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Yes, it new can be a good idea to add new power-ups but what you are thinking about custom power-up, give me an example please ?
Wow. LJ summed this up nicely. You can make a brand new Mario fangame, and people will probably love the heck out of it, especially since there aren't many 3D Mario fangames (if at all)

(01-01-2016, 09:27 AM)iyenal Wrote: [ -> ]@LJSTAR This is a good idea, I will search solutions for doing the game more original but I don't have many ideas.
If you get ideas, let me know !

I'm currently customising MKW races with MK8 objects and many optimisations.
I "pause" this project until ideas comes to me...

I was actually gonna suggest sticking with this a little more - like, try to perfect the Mario model and maybe the game's physics. He's not gonna stand still the entire game, and he's gotta jump over platforms at some point.

You could probably make a test level (y'know - one of the ones you've already designed) and test out how Mario works there along with any powerups you might consider adding.

Speaking of powerups, though a Koopa-shell Mario would be neat [like the one from New SMB] in a 3D world, allowing for interesting "gauntlet" levels (think like Crash Bandicoot's animal-riding levels) but you can defeat anything in your path since you're in a Koopa shell
The core gameplay is definitely someone to improve, indeed, but it was most likely already planned by iyenal, I think. (since it would have been made, even for a "port" of 3D World)

Power-up wise, when I'm talking about "custom" ones, either revamped existing ones in a 3D environnement, such as the Koopa-shell Mario that Kosheh mentioned (which I totally agree with, considering it's one of my favorite Mario power-up and also one of the most original, I'd say)
In the case of the Koopa-shell powerup, you could maybe make some changes from the original (for example if an enemy jump on Mario while he is rolling in his shell, it would stop him, similar to how jumping on a moving Koopa shell work)

Or whole new power-ups, which I admit, I don't have many ideas for (although, you may have ideas from fanmade concept that can be found on the internet.) but something new that haven't been in any Mario games.
For example, a thunder-based powerup for Mario which would also be used to activate switches in few "mechanical" levels.
(01-02-2016, 01:22 PM)Kosheh Wrote: [ -> ]I was actually gonna suggest sticking with this a little more - like, try to perfect the Mario model and maybe the game's physics. He's not gonna stand still the entire game, and he's gotta jump over platforms at some point.

Currently for the physics of Mario I use PhysX by Nvidia (http://www.nvidia.fr/object/nvidia-physx-fr.html) , it's pretty good, I would implement Apex Destruction (https://developer.nvidia.com/destruction) for box and shells destruction.

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Your ideas for the shell powerup or mechanical levels (awesome idea!) are very interesting, I will try develop it but my principal problem is the level design,I'm not a modelisator (but I know some bases with 3ds max) because playing in a test room is not very funny...
(01-05-2016, 06:03 AM)iyenal Wrote: [ -> ]
(01-02-2016, 01:22 PM)Kosheh Wrote: [ -> ]I was actually gonna suggest sticking with this a little more - like, try to perfect the Mario model and maybe the game's physics. He's not gonna stand still the entire game, and he's gotta jump over platforms at some point.

Currently for the physics of Mario I use PhysX by Nvidia (http://www.nvidia.fr/object/nvidia-physx-fr.html) , it's pretty good, I would implement Apex Destruction (https://developer.nvidia.com/destruction) for box and shells destruction.

Oops, sorry - I meant more like the actual game mechanics. How high Mario jumps, Mario's run speed - how Mario moves in the game environment. Like, I notice in a lot of your screenshots you've got Mario's model imported (makes sense, so you can size levels to scale) but you've still gotta make him run around! It won't feel like a Mario game if the player can't control him smoothly!
Based on the info you have on Mario's jump/run speed/inertia while jumping etc. you could then base the challenges of your level around this.
Ahh OK, it isn't physics...

Yes, Mario have animations (idle, moving, jumping), just I do screenshots in editor mode, so Mario are in T-Pose.

I have the screenchots about animations : http://1drv.ms/1Jw6OPC
I will upload a test level online !
Wait, how did you rip the level models?
BFRES ripper.
New version released with test level created by me ! See 1st post ! Big Grin
It show all the features that actually the game have.

(01-04-2016, 05:26 PM)LJSTAR Wrote: [ -> ]few "mechanical" levels.
I am doing an mechanical level based on Tick Tock Clock race of Mario Kart 8.

And I am thinking to change Mario by Toad, Toad is always meprised in the domain of fan games.
New version V1.2 Textures quality increased, better camera view, more appropriate shader,
Next version will feature Image Based Lighting (HDR).
Next level will be a mecanical level based on Tick Tock Clock.

DOWNLOAD : http://1drv.ms/1TCyJRN
iyenal first of all as i heard epic games didn't launch their unreal engine 5 this could be nickname for epic games launcher
you must be very beware of copyrights trademarks from Nintendo for example it was risky for Erik Ross and for Aryok Pini.
I will try to be beware of copyrights. And I think I will remplace Mario by Toad.
Do you have idea for an main platformer character ?
As long as you aren't making a 1-1 copy of a Nintendo game (or a "fan-remake") you should be perfectly fine, there is a ton of Nintendo-related fan games out there.

Also, in my opinion, you should keep Mario as the main protagonist. (Although, once he's done and polished, you can always put some kind of character select screen and have multiple playable characters)
It will feature only totally new levels (as you can see in the demo).
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