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Cart #52088 | 2018-04-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

I made this game for LD41 with a single question in my head: what happens if Mario had a machine gun?

I took some inspiration from GTA and added some achievements to reward different types of play.

The great music is "Demented Mario" by @gruber_music (https://gruber99.bandcamp.com/album/pico-8-tunes-vol-1) and the platforming code (and Mario sprites!) is based on the excellent work by @matthughson - see the advanced micro platformer thread at https://www.lexaloffle.com/bbs/?tid=28793

LD page: https://ldjam.com/events/ludum-dare/41/super-mario-machine-gun/

Apologies to Mr Miyamoto.

P#52089 2018-04-27 21:18 ( Edited 2018-08-30 17:24)

Amazing! 8.3 out of 10.

P#52825 2018-05-17 12:05 ( Edited 2018-05-17 16:05)

Nice implementation of Mario mechanics to the AMP kit! I was delighted to be even able to traverse pipes.

I ran into a bug on my very first goomba kill. I jumped on the first goomba, but instead of being popped back up into the air I hit the floor and was completely unable to jump after that. This happens when you land on a goomba when the jump key has been held for an extended time. You'll hit the ground and wont be able to jump again because the held key hasn't reset.

In addition, Mario goes through the goomba and jumps off the floor rather than bouncing off the top of the goomba. These issues can be fixed with the following adjustments to intersects_box_box():

...
if intersects_box_box(self.x-8,self.y-8,16,2,p1.x-8,p1.y+6,16,2) then
    self.alive=false
    self:set_anim("death")
    self.dx=0
    p1.bumped=true
    p1.jump_button.ticks_down=0

    [b]--let mario bounce off enemies and cancel held key
    p1.grounded=true
    p1.jump_hold_time=0[/b]

    add_blood(self.x,self.y)
    kills+=1
    sfx(12)
    updatewarning()
    return true
end
...

Sometimes a goomba gets stuck in a pipe and rapidly jitters, too.

P#55887 2018-08-30 13:24 ( Edited 2018-08-30 18:08)

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