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Hello everyone, TrinitroMan from Fusion Fangaming is here, and I'm working on a crossover of Super Mario and Touhou Project, made with Hello Engine 5.1, which I have modified for that game.
Here are some screenies:
[Image: lNNbQ7F.png][Image: Tx95faw.png]
[Image: r2o7lu7.png][Image: vbs3reh.png]

The Story:
One night, Marisa Kirasame, a human magician from Gensokyo, and her neighbour, the seven-colored magician youkai Alice Margatroid, discover a green pipe in the Forest of Magic. After entering it, they somehow ended up being in the Mushroom Kingdom. And now, they need to find a way out.

Also, here is what I have done so far:
Multi character system: 100%
-Marisa: 99%
-Alice: 0%
-Secret Post-Release DLC character: 0%
New NPC system: 90% (I still haven't tested out this system to its full capability yet)
SMB2 enemies (including bosses): 85% (needs StiltGuy, FryGuy and bug fixes on Albatoss)
Super Item System: 90% (there is a bug with a projectile)
Subspace System: 50% (I still need to code the Sphere Doomer)

And here is the world list:
W1: Mushroom Kingdom
W2: Sarasaland (SML1-3 and Wario Land 2-4)
W3: Dreamful Skies (SMB2 and Paper Mario)
W4: Celsius Kingdom (fire & ice)
W5: Isla Delfino (Beach-themed)
W6: Industrial Square
W7: Tainted Toadstool (Shroob Hideout)
W8: Koopa Kingdom
W9 (Post-Release DLC Bonus World): Gensokyo
Currently, the team consists of three people:
-TrinitroMan (coding and level design)
-EvilMariobot (Touhou Major Characters spriting)
-Kirbio (Touhou Minor Characters (enemies) spriting and Sphere Doomer)

Eitherway, this project is NOT dead. I'm still working on it. Slowly, but steadily.
I would still like to have some help in terms of externalized music (I'm using GMFMod Simple, and I'm not going to switch).

Anyway, I hope, you like it.
(04-22-2014, 08:37 AM)TrinitroMan Wrote: [ -> ]Also, here is what I have done so far:
[... space in between ...]
Currently, the team consists of three people:

Sorry if I offend you, but I'ma be blunt. Everything in the "... space in between ... " is complete garbage and means nothing to those who aren't working on the game. I have no clue what any of the features really mean other than the vague phrases given. What X% means to you means nothing to me. Please explain what has changed from the initial 0% to X% and what the goal your aiming for is (100%). The same goes for the world list info.

Basically explain or summarize what the features and world list really are so that it's understandable to those who aren't developing the game. If possible, a preview image might also help with the world description.
Well, the information I posted in the other forums is the same like here and it was always enough.
Also, in terms of stages, I did have either written what I have done or what is missing for the most part. The important information at the moment is what I have finished from World 1 so far, and how much of the Subspace Emmisary system is left. Anyway, gonna do a small update.
Whether others find it good enough doesn't change what it actually is. But, if this is up to your standards and you're okay with it, that's fine- for you.

Anyways, good luck on the game and I hope you post updates often. The Game Dev forum isn't all too active since there aren't many programmers around.
Yeah, siding with theshyguy a little. Ill explain, though

You told me in the post that Marisa is 90% complete. But what is that 90%? Is it graphics, or actual programming? And even then, the percentage doesnt tell me what actions she can do. If she can only walk and jump, and you programmed her jump, that would be 50% already. If you added more moves, the percentage would change; but we would never know because percentages dont show us how many moves there are in her movelist, and in the end, thats just a technical way of saying "its almost done". whats it lacking to be deemed "almost done"?

Otherwise, looks cool.
I'm actually bad at explaining things. I'm actually surprised that I could give even MORE information then I did in the other forums.
About Marisa being 99% complete: She is BASICALLY complete coding-wise, and she also has all needed gameplay sprites.
The only thing missing are sprites specifically for cutscenes, and I have no idea, how many unique sprites I will have to use, honestly.
About the percentage of stage completetion: I have no idea, how much more I could be elaborate. Grass Gradiation might be even 100% complete, but I cannot be sure for real.
About Fort Koopa, yeah I could be a bit more elaborate, but I cannot be more elaborate than just saying that the only thing left about this stage is Bowser.
And Abadoned Castle hasn't been even started. Hell, I might even change the name of that level at the end.
And Toad Town is the most complicated case, where it is basically an NPC town, which I have barely started and where I don't know, how big it should be.
But anyway, thanks to you like the design. The graphics would have never happened without EvilMarioBot. Kudos to that man!
Bad news, guys.
Fusion Fangaming seems to be lost forever now.
However, my fangame is STILL not cancelled.
However, work will pretty much slow down immensely, since I need to contact my other pals somehow again...
So please be patient right now.
Thanks in advance!
I guess you could say

girls do their best now and are preparing
please wait warmly



Sorry I can't really say much that's ontopic.
Like, I guess I could say that the touhou character sprites are kinda not very good.
But otherwise, there isn't much about this other than "Mario game with touhou characters and isn't super marisa land," so I'm afraid without videos or a demo, I can't really say much about it.
Either way, good luck with your project!
(04-27-2014, 12:48 PM)Kitsu Wrote: [ -> ]Like, I guess I could say that the touhou character sprites are kinda not very good.
Not very good?
Where are the problems?
P.S.: I did not made the sprites, but I could give him you feedback.
Maybe you (or your artist) could post them in a thread in the Spriting and Pixel Art section, so you can maybe get more feedback from everyone else as well? I'd like to see some more of the other sprites (like maybe the whole sheets), too.

I guess my main beefs are with the gradient-shading and stylistic mismatch (though I guess as a Fusion-inspired game, style mismatch may just be part of the idea).
(04-28-2014, 12:52 AM)Kitsu Wrote: [ -> ]I guess my main beefs are with the gradient-shading and stylistic mismatch (though I guess as a Fusion-inspired game, style mismatch may just be part of the idea).
Stylistic mismatch? Could you please elaborate?
My spriter EvilMariobot definitely had SMB3ASE in mind when doing those sprites.