Whoa, finally another episode! In this episode, I talk to some of my mouse friends and climb a mountain from Zelda that I forget the name of. Good times.
I’ve been sick for the last 5 days, so I haven’t been able to work on Super Mario Bros. Crossover as much as planned. I’m feeling a little better today, so hopefully I’m recovering. I’ll still try to get the game out as soon as possible, but it won’t be before the end of November. Also, there’s some new features I’m adding, including unlockable cheats and a new game mode. The new game mode I’m adding is the way I originally intended for the game to be played, but I didn’t put it in for various reasons which I’ll explain later.
I’m not going to announce release dates any more because it’s way to stressful to keep them. From now on, the game will come out when it’s ready instead of being rushed to meet a deadline. So I’m not telling you a specific day, but it shouldn’t be too long.
Also… being sick sucks balls.
Exploding Rabbit is hosting its first character battle! The Mega Man Character Battle is a popularity contest between characters of the Mega Man series. The winner of this tournament is determined by you! For more information on the tournament, see the Mega Man Character Battle Page on the wiki. To vote in the tournament, visit this subforum. You must be a registered member of the forums to vote.
Also, I should probably mention that we now have a wiki. The Exploding Rabbit Wiki was started a few weeks ago, and it’s already full of comprehensive information on Super Mario Bros. Crossover. I’m very excited to see it expand. Feel free to register and make your own edits!
That’s all for now, and Happy Thanksgiving!
Early on, you should decide on a game unit that is simple and intuitive.
I implemented sprite flipping in the level editor and game engine. The image above shows flipping on hill. Those are both the same sprite. I also built the first level of Super Mario Bros. There is a toad there because the story takes place after Mario beats Bowser, so he has freed the toads. Speaking of that… does […]
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]