All of Paper Mario's sprites were edited by my friend to be Paper Luigi, so any idea I have with him I'll be able to execute flawlessly. I don't know how the sprites look so good and accurate. I couldn't of asked for a better design. Anyway, let's get to the moveset. As all echoes should be, they are very similar to their counterpart but with differences. Every echo in the game will have differences of course. Paper Luigi's jump and hammer will be the same as his brother, but with noticeable differences. The jump will do more damage and the hammer command will charge up more quickly. What I will do with Paper Mario is add another attack menu next to the original with more powerful versions of the original attacks. Paper Luigi will have the same but those attacks will have differences as well. Paper Mario's powerful jump will be the stomp move from TTYD, where he jumps on the enemy once and then ground pounds them. Luigi will have his super jump, where he crunches up and jumps super high and then lands on top of the enemy. Mario's powerful hammer move will be the power hammer, which will just be the regular hammer move but more powerful. To make things interesting, I'll change the hammer's sprite to look like the power hammer's badge, which is grey. Luigi will have the hammer throw, where he charges up and then throws the hammer at the enemy. These differences will make it so the brothers will feel unique, which at this point they pretty much are. See you next time!

(I know this is another Paper Mario post but it's so darn cool) Let me introduce you to my personal favorite echo character: Paper Luigi! A friend of mine on Discord made a custom spritesheet of him using Paper Mario as a base. Moveset is in the article
Next up
I'm very excited to implement Pixel9Bit's resprite of his Donkey Kong spritesheet in the future! It was also good to wait to make Diddy Kong playable because he resprited him too!
This game includes a mechanic where you can collect wanted posters that appear in the overworld and fight harder versions of bosses for double the coins you would usually get from them! (Version of game shown in video not released yet)
Finally fixed a pretty bad bug where if you hit a block too quickly, it would keep rotating. The fix is only applied to the solo block in this clip to demonstrate how broken the bug made things lol
The first test for detailed palette swapping was successful (for the most part)!
There's a bulletin board in the middle of the overworld where you can save your game and read dialogue from each character! Who's who?
As the release for the next update draws near, I've been finishing up the character intro cutscenes. Here's Bowser's
The Final Stand.
Welcome to the new improved Superstar Simulator experience!! With customizable battle scenarios and an overhaul of the flow of battles, let the new era of this Mario RPG Simulator commence!
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