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Psp Mario The New Worlds V0.3
Screen Shots:
Description:
It's been a while since we last heard from homebrew coder dan369, but now he's back to release another feature-pack version of his PSP Mario homebrew game. Notable features of the latest release includes the addition of red Koopa, a much improved A.I., invincible blocks, new levels, reverted to classic old school 8bit Mario graphics, more code cleanups and various other improvements.
Developer's note:
You may experience white flashes and general fuzziness. This is due to a bug with PGE, i'm using the new pge 0.03 release (compiled it myself, iwn released the scr) and it's a very annoying bug but doesn't happen all the time but just now and again. Due to a bug with pge.mp3.isplaying() I couldn't do the sound in perfect coalition with the time, again not my fault. It's as close to it as I can get but not perfect.
Map editor also available, go into all files and then look for the folder called editor builds. It's in there.
Changelog:
* Finished off the red koopa a.i
* Finished off the stand alone coins
* Improved the A.i code and lagging with hitting shells
* Added in Background Music for Overworld both the hurry version and general version
* Improved the animation code by using timers instead of counter based (still dislike the timer module hugely though)
* Added in Invisible blocks (YAY!)
* Completely changed the movement and jumping to a more progressive form rather than static by this i mean you can build up speed and loss speed by moving/not moving, same goes for jumping, the longer you hold X the higher you jump compared to just tapping it.
* Added in Clipping logic on blocks where if you barely clipped a block you'd be placed to the side in which you hit it rather than actually hitting it. (Used in the brick blocks, ? Mark blocks and Invisible blocks )
* Added 2 more levels, the first is very big at 650x17 (more than double the original) the seconded is 350x17 (i think, can't remember but it's around their)
* Added in death animations for both koopas (green & red) & for goombas when hit by shell.
* Changed the positioning of the HUD to fill the screen more and added a few improvements to make it look more like the original for example, the score is now 0000000 instead of just the 0 like the old version
* Have a "OK" menu now which shouldn't confuse anyone on which character to pick still the GFX isn't great also a loading screen is now present takes 3 seconds to load everything
* Reverted to using the classic old school 8bit Mario graphics, fit in a lot better with the game now and less hassle for me seeing as the custom sprites i used weren't exactly to scale.