Archive for the AXMT Category

Crazy idea that actually kinda works out

Posted in AXMT on April 23, 2012 by warioeagle

As some of you may remember on the Talkhaus, I was once working on a fan game that was meant to help out with coding the Radish. In a more recent post, you may remember that I’m really short on time due to real life stuff.

I’m going to bring this fan game idea back with a different program that will actually help out more. Game Maker has an actual scripting language where it’s literally like coding a real game, though makes some things (like graphics/animations) much easier to deal with. I’ve actually made more progress in the past few days of limited time with GM than I have with months of nearly unlimited time with Java.

To put it simply, I don’t have the time to learn the necessary things I need in Java to further Radish progress. I’m going to be making the physics engine, enemies, power ups, etc in GM and transfer everything to Java and the real Radish when I have more time.

Something for the fans: I need levels! As both Radish and the fan game are meant to copy SMW physics as much as possible, I need some levels done in SMW for testing and possible inclusion into both the fan game and Radish itself. If you have made a hack/level before and don’t mind me using it, let me know.

Oh man, updating this thing finally

Posted in AXMT on November 21, 2011 by warioeagle

I’ve decided to make the engine in Java instead of C# to make it easier to customize and work on more systems. Here’s a list of planned stuff (make sure to check back to see if the list is updated):

In the following list, green means it’s working and included, red is considered and broken/not used, and normal text means considered and currently working on implementing/fine tuning.

List of features:

  • Level Editor
  • Overworld Editor
  • SMW physics
    1. Jump height
    2. Duck jump
    3. Spin jump (Will be a powerup)
    4. Ducking skid/slide
    5. Running
    6. Flying/Hovering (not sure on this one yet)
    7. Ladders/Vines (climbable things)
    8. Moving platforms (Enemies and objects will interact with these)
    9. Moving climbable stuff (like SMBX, not layer 2 SMW)
    10. Possible Yoshi (I’m not saying no to this, but it’s very low on my list of things to do)
  • ASMT/A2MT graphics: leaving normal though working as far as Demo goes
  • ASMT/A2MT music
  • Easy way to edit/add blocks
  • Easy way to add custom music
  • Possible gamepad support: Not sure on this one, but I’ll try later on in the project.
  • More here later…

Controls Poll

Posted in AXMT on June 7, 2011 by warioeagle

Need some opinions in case things don’t go as planned.

Starting a thing for a thing

Posted in AXMT on June 6, 2011 by warioeagle

Starting this site to keep people informed about my current project: AXMT (name WIP). I will keep this list of features as up to date as I can.

In the following list, green means it’s working and included, red is considered and broken/not used, and normal text means considered and currently working on implementing/fine tuning.

List of features:

  • SMW physics
  1. Jump height
  2. Duck jump
  3. Spin jump
  4. Ducking skid/slide
  5. Running
  6. Flight
  7. Ladders/Vines (climbable things)
  8. Moving platforms
  9. Moving climbable stuff (like SMBX, not layer 2 SMW)
  • ASMT/A2MT graphics: leaving normal though working as far as Demo goes
  • ASMT/A2MT music: I need this still
  • Easy way to edit/add blocks: Level editor will be made later. More on this then.
  • Easy way to add custom music: Same as above.
  • Gamepad (USB controllers, not Xbox) support.
  • More here later…

I’m horrible at making animated gifs. White is supposed to be transparent.

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