Monogatario

Mar 2, 2008 at 12:44 AM
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My version of Super Mario Bros.' World 1-1 in Cave Story :D

Just practicing map editing, events, etc... this "mod" is strictly for fun.




Enjoy!!

Version 0.2
http://www.sendspace.com/file/yckyqm

Version 0.1 (initial release)
http://www.sendspace.com/file/70xtjk

EDIT (3/3/08)
-edited text box for a more "Mario" feel
-fixed fireball and nemesis issues
-added Lakitu (just for kicks)
-changed ending dialogue
 
Mar 2, 2008 at 12:52 AM
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OMFG, ZT's dream comes true.

How mutch are you gonna do of it. Hope you include lotsa dialogues coz Mario lax em (yeah, I *have* played Mario. In fact, it was the first ever video game I played!)

EDIT: Hm... I like the idea, but this has a lot more potential than what you can see from it. Imitating the stage as it is gets you no-where, you could insteadmake stuff more challenging. I know you're using this mod to oractise your skills, so this is pretty neat. But you won't learn creative level design unless you let your ideas run wild.
 
Mar 2, 2008 at 12:54 AM
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Haha well I'm not sure if I'm going to do anything with it, or if this is going to be it. Currently there's no dialogue or anything, just edited tiles and into. But yeah, that might be cool! Like a Mario-Cave Story RPG kind of thing :D
 
Mar 2, 2008 at 7:50 AM
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this is awesome :D, too bad you cant attack them >_>
 
Mar 2, 2008 at 8:57 PM
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It's-a-me, Monogatario! Heh heh...

Monogatario, now that's clever!

Very impressive mod, even though it's in its early stages.

Hopping Goombas, he he...

xristosx said:
this is awesome :confused:, too bad you cant attack them >_>
And you can ride on top of them in this initial release, as well. As a matter of fact, they're completely harmless right now.

By the way, there are invisible blocks in the pits, meaning it is impossible to fall down one. (Sometimes I can be very thorough with testing...)

Other surprises

The Nemesis has a message to the side of the experience meter saying "AIR Versio", though I'm uncertain of what it's supposed to mean, exactly...

Upon entering the door at the end of the level, it says "You were never seen again...". This may be intentional as a way to end the demo.

Copies of Caveshark and Sue's Workshop come included, though I don't see any harm in that, honestly. Just thought I'd bring it up.
 
Mar 2, 2008 at 9:17 PM
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Ah yes I meant to take the Nemesis out... I'm not sure what's causing the problem.

Initially there were H/V triggers to prevent falling off the screen and walking off the sides, but they were messy and I decided that invisible blocks were better.

The invincible goomba-critters were just kind of added in for World 1-1 authenticity... seeing as how they're so non-threatening, I didn't see the point in making them shootable :confused: . I couldn't think of a good enemy for the Koopa to replace, so I left him out.

Thanks to everyone who has played this! :D
 
Mar 2, 2008 at 9:20 PM
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The sun-blocks that spawn little sun-blocks would've been fun to use as koopas.
 
Mar 2, 2008 at 9:21 PM
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This is awesome and made of epic.
 
Mar 3, 2008 at 5:09 AM
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There's one problem - remaking the Mario world isn't gonna work. Remember, this is Cave Story gameply where you got to have at least 20+ monsters on open screen to be any trouble to you. Also, you can backtrack in this while in Mario you can't.

On the other hand, if you're gonna extend this into a major project, I have a few ideas you may be able to use.
 
Mar 3, 2008 at 6:08 AM
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Updated. (slightly)

Not sure about a major project, but I'd love to hear your ideas, if you're willing to share!!
 
Mar 3, 2008 at 7:13 AM
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Ok, to make a good Mario-based Cave Story Mod you need a good overview of what you’re trying to do. I suck at modding, so I’m posting this out. Use the ideas however you like :D.

Since this is based o the CS engine, the gameplay is basically Cave Story, and gameplay is what drives any Mario game. So a good, ORIGINAL level design is gonnna decide whether the game is Mario only in design or a Pwnage CS mod. However, I’ll list the basic edits down.

Bricks – Breakable blocks
Special bricks (coins/mushrooms) – Non-existant
Goombas – Undecided (My best idea is the one-footed skullstep)
Simple Turtle – Skullstep
Those turtles that throw mallets – Flying/ Armour Gaudi
Gun thingies that fire huge bullets – Archer butes
Flower – Undecided
The Spike thingie - ??

I dunno mutchabout hacking but I think the mimiga mask allows you to switch between two characters. So if you can add a treasure chest or something at certain points in the game that supplies/takes back the mask (depending on the player's choice to retain/ignore or return/take the mask), it'll allow the character select option.

Equips

Mario: Fireball, Snake, Booster
Luigi: Polar Star, Bubbler, Machine Gun
 
Mar 3, 2008 at 9:21 PM
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Roonil Wazlib said:
Bricks – Breakable blocks
Special bricks (coins/mushrooms) – Non-existant
Goombas – Undecided (My best idea is the one-footed skullstep)
Simple Turtle – Skullstep
Those turtles that throw mallets – Flying/ Armour Gaudi
Gun thingies that fire huge bullets – Archer butes
Flower – Undecided
The Spike thingie - ??

Simple Turtle- kooper trooper
Those turtles that throw mallets(LOL)- hammer bros

cant think of the others to correct you ^^"
 
Mar 4, 2008 at 3:59 AM
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Oh geez...well, if he's correcting you, allow me to finish the job.

Simple Turtle – Koopa Troopa
Those turtles that throw mallets – Hammer Bros.
Gun thingies that fire huge bullets – Bill Blaster that fires Bullet Bill
Flower – Piranha Plant
The Spike thingie - Lakitu
The things which Lakitus throw - Spiny and Spiny Egg
The flying turtles - Paratroopa
The fish - Cheep Cheep
The squid - Blooper
 
Mar 4, 2008 at 4:43 AM
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You forgot -
The big moron - Bowser

BTW, I meant those are the enemy AI of CS that can be used.

The problem is that in Mario, the monsters are constantly in movement while in CS, they are a lot more intelligent.
 
Mar 4, 2008 at 3:54 PM
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Roonil Wazlib said:
Mario: Fireball, Snake, Booster
Luigi: Polar Star, Bubbler, Machine Gun

*smacks you*

No.

Mario: Fireball. (Red fireball; a bit stronger)
Luigi: Snake. (Green fireball; a bit weaker)

It's Mario, not Duke Nukem.
 
Mar 4, 2008 at 4:28 PM
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ZTaimat said:
*smacks you*

No.

Mario: Fireball. (Red fireball; a bit stronger)
Luigi: Snake. (Green fireball; a bit weaker)

It's Mario, not Duke Nukem.
Fireball is too powerful in a Mario environment. It won't work, we need platform traps. Also, I was thinking maybe he could make separate paths for Mario and Luigi as in Sonic games. Mario path - filled with traps. Luigi path - loaded with monsters. Breakable blocks to separate the paths (Luigi should destroy them, Mario should find an alternate Booster path)
 
Mar 4, 2008 at 5:44 PM
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Mario: Fireball and Booster 0.8
Luigi: Snake and Booster 2.0

Both: Polar Star

Seeing as it is still "technically" a Cave Story enviroment, I don't see how it will be a problem...

Oh, but if you can, lock the PS at level 1.
 
Mar 4, 2008 at 6:09 PM
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DragonBoots said:
Mario: Fireball and Booster 0.8
Luigi: Snake and Booster 2.0

Both: Polar Star

Seeing as it is still "technically" a Cave Story enviroment, I don't see how it will be a problem...

Oh, but if you can, lock the PS at level 1.
If its CS environment, Snake > Firball.

Oh yea, flying tutles --> Crow
 
Mar 4, 2008 at 10:47 PM
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Wow! I never thought I'd receive so much feedback on this! Thanks you all for your input. I've been working on updating the current release to add in as much as possible. Also, I've been considering switching the style from SMB1 to SMW or at least the Super Nintendo SMB1, seeing as how the CS engine is capable of it... any thoughts?

By the way, does anyone know how to change the color behind the text in the textbox? It looks to me that the text is being anti-aliased, and the old text box color (#000020) is making up the difference.
Here's an example:

Since I changed the text box color, it looks gross now. Any ideas?
 
Mar 4, 2008 at 11:18 PM
Hoxtilicious
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Changing the text colour maybe helps...
 
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