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Gauging interest in SB Mario Party

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ahavasandwichCreated:
I was wondering if anybody would be interested in contributing (via code or ideas) on making a Mario Party-esque game? The idea ia that people from the SB community could develop minigames that are designed for 1-4 players (empty slots would be filled by AI) that would be compiled into a larger SB "Mario Party" project. There would obviously have to be a generally defined way of coding minigames in order to make them fit into a larger framework. This could be a great community-based project.

That would be a cool community project. Each person could contribute 1-3 minigames, and then some people could make the basic engine.

I've always wanted to make a Mario Party clone in SmileBASIC, but I'm not yet experienced enough to do so. However, if this comes to fruition, I'd be willing to settle for a few minigames in a large community project!

It seems like this project is gaining some intrest. But before anyone makes any minigames, or even ideas, we should have an idea of the basic engine, so there can be some consistancy between the games.

I imagine each minigame should have a header of sorts that is loaded only when the main game first starts. This can be where variables and arrays among other things are defined, the minigame informs the main game to add it's name to a list for random minigame choosing, and anything else I don't know yet about library files. All minigames can be seperate programs with .mini at the end of their names or something. But I'm sure you've probably already thought of most of that.

I've thought about making a Mario Party clone before, although I was thinking it would probably be best to make it for the Wii U version once that releases.

It seems like this project is gaining some intrest. But before anyone makes any minigames, or even ideas, we should have an idea of the basic engine, so there can be some consistancy between the games.
I haven't really planned out anything yet. I think the overworld gameboard should be made as simple as possible, but should still be fun.

I've thought about making a Mario Party clone before, although I was thinking it would probably be best to make it for the Wii U version once that releases.
Yeah, it would be a project better suited for the Wii U.

I've thought about making a Mario Party clone before, although I was thinking it would probably be best to make it for the Wii U version once that releases.
100 % agree. It would be stronger, better for multiplayer, better resolution, etc. The only thing I can think of that may cause a problem is that PetitMODEM wouldn't work on the Wii U version, and we're not sure of how we're going to replace it yet as far as I know. I'd also like to suggest a compatibility regulation. All variables and arrays in individual mini-games should be preceded by either an abbreviation or the full name of the minigame so there is no possibility of incompatible mini-games. The P3D engine is a good example of this concept.

I've thought about making a Mario Party clone before, although I was thinking it would probably be best to make it for the Wii U version once that releases.
Not everyone has a wii U, you know... Plus, if you have a wii U you can just play regular mario party on it... Anyway, the original post says "Mario Party-esque", not "Mario Party clone" So it doesn't even nessesarily have to have anything to do with mario, it's just a game with the same style of minigames.

Not everyone has a wii U, you know... Plus, if you have a wii U you can just play regular mario party on it...
I thought the point of this project was to prove a good recent Mario Party game CAN IN FACT be made. jk jk In all seriousness though, not everyone has SmileBASIC on their 3DS either, but if it were on the Wii U, you'd only need one system and one SmileBASIC to play it with friends. That's one of the main perks of any console game.

I wanted to make something simple where people in the community could make simple games and add them to part of a larger framework. I was hoping this would allow people would can't make bigger complex games a chance to be apart of something bigger.

We could create separately-tuned versions for each platform. Their featureset and power differs in some areas so it could be to our benefit. Of course, it can't actually be Mario Party; copyright and things. Mario Party-esque, sure.

We could create separately-tuned versions for each platform. Their featureset and power differs in some areas so it could be to our benefit.
I mean, if anyone has the time to make two versions of a fully fledged game that supports user created content, then that's great. But there aren't many people who have that AND have SmileBASIC in the world.

We could create separately-tuned versions for each platform. Their featureset and power differs in some areas so it could be to our benefit. Of course, it can't actually be Mario Party; copyright and things. Mario Party-esque, sure.
I don't think smileboom has ever taken anything down for copyright reasons. Unless it is a direct clone of something else that is currently being sold, I don't think there will be problems. Anyway, I don't think we need a separate Wii U version. I think it's safe to assume that everyone here has a 3DS with smilebasic (why else would you be here) I don't really see the point of smileBASIC for wii U, I mean, if you want to program at your house, you could just use a computer (that would be much cheaper). But if you want to program on a portable system, the 3DS is one of the only options. If someone wants to make a wii U version, then I'm OK with that, but there will be fewer people to test it, and many people won't be able to test their minigames on it.

I don't think smileboom has ever taken anything down for copyright reasons. Unless it is a direct clone of something else that is currently being sold, I don't think there will be problems.
Just because you haven't seen it doesn't mean it hasn't happened, because it certainly has. Can't give any specific cases but it has.
I don't really see the point of smileBASIC for wii U, I mean, if you want to program at your house, you could just use a computer (that would be much cheaper). But if you want to program on a portable system, the 3DS is one of the only options. If someone wants to make a wii U version, then I'm OK with that, but there will be fewer people to test it, and many people won't be able to test their minigames on it.
SB is very much a hobbyist niche thing; if you wanted to program on your computer you wouldn't have bought the 3DS version. The main draw of SBWiiU is the enhancements more than anything.

SB is very much a hobbyist niche thing; if you wanted to program on your computer you wouldn't have bought the 3DS version. The main draw of SBWiiU is the enhancements more than anything.
For me, the main draw of PetitComputer/SmileBASIC was being able play things on Nintendo's game systems using Nintendo's controllers that are completely unendorsed (save for the PetitComputer Magazine) without having to break warranty. In fact, I originally bought PetitComputer because I thought Minecraft PTC looked amazing. Once I got more confident in my programming abilities, I decided I'd actually join the community at the turn of SmileBASIC. Edit: Isn't the main draw of SmileBASIC Wii U the multi-player and Gamepad support?

SB is very much a hobbyist niche thing; if you wanted to program on your computer you wouldn't have bought the 3DS version. The main draw of SBWiiU is the enhancements more than anything.
I would program on my computer if I was able to stay at home all day. But I'm not able to do that, so I use smilebasic because I can program on my 3DS. I mean, smilebasic is nice (Interpreted languages are much more enjoyable to program in), but the 3DS is relatively slow, and the edit mode isn't great (no automatic indenting or error detection) If it was only made for the Wii U, I probably would never use it. Using a normal computer is faster, and there are more languages to choose from.
For me, the main draw of PetitComputer/SmileBASIC was being able play things on Nintendo's game systems using Nintendo's controllers that are completely unendorsed (save for the PetitComputer Magazine) without having to break warranty. In fact, I originally bought PetitComputer because I thought Minecraft PTC looked amazing. Once I got more confident in my programming abilities, I decided I'd actually join the community at the turn of SmileBASIC.
I got PTC because I had just started using QB64, and I wanted to be able to be able to program stuff when I wasn't at my house. That's also why I like the 3DS. You can play games and do stuff that normally isn't portable. I know there are other things you can use, but phones have crappy input (only a touchscreen), and laptops are too big. The only other thing that comes close is the TI-84 (and other versions), but it's SOOOOOOOOOOOOOOOOOOOOO slow... and the screen is bad (so blurry!). And there are no speakers. But we are getting off topic.. I'm fine if there's a Wii U version, but I won't be able to help develop or test it.

If we use a mostly-finished 3DS version as a base, a Wii U version would be rather easy I believe. The changes aren't going to be too vast between Wii U and 3DS (I would expect that the multiplayer commands function exactly the same way in implementation), and the only tweaks would be to take advantage of platform-specific features and optimizations (such as double-resolution mode.) But we know so little about Wii U that it's not really worth talking about right now.

RANT
I worry that if this game is on the 3DS, most people will only be able to play with CPU's (Also, how would CPUs work? Those things are hellish to program). It's not like DS Download Play is possible, and passing the 3DS around in a weird game of hot potato would only work on the game board, not mini-games. The only way to fully enjoy the game is for 4 people to all have SmileBASIC on their 3DS's, and the chances of that happening are slim. And another thing. I'm not well versed in the documentation of SmileBASIC, but I've heard about problems with the MPSEND/MPRECV commands. Wouldn't it be easier to program on the Wii U where data from each person's controller is guaranteed to be received instead of programming fail safes and whatnot?
ENDRANT
For me, SmileBASIC BIG will be a day one buy. Maybe that's why I think it'd be the definitive choice. Edit: I didn't see your most recent comment until just now, SlackerSnail. I should have refreshed the page before posting. Your idea sounds like a good compromise. However, coding for a system you hardly know the specs. of almost never ends well. I suppose I'll watch this page until it has something to bite into. I know I'm not the one doing the difficult coding, so who am I to dictate how it goes. Edit 2: I double derped a little bit. First, I hardly acknowledged that most people don't have a Wii U in my original rant. Second, I didn't even read SlackerSnails whole comment like a dummy. I have now. So in conclusion, I'm going to now stop taking this off topic and quiet down now that I have tied up those loose ends.