so, when you increase the height of the images for a character's sprites, when it's shown in-game, the sprite doesn't sink into the ground?

I'm probably not giving the best explanation, but it's kinda hard to put into words. Just try extending the height of Mario's stand image, and look at it in-game. I hope you get what I mean.

Add lines of blank pixels to the bottom of the image

... That didn't do anything.
user posted image

The origin point on the character sprites has to be in the exact same location for every character. The x-origin has to be in the exact center, where the y-origin has to be exactly 32 pixels above where the character should be touching the ground.
It seems to me that the y-origin of your sprites is too high.

EDIT: Also, you should really be asking this in the MKF Help section instead of here.
Crappy Blue Luigi
Couldn't that be, I dunno, fixed?

It seems like something simple enough.

And I knew his solution wouldn't work, I only made the image using it to confirm that I actually tried it.
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