That has been the plan for a very long time now lol. 3D is not very easy at all, so It will probably be a while before I can code a somewhat playable game in 3D
So you may notice that this build is drastically different from the last? AND it skipped a number?
Well, you see, almost everything, and I mean everything in this build was made by @babol. PLEASE go check out their projects now or YOU’RE GONNA TURN INTO A GOOMBA-
I added a functioning Pizza Time and Pizzaface in this build, coins (which are not functional,) and some sprite changes for The Noise, who will temporarily be replacing Coneguy until I can make sprites for him. The level layout is also temporary until I can actually make the first level.
Enjoy! And special thanks to Bablix again! I cannot thank him enough.
Press Q to switch between Peppino and The Noise. I also added a new “Dive” ability activated by pressing A while normally falling. It doesn’t do much right now, but it’s meant to make the game more like Mario 64 and to cross large gaps.
To-do:
Fix some more miscellaneous bugs.
Actually have the coins spawn on all locations.
Other stuff I forgot, because I’m in a hurry at the time of posting this.
I recently got a new gaming PC from my dad and was under the impression that the game loaded fine. I think it’s because of the sheer amount of “forever” blocks in the code, but I could definitely be wrong.
the entire lag is coming from the collision setting stuff.
(the platforms, collectables etc.)
anyway im really happy that you used my project of all things as a base for your game.
anyway its babilx, not bablix
Fixed some issues and now the game runs really smoothly! I just had to put some of the code from the platforms into an “on game update every 500 ms” block. I also added some new taunts for Noise, although they only trigger when the player is facing right for some reason.
wait you’re gonna use the noise sprites for the game?
well, in that case remember to credit SEGO, he made the noise’s uppercut, mach 3, HUD sprites, peppino’s uppercut, and a bit more that i forgot
Yeah, you’re right. I’m still working on the Mario 64 aspects of the game; that’s the entire point of the Dive move’s existence. I also finished a ground-pound-jump kinda thing, but it’s not in the demo yet.
I’m currently attempting to make a first level in the game, and am working on destroyable/deleteable tiles (such as collecting a coin or destroying a block). Each level is split into several rooms where new tiles are loaded, but every time I destroy a coin or a block, for example, once I leave the room and come back, the tile returns.
How can I make it so that the game remembers that those tiles are destroyed or deleted? I wanted to put a sprite on each location of the tiles to handle it that way, but I feel as if that will make the game lag too much.
That’s what I tried to do too. Maybe use a variable? Or settings blocks? Or maybe make it so that the other room is on the same tile map as the main just put it far away and when the player hits the door he gets placed on that rooom. Then you won’t have to destroy or modify the tile map.