Attached: 1589489302943.png (720x480, 210.28K)
How to make a great new mario companion?
Benjamin Wilson
Christian Richardson
these look like garbage
fuck off with your shitty deviantart OC
Jose Taylor
Take a Goomba, then center its accessories, personality and manner of speech around a character archetype common in pop culture.
Anthony Taylor
>generic mario enemy but """"""""quirky"""""""
M&L and super paper mario did it better by introducing new friendly species and enemy types
Julian White
Keep it simple.
Joshua Allen
Jack sparrow goomba
Brody Allen
the shy guy, magikoopa and whomp look awful, the goomba and chain chomp look fine, but the former's colors are too dark and I'm not sure if it would be a fitting companion for the first one in the game given the theme (assuming Goombas would always be the first companion) and while the latter has an adequate design, it kinda feels like a rehash of Koops given then bandaid and lowered eyelid.
>conveniently ignoring that Flurrie and Vivian were new species
unless you wanna be an asshole and argue Flurrie is the same species as Mallow. in any case, were mice featured in any game previous to Paper Mario? because if not, Ms. Mowz would count as a new species aswell, and no, Mowser doesn't count because he has a completely different body type.
Justin Green
1. Make gimmick for game
2. Make floating character centered around that gimmick
There, now you have your new Mario companion!
Easton Perez
>were mice featured in any game previous to Paper Mario?
Yoshi's Island
Blake Perez
actually fucking slit your goddamned wrists and take pictures
Jordan Allen
Matthew Morris
>were mice featured in any game previous to Paper Mario? because if not, Ms. Mowz would count as a new species aswell,
That mice species is from Yoshi’s island retard
Ayden Carter
Surprised someone used my old shit for a shitposting thread. Really shouldn't though. The only one there I consider actually "finished" is Gloombob.
Yeah, the ones you think were bad weren't really done at the time when I gave up on this project. They were just WIP ideas for each.
The Gloomba is the first partner, and he's dark looking on purpose since the idea was that the central city would be a New York type place where this Gloomba mobster would try to rob Mario only to get his ass kicked and choose to follow Mario as an informant to avoid getting arrested. I had only really been working on the groundwork and that first city before I gave up like 3 years ago.
The chain chomp being similar to Koops is also somewhat intentional, since he's flat out the koopa replacement, moving in a thrown arc instead of a straight line. The idea was he'd be a sad beaten farm dog Mario rescues from it's old koopa owner. First level was gonna be a whole amish koopa village where all their food is getting stolen by Monty Moles.
Adrian Gray
>mock up PM partners
>almost always Goomba/Bob-omb/Boo/Koopa with hats on, or some other common SMB3/W enemy
>any actual new enemy past YI is pretty much ignored
Landon Foster
Ayden Flores
I want a Clubba and Chain Chomp partner.
Michael Smith
Joshua Morgan
>bomb-voyage
Jackson Barnes
worst part about TTYD is how it attracted all the low IQ autists. best part when they call the original paper mario bad
Landon Clark
What is TTYD?
Anthony Cooper
deviant autist pls fuck off.
Dylan Sanders
shut the fuck up
Bentley Sanders
The Thousand Year Door, the first Paper Mario for most of the autists.
PM64 was my first and I think Origami King looks great so far.
Bentley Reyes
Do you have any images later on in your work into the game?
Adrian Ramirez
>The Thousand Year Door,
I got to do a few I was a bit but it was actually my sister's game and she moved out of the house.
Luis Martin
Dr. Mario, je suis Bombolo
Isaiah Gonzalez
not him but I saved most of his webms when he posted them in dev threads
Jason Brown
That was the webm I was gonna post.
Yeah I didn't get very far. I only really finished a large chunk of groundwork (combat, menus, partners, etc) and started on that one city block before life got ahead of me and I gave up on the project.
Shit apparently took like a year to get just that far working with my free time. Started it back when Color Splash was becoming a thing cause I wanted to see how hard it'd be to make my own PM game in Unity.
Pretty sure if I went back to it now, I'd be horrified at my old code. I was just out of college back then and have since gotten a real job doing Unity work for a University for research and classes.
Evan Diaz
I meant pictures of Partners later on in the game.
Jayden Smith
Look at this
Julian Sanders
No look at this
Ethan Nelson
The image in the OP was all that existed of them.
I did make a test chomp early on to try some mechanic ideas in this webm as I was testing partner use.
This wouldn't be how he'd be in the future plans though. It was too OP for movement options. Instead I had decided he'd just act as the koopas did, same throwing arc motion but he'd just get items or act as a violent force on stuff from a distance (i.e. buttons).
>Blooper would let mario bloop upwards a few times for either hovering or extra height.
>The Magikoopa was gonna be the Yoshi/Lakitu faster movement option.
>Whomp was the "Hider" able to smash mario into the ground to become flat ground. And if she flipped up while enemies or objects were on top of her she'd flip them into the air.
>Fire Bubble I really had no ideas for, just needed something fire or explosive (honestly, I shouldn't have been thinking so far ahead in the first place)
>Recon Guy was a special case since he'd be in the game from the start and join last as a defector from the antagonist group. His ability would be like Watt's, turning on "Recon Mode" to reveal hidden stuff.
Adam White
Why not replace the Mario stuff with unique ones and try to sell it?
Jayden Jones
That was already being done at the time, Bug Fables.
I just really wanted to make a PM game. But again, this was 3 years ago (actually started more like 4 years ago) and I haven't done anything with it since. It was just a passion project and I ran out of passion for it I suppose. It taught me a LOT about coding though. Like more than I learned in any of my college classes. I had a lot of wrong ideas from it, but it was a much more solid foundation that helped me get where I am now.
I also kinda have a problem of starting projects and not getting them done anyways. Like this action platformer I tried starting based around ideas from Megaman games (wanted to take level format and progression from classic megaman and movement and sword use from Zero games) with a candyland theme. I think if I ever did go back to my old game projects, I'd do that one first since it's way more achievable with a way smaller scope.