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Author Topic: mario 8 bit deathmatch  (Read 17587 times)

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January 03, 2014, 01:10:09 AM
Reply #30

Offline -Daiki-TheOni

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Re: mario 8 bit deathmatch
« Reply #30 on: January 03, 2014, 01:10:09 AM »
Quote from: "ice"
Proof that I'm doing something sothe skeptics will stop

(click to show/hide)

That's all I'm spoiling for now

Awesome, will be an epic wad to rebember (along with YDclasses, poweredup and no constacy)

December 03, 2014, 05:21:08 PM
Reply #31

Offline Duora Super Gyro

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Re: mario 8 bit deathmatch
« Reply #31 on: December 03, 2014, 05:21:08 PM »
Hey, I was wondering if I could do a couple of maps for this. I was thinking of doing a couple of smb3 maps, one being the airships, and the other being based on Bowser's Castle. If it's okay, do you know anyplace I could get the textures?

December 05, 2014, 04:13:12 PM
Reply #32

Offline ice

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Re: mario 8 bit deathmatch
« Reply #32 on: December 05, 2014, 04:13:12 PM »
Here you go
http://www.spriters-resource.com/nes/su ... heet/4237/
I hadent really done anything at all all month cause I was on a hiatus, but I'll start back up on Dec 8

December 12, 2014, 07:05:11 PM
Reply #33

Offline ice

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Re: mario 8 bit deathmatch
« Reply #33 on: December 12, 2014, 07:05:11 PM »
I have a question
At the moment as the current play style is, you start off with no attack whatsoever other than a 50 damage stomp, but weapons are scattered throughout the map that are fairly close to the spawns. Should I start the player off with the 3d mario game's punch punch kick attack or leave it as is? (especially as all the mario skins use throwing animations for attacking)

December 12, 2014, 07:48:56 PM
Reply #34

Offline Ceridran

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Re: mario 8 bit deathmatch
« Reply #34 on: December 12, 2014, 07:48:56 PM »
I wouldn't mind seeing the punch-punch-kick. Would it also slow the user during use, or would that be too faithful?