MPUZ

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Revision as of 04:27, 6 November 2007 by Xgoff (talk | contribs)
 Blue!box.gif This article is about a game still in production.

Information shown is therefore liable to frequent change.

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

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. In addition, as recently disclosed by Xgoff, is the fact that Mario and other items are subject to changes in gravity; they are able to move along walls and ceilings under certain conditions.

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

Information removed since I'm probably going to redo most of the game's underlying structure

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).