SOPHIA the 3rd, from the NES game Blaster Master, will be coming to Super Mario Bros. Crossover in late November. SOPHIA has almost all of her abilities from Blaster Master, including firing homing missiles, hovering through the air, driving on walls and the ceiling, and a swimming system. I also gave SOPHIA a new ability that allows her to jump off of walls and attach to them in mid-air. I felt that this was a natural extension to SOPHIA’s moveset and it makes her a very unique character. But honestly, I just added it because it’s fun as hell.
SOPHIA is the first character in the game to have limited ammo. In order to shoot homing missiles, the player will have to collect ammo from defeated enemies. The player’s current ammo and current hover (the amount of flight time SOPHIA has) are displayed onscreen. The player should be careful about dying because all of their hard-earned ammo will be reset to zero. Getting a star will grant SOPHIA unlimited missiles and hover for the duration of the star-power. Also, SOPHIA’s missiles are the only weapon in the game that can destroy Bullet Bills, Buzzy Beetles, and Spike Tops… in addition to Samus’s missiles, which are also coming in this update.
The game will be available on explodingrabbit.com in late November, and there will be a few minor updates in addition to SOPHIA. Thanks everyone for the support, and I want to thank Nintendo, Konami, Capcom, Tecmo, and Sunsoft for allowing me to continue making this awesome game. I’ll see you all at the end of November.
I manage to talk about nothing for about 45 minutes. That’s pretty impressive if you ask me. Also, this is the most relaxed I’ve ever been in a video. There are three parts. Congratulations to you if you watch the whole thing.
This is part of my playthrough of The Tale of Elementia, a hack of Super Mario World. In this episode, I get confused by mirages in the desert, talk shit to ghost ninjas, and throw a shell through a wall.
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 […]