MPUZ

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Revision as of 19:04, 20 November 2007 by Draco Icebane (talk | contribs)
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
 Blue!box.gif This article is about a game still in production.

Information shown is therefore liable to frequent change.


Mario, Possibly Under-Sized is an action-puzzle fangame by Xgoff relying heavily on high-speed thinking, as opposed to thoughtful contemplations. It is because of this that levels are designed seasmlessly, and therefore with somewhat different behavior of linking objects such as pipes.

Xgoff, what does your acronym stand for? You really need to put it here -Draco Icebane 14:04, 20 November 2007 (EST)


Overview

Mario carrying a springboard while being pursued by a shell. (Early engine test)

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. In addition, online multiplayer is planned.

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. All objects will be scripted in Lua, making it easy to add more objects when needed; the level editor will include the option to package custom scripts with the level.

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. Or Xgoff might actually request a totally custom tileset, who knows.

  • 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


Detailed Information


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).