MPUZ
| MPUZ | |
|---|---|
| No image | |
| Developer(s) | Xgoff |
| Announce Date | 9/12/2006 |
| Release Date | 9/12/2016 |
| Genre | Action Puzzle |
| Players | 1 |
| Input | Standard keyboard |
| Medium | Multimedia Fusion 2 |
| Platform | Windows |
| Status | In development |
Contents
The Game
| http://mars.walagata.com/w/supermetalmario/mpuz/1.gif Mario carrying a springboard while being pursued by a shell. (Early engine test) |
Main Game
MPUZ is an action puzzle game that often relies on high speed solving, instead of deep thinking. Because the gameplay is supposed to be as seamless as possible, level objects such as pipes behave slightly differently than they do in traditional Mario games or other fangames for that matter.
MPUZ is one of the few games on MFGG that is heavily dependent on external files; the graphics, music, and backgrounds can all be changed. Xgoff plans to add more level objects occasionally, and possibly run the level objects via Lua scripts. A deathmatch-esque online multiplayer mode is also on the additions list.
Each level in MPUZ contains its own set of "rules" which dictate how the level is played; these rules are displayed before the level begins, and can be called up during play. For example, a level can contain a time limit or a specific goal that needs to bet met to complete the level. Mario can also be subject to rules; abilities like running, crouching, wallkicking, or even jumping can be disabled.
Some objects have Object Properties (up to 3 depending on the object) which allow some form of customization. Pipes can be "connected" via ID numbers, and switches can control certain conveyor belts, etc. ? Blocks use properties to spawn objects (including objects like pipes, which are essentially useless when spawned in this way, anyway).
The graphics are supplied through tilesets, which are ripped into appropriate size when the game (or editor, whichever is used first) is run for the first time, and can be "updated" if replacement sprites are used later. The objects themselves are defined in their respective INI file, which details the objects' size, placement, and number of animation frames on the tileset. The default tileset will be a heavily edited version of Black Squirrel's 2007 tileset, with some custom objects and tiles.
- Current image file support (must use .bmp extension regardless of file type): .bmp, .gif (single-frame), .png, .jpg
- Current music file support (modules must have .it extension): .mp3, .mid, some module formats, .ogg, .spc
Barring serious problems, MPUZ may possibly be released (likely only to demo completion) at the Nintendo Community Fangame Convention, sometime between October 8-12. Despite Xgoff's assertion that MPUZ will actually be completed, his interest in the project is somewhat unstable as a result of constant renovations of the utilities and the game itself.
Multiplayer
An online multiplayer mode may also be included, which allows most if not all functionality of the single-player levels. There would likely be Deathmatch and Capture the Flag style modes, though the possibility of the latter is uncertain. It would likely support up to 4 people per game due to level size and lag, but there may be chatrooms that can support more than 4, with different ways of determining who plays next. This feature is unlikely to appear in the first version, though multiplayer levels can still be created in the level editor.
MPUZ Level Format
Exact format is under development. Currently, it consists of the main level array and a 1/3 scale PNG screenshot of the level appended to the array file, for convenience. For those wishing to create a level editor in another program that doesn't support CNC Array format, a converter may be included that can load a screenshot and levels from plain text.
Level Format Specifications
- Extension: .mpl
- Level size: 384 x 384 pixels (24 x 24 grid, 16px2 cells)
- Array format: 24 x 28, first four rows contain non-object data such as level name and type, etc.
- Screenshot: 128 x 128 pixel PNG format
Included Utilities
Editor
Because MPUZ uses external levels, a level editor will be supplied. The editor itself acts like a paint program, allowing a user to draw the tiles onto the playing area, with the different tiles themselves being accessed via a right-click. The editor is currently the most volatile project, as Xgoff continuously restarts it from scratch for various reasons. Obviously, this delays the entire game as the main engine cannot be started until there are levels in which to test it.
Packer
While MPUZ can open individual levels, it is a better idea to have a set of levels packed together. A packed set allows the levels to be run in sequence, rather than loading each level individually. The level packer also determines the order in which the levels will be played. Levels are packed in a simple ZIP format (.mlp extension) along with the level set's INI file (.mli extension).
Viewer
Used to view which objects are defined in the objects.ini file, useful to verify whether their positional information, size, and other information is correct.
Ripper
Automated program that separates the main tileset based on information provided in objects.ini.
Trivia
- The current incarnation of MPUZ is actually the second real attempt. The first attempt used Active Objects for everything in the game, while the current attempt uses external files.
- MPUZ and its utilities are Xgoff's most recent attempt at basing his engines more on expressions and strings, and less on "physical" objects.
- As of 4-26-07, MPUZ is under redesign to allow the use of tilesets (however, these are still split up into individual images).