piccolodmq's Forum Posts

  • 14 posts
  • Hi piccolodmq,

    I can help you with the task.

    I am able to transform a tilemap creating a level editor for your game.

    I have also created a video tutorial about it:

    Subscribe to Construct videos now

    The project is really interesting, but I have to advise you that without having the rights for each IP, you might face troubles, even if releasing the game for free. My suggestion would be to use similar characters having the same mechanics and avoid legal issue.

    For example, Nintendo is very protective of their IPs.

    I am currently working on my games and do freelance job with C2.

    Feel free to contact me via PM so we can discuss more in details about your project.

    Thank you,

    Simone

    Thanks for your help Simone, my personal email is rolando.peralta123@gmail.com, what is your email? (cant get your contact info from here).

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  • Have you started this project at all by yourself? If you have can you send me a demo

    Yes I have. Will post some ss here and probably the file itself.

  • I want to make a game like Mario Maker, but with features, enemies of different franchises of 16-bit and 32-bit elements. For example: (mario, kirby, yoshys Island, contra, slug metal, arthur, simon belmont, etc). I'm sure you know the flash game of Super Mario Crossover ... The idea is to take that concept, but keeping the mechanics of each character (Megaman and Simon.Life Bars, etc.), For example Mushroom from Mario touches Megaman and it to fill your life, etc.

    I could pay for your work in dollars by paypal. The idea is that the interface to build a level is everything with drag and drop a mouse (like mario maker) for music, backgrounds, enemies, characters, etc. As I know it is a great job, I know how much it costs in time and I am willing to pay a fair price and also do my part. (Example: you could make around 5 basic Mario enemies and I see how to do the rest). I'll be waiting for your response to this project to cost, and I'll send you as little as I can. If you accept, I could pay an advance of 10% of the total so you can see that I am a serious person.

    One example to understand what I want, is to take some aspect of supermariobroscrossover.com/resources/super-mario-bros-crossover.84 for a 16 bit remake, and assets of other games. I have tried to make something but, I just dont have the time to make it happen. Tell me if you have time so we can talk about a budget for this. Take care!

  • Hi there,I sent you an email. (rolando.peralta123@gmail.com).

    Tell me if you are still available, or will be available so we can discuss the details.

    Take care!

  • So this worked thanks!

  • Anyone?

  • mediafire.com/file/v1m7tu4wzis674u/megabuster.jpg

    mediafire.com/file/2ota54i36o8442l/goomba_vs_tiro.jpg

    mediafire.com/file/9j1rl239y3drs66/charged.jpg

  • I have replicated the megaman x megabuster.

    I have 3 shots, with the same Gameobject. (each with different animations)

    Each of them have different animation.

    mediafire.com/view/v1m7tu4wz ... buster.jpg

    mediafire.com/file/2ota54i36 ... 20tiro.jpg

    How do I make So each version of Mega buster, do different types of damage. to the Goomba. in this example_

    mediafire.com/file/uze0e9dos ... harged.jpg

  • Tested 3 times with around.... 5 koopa tropas. and Diden't get the immortal glitch. Thanks a lot. I know most of this is common sense for you, but I am still learning the basics. Thanks for your time .

  • Hi there, I am making a crossover game featuring Mario , Megaman, Bill and lance (contra), etc.

    The issue is, I have a Koopa Troppa Enemy, that has a health Variable (3). I made it, so every time Megaman Shoots a single bullet to it, it dimish its health by 1 point, and when he is in 1 point goes into Shell mode (like when mario stomps a Koopa Troppa). So next hit should kill the Koopa Troppa. It partially works, but when testint it, sometimes 1 out of 5 Koopa troopas, its inmortal. No matter how many hits I fire, it just wont die, and the other 4 work as intented.

    mediafire.com/view/rvvnlzgt0tdxb0h/2.jpg

    mediafire.com/file/soy8y86b85nzywt/1.jpg

    Thanks!

  • Sorry for the late response. This helped a lot, (plus I was making a stupid mistake)

    Thanks a lot!

  • Thank you this did help!... however. I have another problem.

    When he is done Running from pressing the SHIFT, he is stuck in the running animation, instead of the Idle animation (this on only happens to Big MARIo and not Small Mario.)

  • Hi there, I am currently making a Crossover game, and have all the basic behavior for Mario. I want the Shift button to toggle if Mario is going to RUN/WALK, when pressed. Here is how I have arranged my events. WHen I press Shift Mario changes its behavior to the RUN/HIGH JUMP behavior, but there is no way to go back to WALKING STATE, (If Ipress the left or right key he will start running instead of walking. I want him only to RUN the the Shift key its been pressed.

    mediafire.com/folder/l5a4qfepbjzse/scirra

    Thanks!

  • 14 posts