Munky in a Mario Costume

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jayenkai
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Munky in a Mario Costume

Post by jayenkai »

Continuing in the MAR10 month style, here's another game in a Mario costume!

Image

Take 1 Munky, and 1 World 1-4, throw them together, remove the exit, and see if Munky can last.
It's like a crazy science experiment gone horribly wrong.
..
With FLAMES!!!

Challenge : Collect all the coins you can before you die.

Download for Windows or Linux (compiled using Ubuntu 9.10)

Enjoy, and post your best scores!

For an extra "Level 6" style challenge, try switching over to 1 Life mode!!!
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Pater Alf
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Re: Munky in a Mario Costume

Post by Pater Alf »

Is it supposed to run that fast? It's very hard to control it the way it is. Or is there anything I can do to turn down the speed?
[quote="eMTe"]I dont think trying to pass the screen in computer game once per 500 tries makes you a geek. Rather a dangerous psychopath.[/quote]
jayenkai
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Re: Munky in a Mario Costume

Post by jayenkai »

Why, how fast is it running!!
But, yeah, that fast!

Remember : Munky isn't Mario!
Drasir-Vel
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Re: Munky in a Mario Costume

Post by Drasir-Vel »

Isn't the thread title spelled incorrectly. It should be Mar10 :)
jayenkai
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Re: Munky in a Mario Costume

Post by jayenkai »

I'm a stickler for logic within my games, even if they don't really make sense to most other folk!
In this example, logic suggests that the costume is still "Mario's", so it should be his name in the title.
If it said "MAR10" costume, then...
...
What would that look like?
... hmm..
...
Let's google it!

Image
...
huh!
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Scythe
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Re: Munky in a Mario Costume

Post by Scythe »

And yet, what a plethora of ideas!
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Pater Alf
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Re: Munky in a Mario Costume

Post by Pater Alf »

jayenkai wrote:Why, how fast is it running!!
But, yeah, that fast!

Remember : Munky isn't Mario!
How fast is fast? Is it a philosophical question or is there any chance too answer it in a serious way??? ;)

But to be honest: This game is too fast for my taste. I'm not able to control Munky in a decent way with the speed he moves. So I loose most of my lives, because of control faults and that's alittle frustrating after a while.
[quote="eMTe"]I dont think trying to pass the screen in computer game once per 500 tries makes you a geek. Rather a dangerous psychopath.[/quote]
jayenkai
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Re: Munky in a Mario Costume

Post by jayenkai »

Blimey! You really are struggling, aren't you!!

Well, I've been pretty much fooked with Migraines this week, and haven't actually (at 6am Tuesday morning) got my Tuesday morning game written, so it won't kill me to make a slightly slower edition of this game, since I'm doing naff all else this morning.

Gimme a tick..

..
20 minutes later..
That was quite tricky to do.
Needed to get the walljump physics back to playable again, and it took AGES!!

Munky Slower, but Munky Lower! (Same link, hit F1 on the titlescreen, to switch between both modes.)

Overall should be quite a different experience, and .. if I'm honest, it might not be 100% completable now!! But hey, it might not have ever been 100% completable!!

I retweaked his wall jump so that he actually speeds back up to normal again after hopping off a wall. So if anything looks impossible, walljumping will help you navigate the area!

Actually, I just realised, I could've shoved "slower" munky into a Luigi costume..

Nuts..

Never mind, job done..
Drasir-Vel
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Re: Munky in a Mario Costume

Post by Drasir-Vel »

OK. After playing this game, for some reason i can't stop thinking of jayenkay as a monkey. :) That was my first thought.
My second thought was that it was clear to see that jayenkay has made many games. The systems like the options bar you pull down with tab and the high score table looks like it's something he is very experienced in.
I also think that the game is not that bad. The wall jumping was actually not as hard as i thought after hearing about it. But i agree. It, and the game in general is pretty fast, so it can be difficult to control when you need in some critical areas.
In some places the walls are too far apart for the wall-jumping to be reasonably doable. I don't know if you're actually supposed to be able to climb a vertical wall if there's only one, but it looks like there's a place where you have to do just that to get up.
I also found myself looking for a function to look down. It would be good to be able to see, if it's lava you're jumping down in.

Personally, i most like games that has taken more time to be developed, than having a lot of games that has been made quick. When it's a game that has taken some time for the developer to fiddle with, balancing and tweaking, adding all that content that makes it deep, over months or years, it gives it that extra polish to give it the "gem" factor. But, on the other side the games are free, so we really can't complain ;)
However, in some way this is the same. Because a lot of what jayenkay makes, he reuses in other games, and polishing it every time. making the games better and better. This is just my general impression and thoughts. I can of course be wrong. :)
jayenkai
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Re: Munky in a Mario Costume

Post by jayenkai »

The options were an inevitability. About 180 games in, folk were getting fed up with the fact that I never had a Fullscreen option in my games, so when I came to redo things for 2010, I figured that an option screen should really be top priority. So, yeah, that does work nicely, but it took a lot of work getting all the audio, controls, and even resolutions to work out nicely.

I've not touched it, since, though! It's just sitting there, ready to be used by the player. I need not do a thing!

If people are glad that they can finally switch to fullscreen, then it's good enough for me!

If you head into the folder "files/241/levels/", you'll see the level's layout all drawn onto a single .png image. (Infact, if you back it up first, you can have a play around with it, and even make your own level. There's plenty of space!)

Munky can walljump within about 8 pixels, so you can clearly see on the map which bits are and aren't jumpable. Wherever there's a big gap, I've always got a secondary path leading around to the top of the gap.

It took a heck of a long time to do all that level, though. I think I might have made the level's area too big, because I even had to wimp out, and leave big white gaps at either side!
That was probably what took the longest.
During my battles with AGameAWeek, I'm finding more and more that actual design takes up the longest time.
I can spend a couple of days making a kick-ass fun little engine, but then comes the chore of having to build levels, and make the graphics all nice.
Takes AGES.

And you're right, if I went for the "gem" factor, and spent weeks and weeks working on the games, then sure... They'd be nicer.
Thing is, though. I get bored too easily!! Far too easily!!

Once I'm done to a point I generally think "enough's enough", and tend to just want to put it out there for folk to play with. I'd rather do that, than try to make the game "better", but get bored with it, and move onto something else.. I have a lot of unfinished games that ended up like that!
Drasir-Vel
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Re: Munky in a Mario Costume

Post by Drasir-Vel »

jayenkay wrote:Munky can walljump within about 8 pixels, so you can clearly see on the map which bits are and aren't jumpable. Wherever there's a big gap, I've always got a secondary path leading around to the top of the gap.
Okay now i see it. You can get to that area in the top left through a lower passage.