Platform Builder Forums
Projects => Works in Progress => Topic started by: CGM on February 18, 2018, 12:39:12 AM
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OFFICIAL WEBSITE LINK (http://theadventuresofsupermikegame.weebly.com)Click the image below!
(https://i.ibb.co/ZYkNSbX/ASM-title-screen.gif) (https://ibb.co/X3vVDGL)
(https://i.ibb.co/PNp0gDk/ASM-logo-with-forest-background.png) (https://ibb.co/HVv3qhZ)
GAME INFOThe Adventures of Super Mike is a game that is a 2D platformer, with tons of possible gameplay. The game is currently unavailable on the Platform Builder Explore. Development started in February 2018. ASM will feature 120 levels, (this includes bonus levels, and maybe extra minigames, though not yet decided.) The game uses almost 100% custom sprites. In the sense that I've designed everything except for the characters, a few ground tiles, etc. FEATURES
120 beautifully designed levels (Currently 3 complete, I've spent most of the time developing features in ASM)
10+ power-ups (4 complete)
Tons of enemies, (Unknown amount) HELP NEEDED! I need you're guy's imaginations to come up with brand new enemy ideas.
Tons of mechanics, and different gameplay.
One of the most amazing games you've ever played
PLOT
Now, the long awaited plot, is now disclosed!!!
Overview:
Meet Mike. An ordinary guy looking for adventure, and a new life. Little does he know, that he's about to be launched into an adventure bigger than he ever would have imagined.
Storyline
A group of people want to move out into new, unexplored lands. They find a land of which is inhabited by evil villains. Not knowing that these dastardly villains own the land of which they want to settle in, they begin starting a new life in this land. At first, these evil enemies don't really care that they are invading their land. Until...They found out...What they possess. They possess power beyond measure. Power to defeat the enemies. The BVC's. (Bible Verse Cards.) The Bible Verse Cards have power, over anything! The enemies decide to take action. Else, their miserable existence will cease. On the very day that they dedicate their new town, the villains attack. Taking away the BVC's. And taking them high into the air, and scattering them. Mike, is one of them. A skeptic of sorts. He doesn't believe what the townspeople believe. Though he doesn't care for the BVC's, he decides to take action against the dastardly villains. Running across a special cap, with special powers, he attempts to stop them. Then, seeing that he is a huge problem for them, blast him off to a far, far away forest. While there, he meets new friends, and some old ones, and tries to figure out what is so special about the BVC's. While learning along the way, that they do have power. Little does Mike know, that there will be lots of future adventures of which he isn't sure he will be able to face on his own. Facing dangerous mountains, going across hot deserts, through a remote island,an electrified city, and even...Outer Space.
Release Date
Demo #1 was released in mid October of 2018. The game was later rendered unplayable. Due to advancement in development, and not knowing that the game was unplayable, Demo#1 was taken off of Platform Builder Explore.
Demo #2's release date is uncertain. Since this is more like a full game than a demo, it will take many months. It's estimated October of 2019. If not sooner, or later. While still unconfirmed, ASM is a game that is hoped to be the best PB game available.
Developers
The Adventures of Super Mike (ASM) is developed by CGM_games (CGM is short for Christian Game Maker, that'd be me) and the well known TingThing Productions.
Credits for the game,
Developed by CGM_games and TingThing Productions
Lead programmer: TingThing and CGM (Christian Game Maker)
Concept Art: CGM (Christian Game Maker)
Spriters: CGM (Christian Game Maker)
Platform Builder support: TingThing
Debuggers: TingThing CGM (Christian Game Maker)
Support: Alley, (Team Alju5) Antikore Games, Gizgord, LyndsWins, McPopato, setapdede.
Music Composed by, CGM_games (Christian Game Maker)
A big thanks to everyone who has participated in ASM!
OLD OUT OF DATE STUFF FOLLOWS THE REST OF THIS LARGE POST
Hi everyone! Welcome to the Adventures of Super Mike or ASM Forum page! Below are the updates and fun facts for it. It's a huge game!TRAILER #1 NOW OUT! AFTER 8 MONTHS OF DEVELOPMENT!Not a valid vimeo URL February 6th, 2018, 4:18 pm #1Hey everyone! The Adventures of Super Mike is a game I'm working on. It is A Mario-like game with Mario like powerups. The following is the main features...
120 levels (Including bonus levels/castles)
Four playable characters: Mike, Matthew, Annie, Mary. (And unlockables. These are the main four, and each have their own unique abilities)
20 Bosses
10 worlds
Approx 10 items
The following are things platform builder does not support in v 4.0
Capture ability
Now for the details. The plot is not going to be in demo 1. "Why?" you ask? Because the plot won't make much sense with the demo is laid out. Hopefully the game will be ready for download in late June... The main powerups are the Super candy, The boomerang gun, And the Super Boomerang. With more! A bouncy rocket that can bounce off of walls and smash bricks! There are many many, more. The functions of the Super candy (Which is green by the way) can give you 2 HP's. It can also allow you to bash blocks. The boomerang gun Just shoots out simple boomerangs that don't do much but destroy enemies. But the Super Boomerang does more than that, it can pass through walls, Destroy multiple enemies in one shot, Collects items, activates item blocks, destroys brick blocks, and has more uses than you can think of! This game will not be open source but closed source (Meaning you can't edit this game). And as for Rideable animals and cars, a cool rocket car that can fly and have wheels pop out of nowhere when touching the ground and more! And a cool yellow buggy car which goes really fast. Abilities not 100% decided. And last, but not least, a cute little puppy named, Max. Most abilities have already been programed and created. (Find a comment down below which says more about him! It's only a fairly short scroll down!)
I plan for this game to be one of the first full 2d platform games made with platform builder. Periodically I will release screenshots of the game and it being edited. To Seggaw, Alley, Ting Thing (The developer of Platform Builder), TheEpicz1, willorr27, Antikore, Setapdede, zdrmonster12 and all other friends I have through the PB forums and beyond, this is The Christian Game Maker signing out!!! 6/1/2018 HEAVILY EDITED FROM LAST MODIFICATION.
This post was written on tapatalk, If you want to view the comments click on this https://www.tapatalk.com/groups/platformbuilder/the-adventures-of-super-mike-t41.html (https://www.tapatalk.com/groups/platformbuilder/the-adventures-of-super-mike-t41.html)
:)
(https://thumb.ibb.co/i2Smd7/bandicam_2018_02_17_17_48_06_204.jpg) (https://ibb.co/i2Smd7)
March 18 2018: The latest news
Hi everyone! The game is still in heavy development, except this week I have been waiting for the next update. So the game has many world maps! 10 are planned. We have the Green forest, Dry, Dry Desert, Cold, Cold mountain, the forgotten isle, and more! I wrote that by memory so in the official game I might change it to these names. We have the moon too, and many other things. I have made it into Super Mario Odyssey like kingdom wise. The story is still going to be kept secret. World 1 is 40-50 percent done, and many levels have the ground layout but not all story elements are in yet, or enemies and objects.
That's it for now. Custom stuff will be in too!
You can also follow and contribute on my website too! Please, members, comment on this post on the website! Sorry, but membership is not possible there. platformbuilderfansite.weebly.com/my-projects/the-adventures-of-super-mike (http://platformbuilderfansite.weebly.com/my-projects/the-adventures-of-super-mike)
PHOTOS OF ME EDITING AND PLAYING LEVEL 8 OF WORLD 1 3/20/2018
I know I said I would post images weeks ago, but never did it. :o Why? I got busy and forgot and was too lazy to do it. These pictures were taken with bandicam last night on march 20th of 2018
(https://thumb.ibb.co/hGUbSx/bandicam_2018_03_19_19_00_53_530.jpg) (https://ibb.co/hGUbSx)
(https://thumb.ibb.co/c6HVnx/bandicam_2018_03_19_18_58_20_281.jpg) (https://ibb.co/c6HVnx)
(https://thumb.ibb.co/nrFi7x/bandicam_2018_03_19_19_00_08_578.jpg) (https://ibb.co/nrFi7x)
(https://thumb.ibb.co/nqnkLH/bandicam_2018_03_19_19_00_35_523.jpg) (https://ibb.co/nqnkLH)
Update 4/14/2018
A few world maps have been made for a very, very long time. Now to show them off! Well... at least part's of them. Only a few are near finished. The following are the worlds in order
- (https://thumb.ibb.co/fbjvCS/World_1.png) (https://ibb.co/fbjvCS)
(https://thumb.ibb.co/cWRaCS/World_3.png) (https://ibb.co/cWRaCS)
(https://thumb.ibb.co/ihTcRn/World_2.png) (https://ibb.co/ihTcRn)
- Green Forest
- Dry, Dry Desert
- Icy, Icy Mountains
- Giant Land
- Forgotten Isle
- High, High Mountains
- Volcano World
- Cloud Land
- On the Moon!
- Special World
All these are part of the story except for special world. It has 20 bonus unlockable stages. A demo is expected to be ready in exe format sometime soon. It will feature world 1 and a bonus stage.
EXE DEMO IS COMING SOON!
I know all of you have been waiting for a demo to see what this game is like. You really haven't seen my game making skills that well. I have not been working on this game for a long time. Because I was waiting for PB 5.0. So why read this? Because I now have a logo all set for the demo! It will be the exe's photo.
(https://thumb.ibb.co/bMPfeS/ASM_OFF_DEMO_EXE_LOGO.png) (https://ibb.co/bMPfeS)
UPDATE 6/1/2018:
Hey! A huge update. The game is not dead! For awhile I quit working on it because of lack of features in Platform Builder. When 5.0 kicked in, it opened up a whole new world for me! Some stuff was either deleted or re-edited. I had fun until I reached another dead end. I got really busy and quit making it. I spent most PC time on either surfing the internet, or experimenting with things. Platform Builder would be open sometimes, but I wasn't very interested. But I also spent a huge amount of time working on game-design. I recently learned how to make acceptable sprites. They aren't super good in my opinion, but they look okay. There's an enemy that looks like a goomba other than the teeth, it looks very similar. It's called a gloomba. (Let me know if I need to re-name it. Because it may have already been used by Nintendo or some other company). Also introducing turtles to Platform Builder! Their my own work which I designed myself. They were modified from their original size so they don't look as good. Their's many more features in The Adventures of Super Mike!!! ^-^
UPDATE 6/8/2018
I'm not dead on this project if that's what you think! Behind the scenes I'm doing heavy work on it. I don't know why people don't comment. Anyway. The demo exe is planned to be out shortly after 5.2 is out. And even on the explore section! The game will have a hopefully satisfying ending. The main archenemy is a bird. He doesn't have a name yet. The last level in world 1 is a ship level. Your on the ship for about 2 minutes. You go through a silver pipe and end up in the bottom of the ship. You get a modified super boomerang with unusual powers. You need this to complete the level. You go against about 300 birds and after that, the boss is shocked that you defeated his birds! He has backup bird minions that are twice the size! There are only about 100 of them. Each has 10 hp. Sounds difficult? Well It's quite easy with the super duper boomerang! I haven't quite worked out how it all ends. But there's your update!
Guess what? The first update video is out!
Now you can see level 4 world 1 of the adventures of super mike! Here's the first update video!
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Woah, talk about rideable animals. We've got Yoshi over here! :))
(https://thumb.ibb.co/csHdan/yoshi.png) (https://ibb.co/csHdan)
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Yup! I have a yoshi cursor instead of a normal arrow, if you want to have one too go to yoshimoon.com By the way, yoshi is my #1 favorite video game character! even more than mario.
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I'll pass... :D
Are levels gonna be one screen long/short (as in the picture), or you plan on doing more open areas like in Mario 64? :-\
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The Levels will be full complete levels with several areas. And yes it will be like super Mario 64, but not the same layout. If you have played any of the new super Mario bros games or super Mario world, it's like those, only it will have more features that other games have that those games never got. By the way the first three levels are pretty much done, I only have to wait for bug fixes to be fixed and add a few more areas to level 3. And no, they will not be one screen levels, But rather Mario bros like levels. The screenshot was just to show how the first areas part looks like. It has way more beyond that, with a burning library that is part of the story. And I haven't decided yet to remove the rideable animals and vehicles, and capture ability, because recently I've been thinking that I would do that in the sequel of super mikes adventures.
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I'll Have more info on the game soon, It isn't that professional yet, But I'll have lots of screenshots soon. The game will have custom sprites and music and everything. And once I release It, please tell me what you think in the comments. The game will be released hopefully before June, of course I can't guarantee it of course. I'm open to ideas for it f ya got any!
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Hey! Guess what? I said the game would be out by June. That was supposed to be the full game. I'm still working on World one. The full game probably won't be out till 2019. I plan t have a trailer for the demo soon. I've also got some cool news to share! A bunch of sprites are custom. The main character (Mike) is the default Platform Builder design. Collecting the Super Boomerang Gun changes the shirt teal blue. And it also looks like he's throwing a boomerang! The boomerang mysteriously becomes big immediately once
thrown. And guess what! That's not all! My car buggy is also going to be featured as a vehicle that can rev up to full speed with lots of cool features! So is the rocket car and another sprite. Do you want to know what that other sprite is? I have decided that in the demo, limited ability vehicles and animals will be in it. I already told you about the cars, but now I've made my own sprite sheet for a puppy! His name is Max. Max has jump, move, stand propel attacks! His front paws are the weapon. He does a little leap and his paws pounce! You can ride him, and even race him! He's pretty fun to play with. He's also meant to replace Yoshi. Comment if you want more information! I plan to record the trailer today! And it will be in the PB Explore community!
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Okay. 5.2 is out with a patch. I still need a few more features to complete it. And some bugs out of the way. I've experimented with the capture ability. I made a character with a throwable hat like cappy. It will not be in the demo. I have confirmed that. I'm working on level secrets right now, and am improving power-ups and even adding some new gameplay variety. Each level is fairly medium sized. I try to make long levels. But not too long. Hopefully, they won't be too difficult. I've made many custom sprites. If your thinking of regular PB sprites, like the gruppy, sparr, and such, then be prepared for tons of sprite editing! Mike looks like the default PB character look. If my button/menu creator get's accepted, then I'll make some menus for selecting things to use.
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Development update: Game has been pushed for January 2019 or sooner.
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looks okay. although the level is still largely unfinished, so I can say much...
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The level in the update video? (Spoiler)
Update video #2 coming soon! Maybe even today, (7/30/2018) or tomorrow.
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Update video goin' good!:
I'm getting the next update video ready. I recently decided to change almost every sprite in the game from PB original, to my own stuff. Stuff completed is below...
1. Arrows are changed to colorful green starred arrows which look much different and better than PB regular...
2. Doors have the same sprites, but are modified by being brightened, and sharpened with Paint.net
3. Gates are modified by giving opening and closing animations motion blurs along wit being brightened and sharpened and hues changed.
4. Pipes are a work in progress.
5. Warps are changed to wide arrows
6. Springs are changed being brought back from Stickmans Bad Luck game! Along with new unique colors.
7. Modifying the obstacles sheet with new sprites, but keeping most.
8. My sprites shown in my update videos are modified to give them a NSMB game feel with the bricks. (Basically improving my sprites)
And the plot is finished! Ting Thing checked it out, and likes it! Plot will be released in the demo. And on here as a teaser. Let's just say, I borrowed some aspects from Mario Galaxy games. I hope this game becomes known as the first large game made with PB, and first Christ Centered Mario Like game made like Mario.
New story element borrowed from Super Mario Galaxy 2 where you save Max the dog from a fairly easy boss and rescue him.
Music Update:
In demo 1 I plan to use standard Sound Effects and Music from PB because I haven't focused much on sound, as I have game design.
Closing:
I hope that you will be pleased with Demo 1 when It hits PB explore and PC on game hosting websites. Stay tuned for more updates by clicking on the Follow button for notifications right to your e-mail!
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Update:
New power-ups are being created which nobody has ever seen! Well, it's really just different sprites. I've now successfully created sprites where Mike is riding Max. By using frames from character animations, I was able to take a frame from the running animation, modify it, and put it on Max. Now I've got yoshi in the game! Only, it's not yoshi because it is copyrighted. Anyway, this new power-up can only be acquired with Max. It's really just the melee attack with Mike and Max spinning really fast in the air. Maybe too fast, and it does look a little choppy. I've improved many sprites you have seen in the past, both of my own, and original sprites. The background in the first update video looked really bad. I didn't like the cheap look it gave. So I spent a lot of time today really improving it so that it looks nice. It's bluish (like I wanted in the first place,) with colorful looking scenery. Also, a new update video is out! It's a little outdated, because during editing, I changed a bunch of sprites as mentioned in another update. I've also decided to use comments for updates from now on. It was getting a little confusing doing it the other way. I plan to get the game out ASAP! Let's see if I can get it done by November or so...
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When I first started developing this game, I thought it would be done really quickly. Well, that's not what happened. I started drawing with paint.net and didn't know much about it. I spent many hours drawing poor sprites because I didn't know of many tricks that can be done. I've used this artwork this whole time. It is now being replaced with better looking sprites. It was my boomerang sprites I first worked on. Now, I have diminished it to enemy projectiles. So, now I've done lots of work on game design. I hope to release an update video shortly after 5.4 is released. I cannot promise I will have the update out then. I've gotten the feeling that my game won't be something special with the feedback I've gotten from Gizgord. I plan to make the game unusually great. I've played many explore games and enjoy them all very well. But they all are using the same sprites, same music, same backgrounds. Not to say that my demo will be excellent with everything changed. I will keep most original PB backgrounds and make/replace with my own. I also plan to put true yoshi in ASM! Not to mean nintendo yoshi. I mean Max will act like yoshi does in yoshi titles. Instead of another Mario-world nock-off, I will take yoshi to the next level and make it so that he can destroy enemies, and turn them into ammo. The projectiles will gravitate toward enemies. You see, most enemies in ASM are not made of hard material. So, max can destroy enemies and turn them into slime. Now remember, this part about Max is not yet programmed into ASM yet... But I plan to try to add that ASAP! (As soon as possible is what ASAP means.)
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UPDATE!: The Adventures of Super Mike is really getting work done! Many components have been created, and are working. I have quite a few surprises in store! Many things that PB wasn't tested for are in it! So once the games demo is out, you'll have something special to look forward to. Effects from 6.0 are still being worked on. Some new enemies are being created, and many new items are being worked on. 6.0 really has offered a lot to work with, and to update with. So ASM is closer to getting demo 1 out sooner then I thought! Many of my suggestions were programmed int 6.0. So the game is really making headway! Mostly small suggestions. Some necessary suggestions need to be added. Pretty much just command prompt running when you louse an item. If I can get that in there, I would be a lot more comfortable with releasing it. The final boss in world 1 is pretty much finished, with an annoying boss in level 6. I had said that Max would only be raced, not ridden. I was even considering him not showing up at all in demo 1. But, I found out how to create a complete sprite sheet where it appears Mike is riding Max. A new "Invisibility" item is under development. It turns your character transparent, and makes you immune to any attacks. Enemies don't see you either. The full game won't be released till probably sometime around June next year. It was the date for this year, but it didn't work out. Hopefully I won't have to move the date a third time. To be clear, demo 1 is supposed to be released on or before January 2019. Hopefully before, if not, then so be it. A new update video is supposed to be released on vimeo in a few weeks. Also, a new p-switch is under development. None of the levels are considered "complete" because I keep adding new mechanics all the time, and change levels up. Levels 7, and 8 still are needing attention to get the level layout worked out. Level 4 (shown in vimeo video) is almost complete. And it's changed a bunch since the update video. The games promotional trailer I realized recently is very important. Because if I want the game to have more players playing it then you guys on release, I'll have to show something about it. That's all for now!
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glad to hear you're doing well.
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Thank you!
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I know you all have been waiting. The game has been in the works since March 2018. I would like to finish the game before 2019. It appears that may be a possibility! Tons of collectables are being added to the game. Once I finish all level layouts, and fix several bugs, then the game should be done.
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You should make it available for Explore. :) I know you have a lot of work with it because you showed it via Stream but you can complete some of the levels and allow us to play. :)
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Yes. I could. It will be on exe and explore. I mean, people will see it better on explore. If it was just exe, then not many people would know about it. But exe is nice. And I like exe. I will release a demo when I feel comfortable with doing it. I could do level's 1 and 2. But they won't stay on explore forever until the official demo comes out. Even the first 2 levels need work. They are playable, but they still need some fixing and some secrets and collectables. I'm toying with the idea to have a minigame in each level that is hidden. Like Yoshis Wooly World. Only, most are hidden. If Ting takes my secrets in tiles suggestion, I'll go crazy with it!
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I like EXE too. :) It is more businesslike and looking more like a game and creation... The game inside PB reminds like using toolkit than the game itself.
But you really should publish an update. Complete some of your levels so those are beatable and looks at least average and then publish your first version! :) I mean, if you plan to complete your game like in 2019 and then you say it takes more time than you expected we can't get any part of your work at all. ::)
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Okay. Expect a demo in about 3 weeks. Or less.
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Hey! Guess what? New power-ups are being made! A new strange power-up is in the works! Once a couple bugs get fixed, it'll be ready. Let's just say it's based on a classic power-up. With some twists. Plus an ice-flower type power-up is going to be in ASM too. But it isn't the same as the mario ice flower. It has similarities, but it's not the same. Once a bug get's worked out, it'll be fixed. Now, sometimes I stream on twitch this project. I don't announce it, but if you catch me on steam, I can show you a live stream of ASM if I am available. A couple new enemies are going to be introduced! An enemy that is called a bloxer, and an enemy that is an air enemy that moves really fast and follows arrows, and is meant to protect things. Plus, this isn't official, but if 6.1 turns out the way I hope, I hope to add starcoins! Custom variables might be needed to add them. But, I can at least make starcoins. If variables aren't added, they won't do any good! So I'm not promising that. Stay tuned for more updates!
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Nice! ::) Expecting Demo soon.
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A little distracted from demo, but I'll try to release it soon. But guess what! The game has an official logo! I made it with PowerDirector 14 Ultimate, and Paint.Net to re-align the words. I'll share the image soon. Let's just say, it looks awesome!
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Here's the official logo! It'll replace the one on the exe photo. Tell me if you like it!
(https://thumb.ibb.co/bQMRMz/ASM_logo.png) (https://ibb.co/bQMRMz) :straight:
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A ASM website is in the works! Not only that, but I think I'll post frequent updates from now on! Plus, a cannon is coming to ASM!
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The logo is very cool!
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The T and the A and the S and M were made with a video editing software. I made the letters TASM in 3D and took a screenshot of a block of grass in mid-air and then imported it into my editing software to work as a texture. I can't texture 2D text. So then I set the X, Y, and Z to 0 and got the 2D look. Which still has the PB 3D tileset effect. That's how I made it. The rest of it was just gradient text with colors with Berlin Sans as the font. So it's the same font used in the PB logo.
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Now that the games framework is almost done, I've decided to work on details. And boy does level 1 look nice! I decided that I would take advantage of the custom backgrounds and tilesets. So, I came up with this! Check out this update video to see.
http://vimeo.com/293261632 (http://vimeo.com/293261632)
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The demo is planned to be released around October 15! After 8 months of waiting, you all deserve this game! I was going to make this demo in an exe format. Until Ting said he doesn't produce exe demos. So, sorry about that! But the game will be ready for the explore! I'm going to experiment with a mode for beginners. Where help blocks are there to help the player. Plus, enemies are being created like crazy! I've got a boomerang bro type enemy, and hopping slime, and an enemy that works like the Sparr. Only, it's called a Jloey. It glows, and when jumped on, it goes into smoke!
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Seem you're very excited to show us your game. Good work! :D
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Thank you!
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After 8 months of development, ASM's first demo is out! Check it out on explore!
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NOTE: The game isn't quite there. We are having publishing issues. I forgot to send publish data to Ting.
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It is officially on the Platform Builder Explore section!
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The game has been out. And I saw a few bugs! But I will release a patch soon. But if you have played the game, tell me if it deserves an award seal Antikore made. The seal will be added to the Main Menu, and the main screenshot. The link to vote is here: https://theplatformbuilder.com/forums/index.php?topic=670.msg2732;boardseen#new (https://theplatformbuilder.com/forums/index.php?topic=670.msg2732;boardseen#new)Please vote yes! But if not, it's your opinion.
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ASM PATCH!!!
Alpha 0.0.2
Added-Placeholder until 6.2. A helping block that when bashed, takes the player to the place needed to complete the mission (Only temporary)
Added-Link to the ASM forum page in the explore menu
Added-credits
Fixed-Underground Music
Please report any more bugs you see in my game so that I can fix them. And send error codes to Ting Thing via these forums PM's, or in Report a bug or glitch board found on the home page of these forums!
CGM
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GAME UPDATE!!!
I've been developing stickman for awhile. I'm going back to ASM for a while now. I'm working on 9 new levels. I already have the layouts made, I just need to add flavor to them. Also, an inventory is coming. And limited boomerangs.
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ASM update 0.0.3 and beyond!
ASM alpha 0.0.3
Turtles now pop out of shells after 5 seconds
Deleted/replaced a few enemies in level 1 to be a little more simpler.
Added Sprinting as a new ability
Added message blocks that help you through the levels by giving tips and tricks.
Standard Boomerangs are now limited
fixed items not working when you move to underground area
fixed mini game woulden't run even if metal puddy was located
I am working on 0.0.4 right now too. It'll be out pretty quick, but 0.0.3 was really needed. I was inspired to work on it thanks to Alley for the inspiration for credits. Credits will be in the next update. Keep looking!
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ASM 0.0.4
Added Credits to the ending
Metal puddy now has the ability to have a seismic pound when you ground pound
Added a HD icon for the explore section
Changed area music in bonus game NOTE: The music mix in the middle of the underground area needs some help from Ting Thing. Couldn't fix that.
Fixed a testing menu that isn't supposed to be released yet
Added instructions on how to use the sprinting button
Fixed various bugs and glitches
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I don't want to sound like praising myself but to be honest I suspect sometimes that people who start to work with their projects again after that I have released some better news about my own project especially if they include something similar then they may be inspired from something that they probably didn't think it is possible to make with PB... This is one of the reasons why I work with Invasion: Going Personal and why I ever started it to prove abilities and successfully advertise PB. I strive to be no successfully usually in such kind of plans nor ideas but when I am then I am very glad and honored. This is why I really appreciate when you mention my username for inspiring and giving ideas because of no matter if you opened your mouth just because of talk or you wanted to credit me a bit also, I know I could make one of my personal accomplishments come true. So thank you! :)
I'll check your news out from Explore if those are available. O:-)
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As I said in another post in the introduction on Lindsay's profile, I have always considered you one of the top PB forum members! Since you are an inspiration. I just worked on my project a bit last night because I got bored with the other things I was doing. So, I thought I would work on it a bit.
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0.0.5
removed overworlds
fixed game crashing if you beat the entire game
various fixes
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Something big is coming soon to the world 1 demo! It's not going to be a small thing!
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UPDATE!
ASM has not been in development for about 2 weeks. I am going to also be silent for another week. I think. All that is underway right now, is a new power-up! It's called the "Lightning Bolt" and it will work similar to Larryboy's plunger ears. (Veggietales reference)
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ASM coming to your windows PC! Exe format coming soon! (Level 1 demo with some fixes!)
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New game art! The game now has a brand new "case" artwork photo! It's a snapshot of what levels look like. Like you see on various game art covers. Like NSMB. Anyway, this art will be on the ASM website soon, it will be the PB explore game icon, etc. Also, I have noticed a problem that my game is not playable on explore. I will need to fix this, and ask Ting to take down the game so that there aren't 2 copies when the fixed version gets uploaded. I hope you like the artwork. And please tell me if you like it! As you can see, we also have some things you haven't seen before in this snapshot. Such as an object in the water, and a character off to the right side of the image on a platform. Not Mike, but an animal looking character. Also, I am going to attempt to soon add the capture ability. I'm brainstorming some ideas to make this possible. From what I can tell, I simply need 1 command added to PB. Thanks for checking out my game!
(https://i.ibb.co/N6WCCS1/ASM-case-snapshot.png) (https://ibb.co/QFYQQd8)
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The art is very cool! Great work
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Thanks!
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Unless you haven't noticed, it's been awhile since I added anything new to this post. I've been unable to continue this project due to not having access to a PC for some time. Well, a PC that can run PB or anything else. I can check messages on here though. ASM is not dead, but I do want to continue it soon. It has been nice taking a break. I have some cool ideas in mind to add to ASM soon... But I don't know when. Anyway, I hope to get an ASM team from this forum to help develop ASM using the UPE. Once that gets out. Anyway, stay tuned, and please consider supporting me! Just let me know what you think of the game, and how I can improve it here. Or a PM.
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ASM is back in development! It's only been back in development for a few days, (2 days of actual development) and it's gotten major work done!
Upgrades:ASM is getting smoother animations for enemies, plus lots of new decorations and other stuff. The Jombo (formerly known as a gloomba) now has a 6 frame animation. I've completely re-done the turtle sprites, plus, I've created my own rocks, and animated flowers.
Announcing, a new power-up!While the name isn't official, the power-up is practically finished. Check this link and scroll to the bottom to read about this great power-up! https://theadventuresofsupermikegame.weebly.com/power-ups.html
I have a big thing I won't announce yet, but it's getting close to being ready!
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I've been taking yet another long break from ASM. I've just simply been focused on other things. But I've noticed that ASM is quite fun. But I want it to actually be more engaging. Finding collectables, and secrets seems to be somthing that would make it really fun. I just got started on creating stuff that you can break, and interact with. And I hope to use these ideas to unlock more play content. Such as ways to find special secrets and such.
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Say goodbye to worldmaps! I haven't worked on world maps in a very long time. I've decided to scrap the whole world map thing. I'll show screenshots eventually. But worldmaps are going away. Why? Because in the plot, Mike is travelling. I always wanted a HUB where you could do lots of things. So I've decided that Mike has a centeral location which is where the HUB is. In the hud, you can explore, play minigames, and select worlds and levels. Mike travels in a rocket ship which plays a huge part in the story. I'm thinking about revealing the long awaited plot soon. That is still undecided, but I'm thinking about it! ;) Anyway, with the world maps gone, I'm working on a bunch of cool stuff. I'm going to work on the HUB soon. I've got a few new very cool power-up ideas. One of which I credit to LyndsWins for the idea. A shrink, and mega ray. ASM is going to be big!
EDITS: I kept getting HUB and HUD mixed up. Big difference the two words make!
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exploring the rocket ship sounds great. I wonder how will this play out :)
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Well, the rocket ship will feature at least 2 (maybe 3) things to do and explore. One is the ships computer. You use it to unlock levels. Then you have another thing that checks to see how much power the rocket has. (It's powered by the mysterious BVC's) and I'll also add one more treat, the rocket ship exterior! (I'm planning on showing a bunch of the new stuff's pictures.)
(https://i.ibb.co/1LG2024/Rocket-ship.png) (https://ibb.co/nbMkwkK)
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Rocket update!
(https://i.ibb.co/TcfhLcL/Rocket-ship-exterior.png) (https://ibb.co/sjf3HjH)
The new boxes are coming to the next update in the game's demo. Along with the HUB, plus 30 collectables in the first level! Find all thirty collectables, and you get to get more gameplay options from the HUB!
(https://i.ibb.co/C8PN8vh/ASM-update-snapshot-boxes-spoiler.png) (https://ibb.co/dMm1M6G)
(https://i.ibb.co/Dgph5zF/Build-a-box-asm-spoiler.png) (https://ibb.co/FqV2gm1)
What in the world is this build a box thing? Hmm... (https://i.ibb.co/BLKngTz/Rocket-interior.png) (https://ibb.co/Y2T0tfR) lion king stampeder (https://movieplotholes.com/the-lion-king)
Rocket ship interior!
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Ahh...The end of a super long day of working on ASM. Lots has been done. REALLY COOL STUFF IS HERE!!! Brace yourself for never-before-scene things coming to Platform Builder! Here's the last screenshot for today:
(https://i.ibb.co/gvjmzL5/Workshop-crafting-table.png) (https://ibb.co/Xy2jSrh)
The brand new crafting section found in the HUB will feature LOTS of new gameplay potential! I've just gotten started on this amazing thing. More is to come! Pretty soon, there will be a new character design that allows you to place objects with different behaviors. I'm getting the inspiration from minecraft obviously, but I hope this will add a bit of flavor to ASM. This is a huge thing being added. I can't wait to see it actually working! And what's up with that jar on the top left? Hmm...Could it be...Something amazing? Maybe, maybe not. You'll find out in the next ASM demo update!
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I'm doing a new level making strategy. I'm focusing on 1 level a day. The next day, I polish up the level then start the next. I'll be doing this the next few weeks. I have 8 more levels of 10 to work on. Level 2 I can proudly say is almost done! The plan is to finish it today. It's ending with a simple minigame challenge. Speaking of minigames, the HUB will have lots of stuff to do. Including a minigame house. The minigame house will be used to unlock things. It'll be operated by one of Mikes friends by the name of matthew. Also, Max is a helpful friend who is a dog. It's my yoshi replacement. You have the option to use him in certain levels right before you start one. The minigame house will have things like races, quizzes, puzzles, and more! It's all coming in the world 1 demo of ASM!
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What is up with ASM today? I've decided to give an update almost every day I work on ASM. So, I've recently decided to release a snapshot of the level selector whenever a new level is complete. Along with the title, and a pixelated snapshot of an iconic point in the level. Today, I'm taking a break from levels. I'm working on re-doing some sprites. I've been doing a lot of that. And some of it is unreleased stuff. I've also been working on character designs. PB has advanced so much, that you can create new character abilities! I've added new character sprites to replace default ones to give ASM a nice, fresh look. So that people don't think it's just another PB game. Level 3 has had some work, and a mechanic I developed some time back has been redone. It'll be part of level 3. And nessicary to complete the level. Demo 2 is coming hopefully in a month or 2. Sooner than I thought!
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you're too powerful and you must be stopped
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At first, when I read your comment, I thought you were being overdramatic. I re-read my post, and now I can see how you would say that. I've got another ability in development already again. So, to reply to your exaggerated statement, how are you going to stop me? Besides, its my game, and I have a right to develop great PB games as much as anyone else. ;) Too bad we don't have a laughing emoji.
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you're too powerful and you must be stopped
Why don't you just use PB and make your own stuff? ::) Try it! I know PB is not that popular even now because it forgot a lot from super popular Mario games and everything new strives to be scary and unfamiliar but it is not that bad, really. In fact, it is actually much more flexible than Mario Builder already. ;)
Custom enemies, custom items, custom projectiles, customizing characters and even game physics... Just try it! :) No one stops you from making some feel from Mario genres.
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Too late Alley, he's working with a guy to re-build MB. I just hope they don't decide to gang up on PB by making Mario Builder Reborn like PB.
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Good luck to them then. I dare to say that next to Ting_Thing I am one of the best Game Maker users here and it is very complicated to make something like Mario Builder also for me. ::) Being at least good as our intelligent developer and administrator here is a real goal. ;)
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Actually, they've made quite a bit of progress. They're also adding new things.
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Do they use PB engine for this?
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I don't know what they use, but it's not PB. We can chat on steam about this. I'd rather just keep ASM as a place to talk about ASM.
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Why don't you just use PB and make your own stuff? ::) Try it! I know PB is not that popular even now because it forgot a lot from super popular Mario games and everything new strives to be scary and unfamiliar but it is not that bad, really. In fact, it is actually much more flexible than Mario Builder already. ;)
Custom enemies, custom items, custom projectiles, customizing characters and even game physics... Just try it! :) No one stops you from making some feel from Mario genres.
as much as I want to try and start something fresh on PB, I'm not as capable with the engine yet
and it's going to take some time for me to get used to it
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You've had it, how long? And you still aren't used to it?
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I don't play it often
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Too bad, I'd give it about a week or 2 of just checking out every feature, then try coming up with something.
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Why don't you just use PB and make your own stuff? ::) Try it! I know PB is not that popular even now because it forgot a lot from super popular Mario games and everything new strives to be scary and unfamiliar but it is not that bad, really. In fact, it is actually much more flexible than Mario Builder already. ;)
Custom enemies, custom items, custom projectiles, customizing characters and even game physics... Just try it! :) No one stops you from making some feel from Mario genres.
you do realize I was joking when I said he was too powerful and must be stopped right?
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Too bad, I'd give it about a week or 2 of just checking out every feature, then try coming up with something.
I guess
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you do realize I was joking when I said he was too powerful and must be stopped right?
Yeah, to be honest, I often can be barely sure you try to be polite with the other members here who use PB. Your quotes, symbols and short question are often like: "Do you want to say something? :o " and I am not the only one who has that problem.
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Thanks, guys for upping the post count. At least this page got some attention finally! Mechsaur, we knew you were joking. We simply wish you were more respectful and polite to members here. And, please speak English! It's often hard to understand you. (ASM update below)
ASM World 1 Level 3 is getting a lot of work done. The areas have lots of history and interesting facts to them. Anyway, it's taken a few days to finish. It's not finished, but it's getting there! Tomorrow I plan to get close to finishing it. Why is level 3 taking longer than usual? The interesting history has something to say about that. When I started level design in ASM over a year ago, I decided to work on levels simultaneously. I've learned that that isn't the best route. So, I started just creating areas with levels. The second area in level 3 has plays a big role in this factor. It used to be an underground area, but then it changed over time as I changed graphics, and added new things. The first area in level 3 was kind of short, and didn't really explain how it got to the next area. To this day, I haven't gotten that figured out. Anyway, I've decided to add on to the first area a bit then call it good. Then work on the next area. It shouldn't take too long. Another factor that plays into the fact that it's taking awhile, is that I'm still brushing up on some mechanics in level 3. I also plan to release an update video in the near future.
It's been months. Over half a year in fact. So that'll be something to get excited about. Release date? A month or 2. Also, I plan to release a beta test once I finish it up. I'll have people beta test, send in reports on critiquing levels, and bug reports, then release a demo on exe for the first time publicly, and it'll be available in the Platform Builder Explore section.
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Yeah, to be honest, I often can be barely sure you try to be polite with the other members here who use PB. Your quotes, symbols and short question are often like: "Do you want to say something? :o " and I am not the only one who has that problem.
yeah Mechasaur, you should be ashamed
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Yeah, to be honest, I often can be barely sure you try to be polite with the other members here who use PB. Your quotes, symbols and short question are often like: "Do you want to say something? :o " and I am not the only one who has that problem.
how dare me for being the only one that has a blunt and sarcastic personality
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I never knew ASM had so many followers!
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Your game is actually more popular than mine actually! ::) You see, you have some people on your game page who appeared never or once only on my game page but who didn't come back even after that I released an update with a Power Plant... I must say that most of the post for my game comes because of your comments and I really appreciate this. :)
For me, your game progress has been too slow considering how much time has been passed, your game has had a lot of disorderly, bugs and errors and you have been moved away from one thing to another too quickly often. Your game has a lot of mentionable complicated systems, new look and game style experience, however, and at last, you have made several levels in the mentionable amount of time, a lot of special things, etc. :)
I may have not much to say about your game as we mostly talk about ASM or my game when being in chat and I mention a lot about what I think and what should be fixed. This is why there are forums like this. Chat is nice sometimes but should be limited to save some time because as I said in chat chatting will make no new things. Forums can be used to talk about several kinds of things and as much as wanted and possible.
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yeah Mechasaur, you should be ashamed
for being the only person that can joke around? you're right! I am sooooooooooooo sorry
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YOU CAN READ AN ASM UPDATE BELOW! (It's in all caps to get your attention, if you're not part of this current discussion)
for being the only person that can joke around? you're right! I am sooooooooooooo sorry
Well, hardly anybody takes your posts as jokes. Let alone understands you. Just PLEASE speak English in the future!
Your game is actually more popular than mine actually! ::) You see, you have some people on your game page who appeared never or once only on my game page but who didn't come back even after that I released an update with a Power Plant... I must say that most of the post for my game comes because of your comments and I really appreciate this. :)
For me, your game progress has been too slow considering how much time has been passed, your game has had a lot of disorderly, bugs and errors and you have been moved away from one thing to another too quickly often. Your game has a lot of mentionable complicated systems, new look and game style experience, however, and at last, you have made several levels in the mentionable amount of time, a lot of special things, etc. :)
I may have not much to say about your game as we mostly talk about ASM or my game when being in chat and I mention a lot about what I think and what should be fixed. This is why there are forums like this. Chat is nice sometimes but should be limited to save some time because as I said in chat chatting will make no new things. Forums can be used to talk about several kinds of things and as much as wanted and possible.
Thanks a lot Alley! I always assumed your game got the most attention. Because I usually didn't have much to offer. About me beings slow in development... I am working on ASM like never before. I've always been very serious about it. But I don't recall a time like now, where I have worked on a lot in a short period of time.
I prefer chatting because...Well, it's instant chat. I was always frustrated because I would sit here and wait 45 minutes for someone to post messages. Although today, I don't do as much on the forums because I've now accepted the fact that people aren't on as often as I seem to be. Which is okay, because I can use the time better to get something done.
ASM UPDATE:
I said I would get a lot done on Saturday. Well, I didn't. I got very little done. It was because a few things came up that hindered my time with ASM. So, I'm going to fix that today. :)
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Well, hardly anybody takes your posts as jokes. Let alone understands you. Just PLEASE speak English in the future!
zgadzam się, bardzo mnie to denerwuje, gdy używasz innych języków od angielskiego. proszę nie rób tego!
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Say what? I'll translate...
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Gizgord said, "I agree, it annoes me very much when you use other languages from English. Please do not do it!"
I used a translator.
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ASM UPDATE:
Hey! I've always kind of wanted to tell you what I've gotten done. Well, I've decided to tell you at last. Yesterday, I officially created a 4th power-up. Oh, don't worry! There won't be a few power-ups to see. I've created a whole new "power-up section." Partly to save time in development. What about worlds? Well, to be honest, the only thing I have gotten done with that matter is world 1. A very, very long time ago, I started working on World 3. But I never got very far. I looked back on it about a week ago and realized that it'll have to get serious graphic upgrades. I had to replace a ton of enemies and such since I created it long before I considered using custom enemies. ASM will NOT include hardly ANY original PB sprites. The only things I'll keep are the character sprites used in PB, and the ground tiles. Unless Ting takes a workaround suggestion to do 3D tile imports, I'll keep the original tilesets. Of course I'll have to make my own for new worlds, and I already have in fact. Speaking of new worlds, I recently made the decision to add a brand new world. I've already have the art concept and such, and some ideas for introducing brand new gameplay. Oh, and ASM will feature lots of new gameplay concepts. Not just run-n-jump typical PB type things. ASM will be like Alleys game, Invasion: Going Personal (I suggest you play it, it's really cool.) But with new character moves, and replaced sprites and such. Like IGP (Invasion: Going Personal) it'll introduce a new challenge/concept in almost every new level. Like a lot of mobile games, the further you progress, the more you unlock. Well, ASM will have a similar thing. The first few levels in ASM won't have a very valuable section. The workshop. I've got a screenshot of it a little ways above. Anyway, there will always be something new to unlock, something new to do, some new challenge to conquer, etc. As I've said 1,000 times before, (and I'll say it 10,000 times more) ASM is going to be big! So, stay tuned, and remember, The way of the Cross leads Home!
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ASM UPDATE:
I've got big, great news! The Adventures of Super Mike is now developed by me, (CGM_games) and TingThing! (Ting Thing Productions) We have now merged together to make ASM the best Platform Builder game possible! TingThing has agreed to help with the development of ASM, not only as a de-bugger, programmer, and developer of Platform Builder, but now he is helping work on some other things which will be kept top secret for now. Anyway, get excited!
CGM_games
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interesting
I'm sure it'll work out and back up your claims about ASM being the best for once
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Thanks for finally actually talking like someone intelligent for once Mechasaur! I guess that when I released the first playable build, I kept thinking of things that I hadn't put into it. Many of the annoying bugs you probably found are still trying to be fixed. I'm improving the power-up system so that they work properly. But it still acts up sometimes.
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Thanks for finally actually talking like someone intelligent for once Mechasaur!
roasted.
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What do you mean Gizgord?
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you kind of made fun of him, intentionally or not
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Um, I was trying to compliment him on using a proper english sentence. I should probably have chosen better words to describe what I meant.
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roasted.
rOaStEd
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Thanks for finally actually talking like someone intelligent for once Mechasaur!
I've always been smart, I just say what's on my mind
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Ah. But I've heard that it's best to not say whatever comes to your head when you speak.
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I've heard that it's best to not say whatever comes to your head when you speak.
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Uh...?
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ASM UPDATE:
I've got big, great news! The Adventures of Super Mike is now developed by me, (CGM_games) and TingThing! (Ting Thing Productions) We have now merged together to make ASM the best Platform Builder game possible! TingThing has agreed to help with the development of ASM, not only as a de-bugger, programmer, and developer of Platform Builder, but now he is helping work on some other things which will be kept top secret for now. Anyway, get excited!
CGM_games
Oh, I am curious... ::) What kind of things Ting_Thing will produce for your game? :) And how can he do it? It takes a lot of time for me to produce things for IGP but I know PB is much bigger... Where is he going to take his time?
Also, I am happy to see that ASM going to have some type of hub similarly from IGP to have levels that will be unique/different each and I am glad to see you support my game that much and talking that much good about it. ::) I am sure you will keep your game original and I have seen you have made some bigger improvements to your game. Adding some new ways about how to beat it would sure make it better. O:-)
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I'm trying to attempt to make ASM to appeal to almost any 2D platformer fan. It'll have lots of new gameplay that will be seen in the next update. I'm not joking. The HUB will be big too. TingThing will be supporting some top secret stuff using the UPE, and something else. I'm going to keep his work secret for now, but suffice it to say it's got to do with introducing a few simple things that PB cannot support. The HUB will feature some of his work. He won't be involved with a ton of things in ASM, just maybe a few brand new things that have to do with abilities and stuff, but different things. TingThing says he'll be more available this summer. So, he'll have time to help. I can safely say that DEMO #2, will be out in at least 4 months. Longer than I expected. But if you wanna see something incredibly amazing, it's going to be worth the wait. By the way, if you wanna an idea of what the HUB will be like, go no further than super mario galaxy 2's HUB. There will be secrets in the HUB as well. As you progress through the game, you will unlock/find brand new tools and objects to do new things. EG. If you see something in level 2 that you can't get through, you may need to unlock/find something in a later level to go through that secret. There will be different currencies. Each can unlock something new. Achievements will definitely be in ASM. But I have not yet started development as of yet.
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I see. :) TingThing said also that he may help me whenever I have problems in coding with GML when he commented my other projects in my Introduction post about myself that have couple examples about what I do. I only focus on Platform Builder for now mostly because with the time limits I can't do much bigger anyways. So I don't need much help but otherwise...That it is how it would go. ::)
Yeah, 4 months is again, very long... But I hope that your game will have a lot of new to offer then and will be decent also so there wouldn't be any bugs nor broken things. ::)
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I do wish I could just somehow just finish the game to be like I want it with the wave of a wand. But, this is going to take time. I can guarantee brand new gameplay. Lots of new ways to play are being worked on, and some has been completed. Just needs some polishing. Also, I really should update the first post for this topic.
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Great! :)
And yeah... I also have updated my the main post sometimes. ::) With time the game can change a lot you know.
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ASM PAGE UPDATE:
Hey everyone! I've been looking at the first post, and thinking, "Man! What am I doing? This needs to get updated!" Well, here's everything brand new. Also, the LONG awaited plot has finally been released! Check it out!
NOTE: This isn't an edit.
OFFICIAL WEBSITE LINK (http://theadventuresofsupermikegame.weebly.com)
(https://preview.ibb.co/dY8kHq/ASM-HD-logo.png) (https://ibb.co/cWP33V)
]
The Adventures of Super Mike is a game that is a 2D platformer, with tons of possible gameplay. The game is currently unavailable on the Platform Builder Explore. Development started in February 2018. ASM will feature 120 levels, (this includes bonus levels, and maybe extra minigames, though not yet decided.) The game uses almost 100% custom sprites. In the sense that I've designed everything except for the characters, a few ground tiles, etc.
FEATURES
120 beautifully designed levels (Currently 3 complete, I've spent most of the time developing features in ASM)
10+ power-ups (4 complete)
Tons of enemies, (Unknown amount) HELP NEEDED! I need you're guy's imaginations to come up with brand new enemy ideas.
Tons of mechanics, and different gameplay.
One of the most amazing games you've ever played
PLOT
Now, the long awaited plot, is now disclosed!!!
Overview:
Meet Mike. An ordinary guy looking for adventure, and a new life. Little does he know, that he's about to be launched into an adventure bigger than he ever would have imagined.
Storyline
A group of people want to move out into new, unexplored lands. They find a land of which is inhabited by evil villains. Not knowing that these dastardly villains own the land of which they want to settle in, they begin starting a new life in this land. At first, these evil enemies don't really care that they are invading their land. Until...They found out...What they possess. They possess power beyond measure. Power to defeat the enemies. The BVC's. (Bible Verse Cards.) The Bible Verse Cards have power, over anything! The enemies decide to take action. Else, their miserable existence will cease. On the very day that they dedicate their new town, the villains attack. Taking away the BVC's. And taking them high into the air, and scattering them. Mike, is one of them. A skeptic of sorts. He doesn't believe what the townspeople believe. Though he doesn't care for the BVC's, he decides to take action against the dastardly villains. Running across a special cap, with special powers, he attempts to stop them. Then, seeing that he is a huge problem for them, blast him off to a far, far away forest. While there, he meets new friends, and some old ones, and tries to figure out what is so special about the BVC's. While learning along the way, that they do have power. Little does Mike know, that there will be lots of future adventures of which he isn't sure he will be able to face on his own. Facing dangerous mountains, going across hot deserts, through a remote island, and even through an electrified city.
Release Date
Demo #1 was released in mid October of 2018. The game was later rendered unplayable. Due to advancement in development, and not knowing that the game was unplayable, Demo#1 was taken off of Platform Builder Explore.
Demo #2's release date is uncertain. Since this is more like a full game than a demo, it will take many months. It's estimated October of 2019. If not sooner, or later. While still unconfirmed, ASM is a game that is hoped to be the best PB game available.
Developers
The Adventures of Super Mike (ASM) is developed by CGM_games (CGM is short for Christian Game Maker, that'd be me) and the well known TingThing Productions.
Credits for the game,
Developed by CGM_games and TingThing Productions
Lead programmer: TingThing and CGM (Christian Game Maker)
Concept Art: CGM (Christian Game Maker)
Spriters: CGM (Christian Game Maker)
Platform Builder support: TingThing
Debuggers: TingThing CGM (Christian Game Maker)
Support: Alley, (Team Alju5) Antikore Games, Gizgord, LyndsWins, McPopato, setapdede.
Music Composed by, CGM_games (Christian Game Maker)
A big thanks to everyone who has participated in ASM!
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New artwork for ASM! Introducing a lot of the items and objects coming in demo 2. Including a few brand new enemies! As you saw in the last snapshot, there was a lot of unseen things. In this one, you'll see re-done sprites, and a bunch of new things. Though I won't explain what most of them do, I will tell you that each has a useful function. A couple are still under development. But I just wanted to show them off anyway. It's been fun putting this great game together. Go ahead and study the picture at you're leasure! I can't wait to see what you guys speculate about each object. :)
(https://i.ibb.co/X8v2xNM/ASM-DEMO-2-promotional-artwork.png) (https://ibb.co/BNSz2dF)
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(https://i.ibb.co/SXx3V8V/Level-selector-levels-1-3.png) (https://ibb.co/pvPL484)
This is what the level selector for ASM demo #2 will look like. It's going great! It's fully functional. Also, the specials button is something still underdevelopment. Certain things work in it. But not everything. It'll be intended to make levels easier. And also to reveal secrets. Anyway, these are the titles for the first 3 levels. And the themes for each level.
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ASM UPDATE:
What's up with ASM?
The past week, I've gotten very little done. I did a little bit of work for about 2 hours one day.
Why are you not working on ASM right now?
Simply put, I'm going through a dry spell. Uninspired, and waiting for 7.0. I have lots of ideas. I'm also planning on creating a list of new stuff from recent Mario games, and then putting them into ASM. EG, Super Mario Odyssey, Super Mario Maker 2, and a ton of stuff from New Super Mario bros games, and lots more games. Being limited in 2D space for certain things, 3D type stuff I'll not be able to put into ASM obviously.
What are a few things under development currently?
New collectables. New objects to play around with. Such as balloons, new enemies, new levels, etc.
When will you get back to work on ASM?
Hopefully either today, or tomorrow, or in the next few days. With Platform Builder 7.0 on the horizon, I might not continue work on it till I 7.0 is released. Since I would rather wait for new systems to replace old ones, and a lot of my ideas for ASM are currently possible, but it would be easier to add them when 7.0 is released. Besides, who knows. I might need those systems later to add on or change something.
When do you guess you will release DEMO #2?
That's hard to say, considering lots of top-secret projects that seem impossible to put into ASM in a few months, I hope you guys don't have to wait till December, or even next year to play DEMO #2. I am thinking about releasing DEMO #1 only, with lots of things reverted. With lots of bugs fixed, and MAYBE even the updated sprites!
What sprite changes have been made?
Added new trees
Added lots of new decorations
Changed block sprites
Replaced/changed sprites
Anyway, that's all for now! Be sure to post your ideas in the comments below! If you have an idea you want to see be put into ASM, I would be beyond happy to consider it! I want ASM to have a splattering of a little bit of everything. And maybe even A LEVEL EDITOR!!! IF I could get a few basic suggestions taken someday. The level editor thing would be a lot like super Mario maker. And it would be in-game. Anyway, thanks guys for the support and help!
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Im sure this game will be A.W.E.S.O.M.E !
So I need to make a few things :
-Review my goals for Matt's Adventure on the rise
-Play your game at least 40 hours in my life
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Thanks! It's quite often that I "off-the-record" hear good things about my game! Thanks warrior555! I'm sure your game will be great too! ;)
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Thanks! It's quite often that I "off-the-record" hear good things about my game! Thanks warrior555! I'm sure your game will be great too! ;)
Thanks man :D
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ASM UPDATE:
Okay, I am back in development yet again! I've spent only a few minutes on ASM, and I've got inspiration back. Partly because of Warrior555's comment. Anyway, I'm going to work on levels 5-6 over the next few weeks.
Fun Fact:
Level 6 currently will need LOTS of revisions in sprites. About 75% of it consists of built-in resources. This needs to be fixed.
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Fun Fact:
Level 6 currently will need LOTS of revisions in sprites. About 75% of it consists of built-in resources. This needs to be fixed.
This is not what I would call a fun fact :-\
We all know it's not fun to rework 75% of the sprites :o
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I suppose you're right. I just wanted to throw that out there. Most themes for world 1 are complete. Just a few themes need work. Such as the castle theme, sky theme, and underwater theme. Although, the underwater theme will be the easiest. There will be LOTS of themes in the finished product.
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(https://i.ibb.co/4MkPnxP/ASM-progress-update-image-for-updates.png) (https://ibb.co/gwYzLCz)
I'm changing pretty much everything about branding. I'm going to do things a bit more professionally from now on. As much as I can.
Brand new gallary page at the ASM website!
https://theasmgame.weebly.com/gallary.html (https://theasmgame.weebly.com/gallary.html)
Revamped GameJolt page!
https://gamejolt.com/games/theadventuresofsupermike/371454 (https://gamejolt.com/games/theadventuresofsupermike/371454)
Brand new update video!
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(https://i.ibb.co/4MkPnxP/ASM-progress-update-image-for-updates.png) (https://ibb.co/gwYzLCz)
Brand new video! This time, it's an Early Development video. It shows what ASM was like in April 2018. Check it out! Also, I FINALLY remembered to add audio! I added my background music since the videos themselves didn't have any audio with them. Enjoy my incredible music while you listen!
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(https://i.ibb.co/4MkPnxP/ASM-progress-update-image-for-updates.png) (https://ibb.co/gwYzLCz)
WOW. 3 updates...In 1 day!? Wow. Anyway, I've been focusing primarily on advertising ASM. Just to get people in-the-know. Plus, I've uploaded 2 videos to YouTube today. Which I suggest you guys check out. Anyway, I just wanted to let you know that the titlescreen will look different from the latest titlescreen photos. Due to ASM getting some serious technical setbacks. I wanted to announce that there is a brand new ASM forum! IDK why I created it. But, here's the link! It's on itch.io. https://cgmgames.itch.io/asm/community (https://cgmgames.itch.io/asm/community)
Also, I hope you guys like the new style, and the way I'm doing things! The community has been quite quiet. But for those of you who are active, I hope you guys let me know what you think of my new stuff! Also, you may want to check out everything ASM related. I've done a ASM website revamp visual wise. Anyway, that's all for now!
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[CGM] I made 3 updates in one day
[Warrior555] Oof
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It is nice to see that one of your videos with a sound again. ::) It is much more pleasing to watch with sound. Also, it is nice to see that you make a lot of progress with your game. I hope it will be ready for Explore soon also.
And hey, thanks for considering me as a supporter! ;)
I would like to ask about the level selector. Is it made in UPE? If you made it purely with a PB then you have done a real invention. :)
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Congratulations! You finally learned how to use audio! What a remarkable way of showing progress :^)
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Sorry about forgetting audio. I've spent most of my PC life without audio. So, it's just something I don't think about. BTW, did you enjoy the music at all? One of the tracks wasn't in my music pack as well.
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[CGM] I made 3 updates in one day
[Warrior555] Oof
[CGM] I'm about to end this man's whole career
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Sorry about forgetting audio. I've spent most of my PC life without audio. So, it's just something I don't think about. BTW, did you enjoy the music at all? One of the tracks wasn't in my music pack as well.
I think you can do better
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I think so too. I haven't been doing it very long.
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[CGM] I'm about to end this man's whole career
How? (You've made a sarcastic comment, and I'm giving you a sarcastic question. ;))
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How? (You've made a sarcastic comment, and I'm giving you a sarcastic question. ;))
https://knowyourmeme.com/memes/im-about-to-end-this-mans-whole-career
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someone gets it
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[CGM] I'm about to end this man's whole career
He already post much more than me TT
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I've been around for like...A year and a half. And I've looked at the forums almost every single day. With very few exceptions. So, yeah. I've got a LOT of posts.
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(https://i.ibb.co/8PfLFS1/ASM-update-sprite-redo.png) (https://ibb.co/BTQ58S0)
I've learned a lot about spriting since I designed such simple, basic ASM sprites. Well, say goodbye to the old, and welcome the new! I'm going to redesign the forest theme. I'm going to keep the cave theme though. Just going to re-do some stuff that's old, and looks tacky. The forest sprites look nice, but I just thought for awhile, and realized some work shading wise could be done. Just to improve the look. So, I'm going to re-do and create new trees, bushes, and other decor. Also, it's quite obvious I just copied and pasted stuff to make backgrounds. Well, I'm going to be a bit more professional, and place tons of various tree shapes. I just enlarged and rotated the images to give variety. Well, I'm going to do better shading, and keep everything nice and neat. ;) Anyway, once I have the forest theme redone, I'll show a few nifty screenshots!
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(https://i.ibb.co/8PfLFS1/ASM-update-sprite-redo.png) (https://ibb.co/BTQ58S0)
I've learned a lot about spriting since I designed such simple, basic ASM sprites. Well, say goodbye to the old, and welcome the new! I'm going to redesign the forest theme. I'm going to keep the cave theme though. Just going to re-do some stuff that's old, and looks tacky. The forest sprites look nice, but I just thought for awhile, and realized some work shading wise could be done. Just to improve the look. So, I'm going to re-do and create new trees, bushes, and other decor. Also, it's quite obvious I just copied and pasted stuff to make backgrounds. Well, I'm going to be a bit more professional, and place tons of various tree shapes. I just enlarged and rotated the images to give variety. Well, I'm going to do better shading, and keep everything nice and neat. ;) Anyway, once I have the forest theme redone, I'll show a few nifty screenshots!
(https://i.ibb.co/tZL33H9/1-8-Sf-T35sqxxp-Zs-Qbv-VDj3-Tg.jpg) (https://imgbb.com/)
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ASM UPDATE:
(https://i.ibb.co/5WmBDrt/Update-sneak-peek-1.png) (https://ibb.co/7JP2cn8)
Now, I promised I'd show off the new sprites after I completed quite a few of them. Well, you can view new screenshots here: https://theasmgame.weebly.com/gallery.html (https://theasmgame.weebly.com/gallery.html)
You can also view them here: (The new itch.io ASM page!)https://cgmgames.itch.io/asm (https://cgmgames.itch.io/asm)
ATTENTION!!! ALL ASM FANS!!! PLEASE READ:ASM is a HUGE game. And all great games have a team. Right now, we're going to hold a contest. Anyone who wants to help develop ASM, CAN! Weather you're a sprite designer, or level designer.
Q: How can I help develop ASM?
A: Simple. Once 7.0 rocks the world of Platform Builder, you'll get to get started developing in the sandbox mode of PB. Simply design a level. I'll send you a TXT. file which is a guide to developing ASM levels.
Q: What do I have to do first before helping develop?
A: I want to hold a contest where I can see how good of a level designer/sprite designer you are. If you can sprite, please send me your best work! I'll take a look, and if I like it, you're hired! But as for level designers, this is the main contest. Create the BEST sandbox level you can make. In the description, put in #ASMCONTEST. This way I'll know its a level meant for the ASM contest. After the levels are played by the community, we'll hold up each level to a vote. Whatever levels are liked the best, the developer of the level(s) will get to develop ASM! The level MIGHT even get to be a level in ASM!
Q: What benefits do I get if I help develop ASM?
A: Becoming a developer gets you AWESOME benefits!
#1. You get to play a beta test of ASM! I'll update the beta test as new stuff is added. It will be in standalone .exe format. I'll update it as I create new features, make more playable levels, and also put levels YOU design...RIGHT INTO ASM!!!
#2. Not only that, but you also get to get YOUR name IN-THE-CREDITS!
#3. You also get the good feeling of helping out a fellow indie game developer!
SO GET EXCITED!!!
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New trailer!
Made this in a hurry.
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liking the new power ups
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Looking back, I did a very poor showing of the teleportation bolt. Only used it once, and it was out of view.
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LOOK OUT WORLD!!! ASM IS GOING TO BE HUGE!!! (https://i.ibb.co/VVZvmbg/Update-sneak-peek-1.png) (https://ibb.co/NxPLSf9)
Okay, I keep saying, "ASM is going to be big!" It's true. Currently, the PBX alone is 76MB. Now, for a PB game with like...0 music, that is an accomplishment.
Currently we have approx. 300 sprites. And more are created almost every day!
Q: What will we see in DEMO #2?
A: Lots. You will spend hours playing ASM before getting bored. Almost all sprites are getting a new look. Including the following:
Coin
TreesBushesBackgroundsFlowersGrass
Water.
Now that's a small list. Now for a huge list of new sprites coming!
More bush variantsMore treesRocksBrand new waterfall sprites, splash FXLots of new character sprites/abilitiesReplaced a block spriteNew coin variantsLots of gemsNew block spritesAmbient Creatures such as birds, butterflies, frogs, etc.Mushrooms (No, not the super mushroom from Mario :P )
And these are just the sprites alone. That doesn't include the *40+ enemies coming. Let alone the intractable objects, helpers, power-ups, FX, new abilities, Minigames, inventory, etc etc coming in DEMO #2. So, in short, it can be simply summed up as....A LOT of stuff. And that's only what I have so far. And there's more to come!
Q: I hear you have a team. Who all is part of it? Can I join the team?
A: As of this post, I technically have 4 developers. TingThing is the publisher, de-bugger, extra code guy. Along with a top-secret project which won't be revealed yet. And Gizgord is a level designer. And the 4th developer hasn't started development yet. We're waiting on 7.0 before we as a team do anything else. I do all of the heavy work. All of the mechanics, all the spriting, etc.
Can you be a developer? Well, as a matter of fact, you can. Click this link for details: https://theplatformbuilder.com/forums/index.php?topic=8.msg5073#msg5073
Q: What platforms will ASM be available on?
A: Windows PC only. It'll be available on EXE. And maybe explore. Though I'm not sure about that yet. I'd have to ask TingThing if that's even remotely possible. Download sites will be GameJolt, Itch.io, and the ASM website.
Hope this Q&A helps!
*This includes all enemies, including variations. There are 10 different enemy families.
Good reviews about ASM:ASM developers get a beta test. I've made a few exceptions to people who want to develop, but simply can't. One such person was Mechasaur. A very critical game reviewer here on the forums. Here is his review on ASM: (Note, review was slightly modified. ie: Added punctuation, corrected capitalization)
"It's good." (4 out of 5 Star Rating)
-Mechasaur
Warrior 555 played most of level 1.
"It's good. I'd Recommend it."
-Warrior555
More reviews coming!
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Your project is going to get some very nice overdone. :) To be honest, in my opinion, one con in your project has been that your graphics have had always, black lines and simple coloring inside the shapes but this is what has been changed now a lot.
It seems you also add a lot of new things that you previously didn't and your project is looking even better.
In one moment, just take a breath and complete finishing any unfinished levels, scene cuts and systems and you are for sure ready for a very nice demo. 8)
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Alley, I've been wanting to give you a closed beta test for ASM. If you played it, you'd understand better what I've been trying to tell people. Mechasaur has even given it 4 stars. Warrior555 loves it. Gizgord loved it as well. It's gotten lots of praise for the good graphics, nice gameplay, and other things. Also, it's not as easy as you think to just finish up levels, do plot stuff, then release a demo. There is much more than that. People will download games, then either delete them shortly after getting them, or just leave them there and not think of them for months. I want ASM to be more than a quick run-through 10 levels demo. I have many ideas for how to make ASM a bit bigger than merely playing levels. Levels are nice, but there are ways to increase replay-value gameplay experience, etc. I want ASM to be one of those games you just can't put down. Like Mario kart Tour, Nintendo had to put it off for over a year to improve the game. And now it's proved to be quite a good mario kart game. If you'll wait, you'll see that ASM is much more than what the trailer shows. It is truly, a giant of a game.
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ASM TEASER!!!
(https://i.ibb.co/RDGPfS1/Update-sneak-peek-1.png) (https://ibb.co/qrL9Knz)
Okay, I've said it IDK how many times before, and I'll say it IDK how many times again, but ASM JUST GOT BIGGER!Anyway, ASM has gotten bigger. The way you accomplish levels has taken a twist! No longer is this going to be a 10 level demo. It's just gotten a whopping 22 BVC missions! I won't yet reveal how this all works till later. But it's going to be HUGE!!!HINT: Unscrable these words! There are 2 words.
UBHRDLSWOIf you can unscramble these words, you'll get a BETA TEST edition of ASM! EARLY!NOTE: If you already are a beta tester, please don't give the answer away.
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Sneak Peek:
(https://i.ibb.co/0p04jzM/HUD-sneak-peek.png) (https://ibb.co/1YCyf4q)
All set for 7.0!
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Sneak Peek:
(https://i.ibb.co/0p04jzM/HUD-sneak-peek.png) (https://ibb.co/1YCyf4q)
All set for 7.0!
(https://i.ibb.co/qrXTBqx/imw-637-imh-358-ima-fit-impolicy-Letterbox-imcolor-000000-letterbox-true.jpg) (https://imgbb.com/)
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Wow. Memes do speak.
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ASM UPDATE:
I know you'd expect to see my cool update banner here. But, I'm not putting it up today.
Q: What's going on with ASM?
A: A lot. Then again, not a lot. I'm a PB beta tester. And I reset ASM due to a glitch. I had backed up ASM a day prior. I had only lost a couple hours of work. Since that has happened, I've dedicated my time to sprite work, and ideas to put into ASM. I've got ASM up-n-running again in PB, but, I have a problem. (It's a very long story of which I won't get into any detail here.) Anyway, I can say that ASM is on it's way to out-doing many mario titles. Though I have a long ways to go, I can confirm the world number. 13 worlds. I plan to have at least 100 enemies. (I currently have over 40. With more on the way.) I've taken detail to the extreme as well. Also, my trailer I released a few weeks ago, is out-of-date. New stuff is being included, sprites have gotten re-mastered again, with a host of brand new sprites. In fact, the background for the forest has been re-mastered again as well. Say goodbye to copied and pasted trees along with enlarged, pixelated trees. I now have HD style looking trees that aren't pixelated. On top of that, I didn't overuse the copy and past thing. I have a lot of trees. Such as pine, (unnamed trees I invented) apple trees, (apples will be a collectable. I have some ideas for how they will be used as well.) dead trees, and another tree. All in all, I have about 5 or 6 trees. 4 or 5 bushes, re-done sprites, tons of new mechanics, etc. Plus, ambient creatures such as birds, frogs, butterflies, and insects that are just there to bring areas to life are also on the way. Also, I will now reveal 2 of the worlds names I have planned.
Arty Crafty LandElectro Land
Also, ASM is no longer a 120 level-n-done deal. It's now a 286 stage deal. On top of that, minigames. So, ASM has just gotten bigger. I keep saying that, and I'll continue to say that.
Arty Crafty Land will be much like yoshis crafted world. In the sense of artwork. So, that should give you an idea of how it'll look.
Electro Land will be very interesting. It'll be a world that will remind you of games like, Geometry Dash. Stuff like that. The world will have a neon-colors look. It'll be mostly black. It'll be very interesting when doing the art for this world. As time goes by, I will reveal new world names, and features. ASM is going to be big. And the most ambitious PB game in all of PB history.
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I cant wait for it :))
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Taking a break!
I've been working on ASM non-stop, every day for the past few weeks. I think a break is needed. I've lost my inspiration. No, ASM is not dead. I'm taking up another more personal project now that I'll be spending time on. I should get back to ASM in just a few weeks, a few days, who knows! At any given time, I can get back to ASM. So, until then, I'll still be here on the forums, but I just won't be using PB.
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Take as much time as you need, you really deserved a break
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what warrior said
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Here's his reply :
Thx. :)
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Sneak Peek:
(https://i.ibb.co/0p04jzM/HUD-sneak-peek.png) (https://ibb.co/1YCyf4q)
Wow! This HP-Bar looks interesting. Want to change it too, but I have no idea how!? ^^
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I made this for 7.0. We'll be able to change it somehow. I can't say how right now.
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I made this for 7.0. We'll be able to change it somehow. I can't say how right now.
For Matt Adventure I think ill use the UPE
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That sounds great, warrior!
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I hope it will be great
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It has been passed a lot of time since we talked about endorsements of your game. You said you are satisfied with my rating otherwise but my writing had to be too long. In the same time, you had to work to shorten my review about your game. I wanted to ask if you will even include my review for your game? ::)
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I will include your review for your game. I just haven't seen you on steam so that we can talk about it, and when you are on steam, you don't respond. :( If you can find the time to talk about your endorsement, I will happily create the endorsement card and add it to my website.
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I've realized ASM needs something. A gameplan. Or else nothing will get done! I need to write down everything ASM will feature. Everything the next demo will include. I need to quit adding random stuff to ASM, and take the bull by the horns, and just get ASM complete. I'm done with the way I'm doing things. Get ready to see ASM take shape like never before!
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(https://i.ibb.co/rtHFjjh/1-Zww-YHz-D1-WA5-Wl-Hw2sxd0-Tg.png) (https://imgbb.com/)
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New home for ASM updates! Say goodbye to this page being very active. I want people to still post here, but for updates and discussions about news and stuff, please post that stuff here: https://theasmgame.weebly.com/updates
There is a lot of new stuff coming, and old stuff changing!
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New posts!
Update#3: ASM is back in development after 2 week development break
Udate#4: ASM Meets Mario Kart 8
https://theasmgame.weebly.com/updates