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> Ultramario engine (FINISHED), DOWNLOAD NOW!
Finland
Ultramario
Posted: Oct 5 2006, 09:07 AM
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The engine is finished!! Download it HERE!

Here's a gameplay video (VERY OUTDATED)

Engine features: (features marked with "*" are recently added/updated)
  • basic movement and jumping physics
  • two kinds of slopes
  • run up walls
  • spinjump
  • grab and throw items (even upward)
  • goomba, Koopa, shyguy, spiny, boo, piranha plant, bullet bill, spark, dry bones, thwomp, hammerbros, fence koopa, parakoopa, Lakitu, paragoomba, lavabubble, rex, cheep cheep, homing bill, bully beetle, grinder, nipper, bodopoo, wiggler, angry sun, giant spike, thwimp, bony beetle, gigantic wooden crusher, koopatrol, buzzy beetle, magikoopa, jumping piranha plant, sumobros, redkoopa walking piranha plant, bloober, rip van fish, ball n chain, urchin, torpedo ted, big bertha, volcano lotus, spike, monty mole, dino-rhino, dino torch, chargin' chuck, bubble goomba, swooper, super koopa, doomship mole and fire chomp as enemies*
  • moving platforms
  • portable p-switch, (several types of) coins, brick blocks, portable spring board, flipblock, holdblock and noteblock
  • two kinds of goals: flagpole and gate
  • map screen
  • crouching
  • climbing surface and two sided (netdoor)
  • ? blocks containing vine, p-switch, spring or coins
  • pipe and vine exits (plus multiple entrances allowed in one room)
  • swimming
  • mushroom, fireflower and starman powerups
  • invisible block
  • 1-up and life system
  • pipe network system
  • reserve box
  • key and keyhole
  • four kinds of door (regular, locked, hidden and hidden+locked)
  • spring board with time limit
  • p-switch's effect lasts from one room to another
  • camera shifting + manually (press Z, X)
  • blocktrain
  • limited lakitu area
  • timer + music speed up
  • cannon, quadcannon and attached cannon commonly seen in Doomships
  • autoscroll (that can also start and stop mid-level)
  • spike block (from New Super Mario Bros.)
  • More functions to moving platform
  • Classic view (doesn't go back)
  • falling platforms and donutlifts
  • bullet bill and cheep cheep generator
  • spiny can be bumped underneath and turned to shell
  • floating skulls
  • slippery surface
  • blow pipes
  • switch block that changes the path of moving platform*
  • titlescreen with file selection*
Have you found any glitches? Report!

Screenshots (some may be outdated):
user posted imageuser posted image
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user posted image

This post has been edited by Ultramario on Apr 22 2007, 03:10 AM


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Netherlands
Guss
Posted: Oct 5 2006, 10:36 AM
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if you stop holding ctrl while running up that wall you go a little down and i got stuck before that triangel thingie's, but i like the rest, and i'll like to see the rest of the moves. nod.gif

This post has been edited by chargin shock on Oct 5 2006, 12:39 PM


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United States
frosty
  Posted: Oct 5 2006, 02:52 PM
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Awsome. I see a great Mario engine coming! smile.gif
What kind of sprites are you gonna use and does this run in 60 fps or 30 fps?

This post has been edited by frosty on Oct 5 2006, 02:55 PM


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Austria
Guinea
Posted: Oct 5 2006, 03:21 PM
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not bad. But slopes are.

Moving up is good, but when moving down, Mario loses the ground under his feet. Do something about it.
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mr.mario
Posted: Oct 5 2006, 04:05 PM
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crud, M.U.S.H. compatition! Owell, you need moving platforms, a Mario must have.


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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Finland
Ultramario
Posted: Oct 5 2006, 11:50 PM
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QUOTE (frosty @ Oct 5 2006, 09:52 PM)
What kind of sprites are you gonna use and does this run in 60 fps or 30 fps?

Super Mario All Stars SMB3 Styled.

60.

QUOTE
slopes are.

Moving up is good, but when moving down, Mario loses the ground under his feet. Do something about it.

Even if I fix it, it would be against the laws of physics. wink.gif

QUOTE
you need moving platforms, a Mario must have.

IŽll add them on next update.

This post has been edited by ultramario on Oct 7 2006, 05:28 PM


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MegaTailzChao
Posted: Oct 6 2006, 03:13 AM
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QUOTE (ultramario @ Oct 5 2006, 11:50 PM)
Even if I fix it, it would be against the laws of physics. wink.gif

Actually, it would be quite simple. Just do a reverse of what you did for going up slopes, wouldn't that work?


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Captain Chicken Soup
Posted: Oct 6 2006, 05:42 AM
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When you jump off the top pipe, gravity decreases greatly.
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Finland
Ultramario
Posted: Oct 6 2006, 07:18 AM
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QUOTE (Soup @ Oct 6 2006, 12:42 PM)
When you jump off the top pipe, gravity decreases greatly.

Huh?


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Austria
Guinea
Posted: Oct 6 2006, 07:40 AM
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QUOTE (ultramario @ Oct 6 2006, 06:50 AM)
Even if I fix it, it would be against the laws of physics. wink.gif

You like easiness, huh?

The fact that you CAN'T JUMP when you run down a slope is even more against the laws of physics, k?

wink.gif
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Denmark
Mecha the Slag
Posted: Oct 6 2006, 08:06 AM
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The only mistakes I can see here is the running up slopes.

The camera goes pretty wierd (maybe you set it to always focus on Mario, instead of making an object to be focused on, which follows Mario).

Also, not being able to jump on the slopes sucks.

And acording to SMW, you shouldn't be able to stand right next to the triangle, and then run up it.

EDIT: But I'm impressed. It lacks something most engines carries around: Bugs and glitches.

This post has been edited by MechaBowser on Oct 6 2006, 08:08 AM


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Finland
Ultramario
Posted: Oct 6 2006, 12:41 PM
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Grab and throw objects is working well now.

This post has been edited by ultramario on Jan 2 2007, 02:55 PM


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Finland
Ultramario
Posted: Oct 7 2006, 07:55 AM
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Updated! check first post.


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Hello
Posted: Oct 7 2006, 08:29 AM
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Will this be open source? smile.gif


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Captain Chicken Soup
Posted: Oct 7 2006, 08:46 AM
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When you hold a koopashell close to that triangle thing and let it go, it warps through the wall.
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Netherlands
Neopolis
Posted: Oct 7 2006, 08:49 AM
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You can throw Koopa Shells through the wall. For the rest, awesome.


EDIT: Damnit Soup.

This post has been edited by Neopolis on Oct 7 2006, 08:49 AM


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Finland
Ultramario
Posted: Oct 7 2006, 11:46 AM
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QUOTE (Hello @ Oct 7 2006, 03:29 PM)
Will this be open source? smile.gif

Not yet, but you can PM me if you're super unpatient.


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Black Squirrel
Posted: Oct 7 2006, 12:49 PM
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You can kick koopa shells to the right, but push them to the left, and the enemies should really reverse direction after they collide, but other than that, great job!


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Ultramario
Posted: Oct 7 2006, 12:52 PM
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QUOTE (Black Squirrel @ Oct 7 2006, 07:49 PM)
You can kick koopa shells to the right, but push them to the left.

Dammit! I'll try to fix it.

EDIT: Man. What a cheap mistake.

This post has been edited by ultramario on Oct 7 2006, 12:54 PM


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mr.mario
Posted: Oct 7 2006, 05:58 PM
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and you people thought Mugen coded in GML would never work
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so, does this try to mimic the gameplay of any game in paticular?


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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