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Super Mario script


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#1 Sans

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Posted 15 June 2017 - 09:10 PM

hello i was wondering something. I been seen that there's a megaman script when i was connected i test it and i'm kinda impressive so i wonder if someone could make too a script for Super Mario stuff.
like exemple: Smb3.zh) or ClassicMario.zh because one day i do wants to try to make a Super Mario's quest like Super Mario: the Rise of Bowser and maybe one day i could have too the pack script of super mario bros 3 but i wondering what you think about this idea ? not perfect i know but i just say what i was wanna to asking you. ^^'

#2 strike

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Posted 15 June 2017 - 09:16 PM

You would obviously need to be way more specific. A pack like this is a cool idea though. It would take some technical prowess to use I am assuming.

 

-Strike



#3 Sans

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Posted 15 June 2017 - 09:44 PM

well thoses script exemple (of Smb3.zh or ClassicMario.zh) could be the same functions as Super Mario functions exemple
Goomba.zh
Mario.zh
Luigi.zh
PowerUps.zh
1Up.zh
KoopaTroops.zh
Bowser.zh
Start.zh
Gameover.zh
Death.zh
StartLevel.zh
Boss.zh
Koopaling.zh
Airship.zh
etc.
In resume: That could be great if those functions could mimic the original classic mario games like Super Mario Bros, Super Mario Bros 2 or Super Mario Bros 3.

Edited by Cedric, 15 June 2017 - 09:45 PM.


#4 Architect Abdiel

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Posted 15 June 2017 - 10:59 PM

A lot of Mario can be imitated with what's already in ZC, or with preexisting scripts, as long as you can get all the sideview scripts to work.

 

Mario can have the Stomp Boots, you can even edit their damage to make them do more damage to certain things.

 

 

Allow me to input my own thoughts on this. Not that I know how to make the script, but I can provide info on how it could be done.

I'll try to keep this as brief as possible.

 

First off, scrolling screens are not a necessity, but if they can be done, that's pretty sweet.
 

Blocks
Blocks - Blocks could be done where if you hit them from below by jumping into them, they would make whatever you want pop out of them. Perhaps, coins or enemies?
Repeating Blocks - Same as blocks, but it stays a block until you get all the coins out of it.
Power-Up Blocks - Same as regular blocks, but generally would have a powerup of your choice in it.

 

Powerups
For powerups, they could work like items.

But you could only hold one at a time, bonus points if you could keep one extra item in an inventory like spot at the top of the screen that falls, when Mario takes a hit.

Mario's initial sprite set would just be Small Mario. And his sprite would change whenever you got a power up.

Then it becomes a matter of changing Mario back to small Mario if he is hit.

 

I have an idea on how this could be done, but maybe someone would have another idea.
Basically, while Mario has a powerup active, all enemies and their weapons act like Like Likes if they come in contact with Link, stealing his active item.

Then when Mario is Small Mario, everything would OHKO him.

 

Roc's Feather - Always active.

Flippers - Always active. Needs a script.

Pegasus Boots? - Always active. Let's Mario move faster if you hold down the run button.

Stomp Boots (Lv1) - Small Mario would have this ability, but it doesn't necessarily work as a OHKO, sometimes it can only stun enemies, sometimes they will ignore it. This can be done with enemy weaknesses more than likely.
Mushroom [Stomp Boots] (Lv2)] - Stronger boots.

Fire Flower - I'd like to say this would be like the candle, but it would bounce across solid combos all the way across the screen.

Star Power - Makes Mario invincible and OHKO enemies by running into them. Runs out after a set amount of time.

1-Up Mushroom - Only necessarily if Mario has a life counter.

Boomerang Flower [Boomerang]
Yoshi Egg - Let's Mario ride a Yoshi,

 

I'd say these are the necessary items, aside from the Boomerang flower, which is just easy.

 

Yoshi

Yoshi should probably have his own section. What he would do.
Eat enemies. Bonus points if he can shoot them in various ways.

Be ridden on.

 

Enemies (a lot of these shouldn't require scripting)

Goomba - Moves like normal enemies, and only does damage on contact.

Green Koopa Troopa - Same as Gooma, but turns into a green shell when jumped on. Walks off edges.

Red Koopa Troopa - Same as Green KT, but doesn't walk off edges.

Dry Bones - Moves like a regular enemy, only contact damage, but rebuilds itself after getting hit. Certain items would OHKO it.

Boo - Flies toward Mario if Mario is not looking at them. Ignores most items.

Bob-omb - Zoria already submitted an enemy like this to EotM.

Blooper - Moves up and down across the screen. Contact causes damage to Mario.

Bullet Bills - Shot from an FFC? Maybe using Alucard's shooter script? But perhaps in a way where if Mario jumps on it, it dies.

Lakitu - Flies across the top of the screen, dropping shit. Bonus points, if Mario can steal the cloud.

Cheep Cheep - Swims. Does contact damage.

Wiggler - Becomes angry when damaged. Only beaten by certain means.

Koopa Paratroopa - Flying Koopa Troopas that Mario bounces off of.

Chain Chomp - Jumps at Mario, but is tied to only moving so far from his hitbox.

Magikoopa - Wizzrobe.

Thwomp - Giant Spike Traps.

Pirahna Plant - Extends out of pipes.
Fire Pirahna Plants - Does that, but shoots fireballs.

Do I really need to keep explaining what they do? Everyone should know Mario.

Most of the enemies are simple and could be made with an enemy editor.

I'm probably missing some but I am tired of looking them up.

 

Bosses

Bowser - Bowser big, Bowser shoot fire. Bowser jump. Bowser crush blocks.

http://nintendo.wiki...of_Mario_bosses


Pick and choose. Read bosses. Find ways to make them work.

I'd personally like anything from Super Mario World, Super Mario Bros. 3 and Birdo.

 

 

 

Shoshon tired of research and typing.

 

But the other thing I can think would be necessary, would be end stage flags.
And maybe an end stage axe on a Bowser stage?


Edited by Shoshon the Elegant, 15 June 2017 - 11:03 PM.


#5 Avaro

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Posted 16 June 2017 - 07:03 AM

 

i test it and i'm kinda impressive

 

Kinda impressive, but only kinda. xD

 

But yeah if you'd want this with the mario screenscrolling, it'd be a really big undertaking to make this and of course all the enemies would have to be scripted too.



#6 Timelord

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Posted 16 June 2017 - 09:08 AM

I wrote a partial Mario engine back in 2014-5. It was not fully-scrolling, and it needs an overhaul. I do not have any plan at present to work on it, so don't bother asking. :P

 

I was going to use it to recreate Super Mario Bros. Special in ZC, and I don't remember where I left off: Mario Maker came out, and make it rather pointless.

 

Perhaps one day, I will work on it again, but not right now. Go forth, and make Rockman quests.


Edited by ZoriaRPG, 16 June 2017 - 09:10 AM.



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