Difference between revisions of "Luigi's Heroic Debut!"

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(figured out the question-block trick. Is the .zip available anywhere ?)
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Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.
 
Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.
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Springs are obviously implemented through the same technique as the one seen in ''[[Calimero II]]'', reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.
  
 
==Links==
 
==Links==

Revision as of 00:30, 29 October 2010

Luigi's Heroic Debut!
FULL ENTRY COMING SOON!

Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below. Springs are obviously implemented through the same technique as the one seen in Calimero II, reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.

Links