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1  Super Mario Bros. Online / Game News / Re: Potential SMBO Community Revival Project on: September 28, 2013, 12:38:25 pm
If it's a .RAR, use 7-Zip; it's free and pretty functional.  I haven't gotten a chance to do anything yet, and I likely won't for another week or so, since I'm going to be working on a huge assembly project and out of town next weekend.
2  Super Mario Bros. Online / Game News / Re: Potential SMBO Community Revival Project on: September 21, 2013, 07:06:53 pm
If you feel up to it; I won't have a ton of extra time until a week from Tuesday, but I would definitely be able to mess around with things.

On the note of collision, how were you thinking of handling attacks with the pixel-based motion system?
3  Super Mario Bros. Online / Game News / Re: Potential SMBO Community Revival Project on: September 21, 2013, 08:10:15 am
As a side note, I have no prior experience in coding in networking, framework or the like; pretty much all of the programming I've done has been small-scale algorithms or self-contained programs designed for specific purposes.  I'm fairly decent at optimizing, as well, but someone else would have to handle the basic framework and online functionality.
4  Super Mario Bros. Online / Game News / Re: Potential SMBO Community Revival Project on: September 20, 2013, 01:38:34 pm
If that's the case, I vote that it uses a Superstar Saga-styled stat system, those tend to work better for the long run.  But still, this sounds cool; I'm excited to see how this turns out if we can get enough contributors.
5  Super Mario Bros. Online / Game News / Re: Potential SMBO Community Revival Project on: September 20, 2013, 12:42:19 pm
Could definitely be interesting; I was just thinking about SMBO recently.  I'm not familiar with C# at the moment, but I'll definitely be picking it up over the next year or so in grad school.  I guess if it's similar enough to C++ or Java I can probably figure it out, though.  I do have VS2012 already as well.

I'd definitely like to tinker with this every now and then, though, if this ends up happening.  I guess when you say that you'll be writing a base engine, does this mean that this will be entirely separate from the current SMBO (none of the same maps / existing content), or will you be porting over / reusing the same old content?
6  Super Mario Bros. Online / Game Discussion / Re: Promotional Video Contest on: February 26, 2013, 05:56:34 pm
I might attempt one in a while, but I've had a bunch of work and application stuff to take care of most of this month.
7  Super Mario Bros. Online / Suggestions / Re: Penguin's Suggestion Database on: December 04, 2012, 10:16:35 am
Why bother capping item drop rate growth?  That kind of heightens the issue of STACHE being pointless after a certain point.  Plus, if you've got 30+ STACHE, sure you'll get fairly noticeable bumps in item drop rate, but you'll also have 30 levels-worth less in the other stats.  Personally, I think something involving item drops is all that really needs to be added to STACHE's effects, not a potpourri of "this battle option becomes a tiny bit more viable" effects.  That and an eventual Flower analog to Heal Power would balance it quite nicely.

The new badges seem pretty good, though.
8  Super Mario Bros. Online / Game News / Re: Hide n' Sneak Tourney (11/28/12) on: November 30, 2012, 09:13:39 am
Entering with TheQuickster, availability permitting.  If you need to sort based on Speed, I have 35 max, IIRC.
9  General / Fan Creations / Re: Jdaster64's music - Mario, MOTHER, and more... on: November 06, 2012, 01:44:27 am
New video, and 100th playlist upload: a 10-minute piano-soundtracked gameplay video of Super Mario Bros. 3!
A bunch more awesome stuff to come very soon!
10  General / General Chat / Re: Happy Halloween 2012! on: November 01, 2012, 09:46:01 am
I'm going as Ness; I even managed to find a decent Franklin Badge replica for pretty cheap.
11  General / Other games / Re: Super Smash Bros. Brawl Character Discussion on: October 18, 2012, 01:48:17 am
I haven't played a non-hacked version of Brawl in forever, but I always used to main Ness.  I've become much more of a fan of Lucas since playing Brawl-, for many reasons similar to Peng's.  I've always played Mario and Luigi off and on as well, but I never considered myself good enough to hold my own as them in vanilla-Brawl.
12  Super Mario Bros. Online / Game Discussion / Re: Well, I'm certifiably insane. on: October 15, 2012, 02:51:13 pm
To be fair, 300,000 coins at that time would be the equivalent of close to 5,000,000 now, seeing as coin drops weren't as high then as the beanbean bases now, and Pay-Off was a lot weaker.
13  Super Mario Bros. Online / Game Discussion / Well, I'm certifiably insane. on: October 15, 2012, 02:52:26 am

Honestly, this doesn't take quite as long as you'd think; it helps to have had a 500K+ backlog before I started grinding.  With Pay-Off and an ATK-maxed Wario (or close enough), I was raking in ~100 Beanbean coins (1000 coins) a minute, so a full million would take roughly 15 hours, and what I had to get took only five or six.

But yeah, I'm insane.
14  Forum/Website Discussion / Forum Discussion / Re: Forum Maintenance on: October 11, 2012, 04:29:32 pm
The theme looks really nice, Segatendo!  The colors and background go pretty well together, and the little Fire Flower graphics and such round out it nicely.
15  Super Mario Bros. Online / Game Discussion / Re: Max possible statistics in SMBO on: September 25, 2012, 10:54:03 am
In any case, though, doesn't the person with the highest of a stat also have the highest corresponding stat-boost special (Luigi has x1.4 DEF, Wario x1.4 ATK, Waluigi among others x1.5 STACHE)?  I don't think ATK-DEF swap would make more than a couple points of difference for anyone anyway, as everything rounds out to about 75 base, and it doesn't affect equip strength.  Furthermore, it can't be used in tandem with any other stat-affecting specials or items.
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