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TIGSource ForumsPlayerGamessuper mario 64-likes of the past 5 years?
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Author Topic: super mario 64-likes of the past 5 years?  (Read 24320 times)
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« Reply #320 on: August 15, 2015, 02:45:23 PM »

i have to say this n64 platformer revival going on atm pleases me.
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darkhog
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« Reply #321 on: August 15, 2015, 04:15:02 PM »

Same here, really. And I'm even adding my piece to it!
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« Reply #322 on: September 08, 2015, 10:28:28 AM »

http://lobodestroyo.com/
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« Reply #323 on: September 08, 2015, 11:26:55 AM »

nothing feels like mario though. if someone would even try to make one of these without making it play like mushy floppy bullshit i'd be happy.
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« Reply #324 on: September 08, 2015, 11:29:50 AM »

also very meh character design
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gimymblert
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« Reply #325 on: September 08, 2015, 11:32:35 AM »

Soon I'll go back, soon, I'm trying to look at adventure creator on unity to take shortcut now I have establish I'm going "just" a simple adventure game for current project
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« Reply #326 on: September 08, 2015, 11:45:31 AM »

thank you based gimmy
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gimymblert
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« Reply #327 on: September 08, 2015, 12:51:23 PM »

wait till I prove quality control, I haven't validate that, unity haven't validate that either
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« Reply #328 on: September 08, 2015, 12:55:55 PM »

I mean I still need to figure out arbitrary surface's skidding and drifting movement! After that I think I'll have a solid system where I need to validate the usual stuff such as lagless control input and moving and rotating platform, after that the skies the limit.
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« Reply #329 on: September 08, 2015, 01:39:53 PM »

whats your opinion of that mario 64 engine someone made in unity? u know the one with the demo that got C&D'd.
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gimymblert
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« Reply #330 on: September 08, 2015, 02:26:33 PM »

it's a flat engine, not a planetoid engine? haven't test on a planetoid
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« Reply #331 on: September 09, 2015, 09:39:40 AM »

it's a flat engine, not a planetoid engine? haven't test on a planetoid

oh, i didn't mean its specific usefulness to your goals but its usefulness as a 3d platformer engine in unity.
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« Reply #332 on: September 09, 2015, 11:43:16 AM »

I haven't deeply look into it, I'll study it when I reach a point where the mathematical singularity problem is out of my way. I mean "skidding", which is a simple thing in flat referential became kind of a bitch when your reference change each frame along 6 dimensions Huh?
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« Reply #333 on: September 12, 2015, 06:00:48 AM »

I think it's interesting engine (the sm64 thing). Though, while it is nice, it decided to create its own physics, which is basically reinventing a wheel when we have quite performant rigidbody physics in Unity. That's why, after evaluating it for Computer Virus Simulator (devlog's in my sig), I've decided to write my own using Unity's physics.

This gives me additional advantage of having easier time adding new moves, etc., because in programming there are really only two types of code: code you understand and code written by someone else.
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« Reply #334 on: September 12, 2015, 10:01:34 AM »

Unity physics is not for game, they are realistic physics, they break in normal game condition
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« Reply #335 on: September 12, 2015, 11:07:41 AM »

Well, it may be that you're just setting them up wrong, works for me quite great.
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« Reply #336 on: September 12, 2015, 11:09:38 AM »

I set them right, they just don't work, unless you go for subpar control
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« Reply #337 on: September 12, 2015, 11:15:47 AM »

Again, works for me and it works well, so PICNIC.
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« Reply #338 on: September 12, 2015, 11:28:17 AM »

more like you don't know how high standard of 3d control work, it works, but it's never as tight as m64 which is what I'm shooting for, not some low standard.
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« Reply #339 on: September 14, 2015, 08:06:48 AM »

u r not true gamedev if you dont use sm64 physics

lol u fake gamedev! i bet you dont know hwat assmebly is llolol
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