Some people who have been around here for some time probably remember my first GOOD engine that was AME (All Mario Engine). However due to crappy coding, it could not be continued and thus was scrapped and the remains of it narrowed down to what you know as Super Mario Bros. DDX today.
SMBDDX wasn't as fancy as AME usually was with all its features, special jumps and power-ups and whatnot. And the simple engine of SMBDDX didn't quite satisfy me as a programmer even though it was pretty close to the original experience of the real SMB.
So during finishing SMBDDX I was also starting a new project, another engine with dozens of fancy features like AME. It was named GNOME, Guinea's New and Original Mario Engine, but was soon canned due to the same problem as AME, crappy coding.
So yea, finally having finished SMBDDX and released it at the NCFC, I decided to take another shot at this engine and did everything from scratch again, still based on the original GNOME with the same graphics and general features, but with a better coding style that is satisfying me so far and seems not to lead to a dead end.
The name is gnome 2.0 and today I introduce to you, taking my birthday as a special occasion to do so, the first screen shots of gnome 2.0 and a list of stuff that you will find in it. Some guys might probably have clicked in my sig in the last days and found two teaser mini-screens that showed two features of gnome 2.0. Thanks, both of you!
I won't talk much about the features of gnome 2.0 because in terms of Mario's moves, you've probably seen everything before. You know, Backflip, Longjump, Wallkick, Spin Jump, Ground Pound etc.
But yea I'll let the screenshots speak for themselves so you get a general idea of what gnome 2.0 is.
However, I just remembered some things that DO make it special indeed:
What makes gnome 2.0 special?-The engine is designed to run at virtually every framerate between 1 and infinite. (while it is suggested not to run below 20 fps) So that means if you have a slow comp, you can run at less fps, if you have a fast one, you can try to go with 120 fps or whatever you like. I will probably make it so the game automatically runs at the max fps available.
-You have customizable keys and joystick buttons -> joystick support. I for my part play with the Xbox360 controller and it feels pretty good.
If you're lucky I'll also release a video of a test level later this day, which will give you even more of an idea how fluent it will play.
[/text] So here you get some screens:

Your average Mario landscape. Note how all of the tiles and backgrounds were made by myself, so yea, original graphics ahoi

Perfect slope checking allows Mario to slide down slopes and knock out some goombas

You have probably seen this in the little teaser screens, but this time it also works on water: Koopa Shell Surfing!
Gameplay VideoEngine TestMirror Download^ This is a rather early engine test. That means the engine quite *works* the way it should, but it's not really polished. Expect better graphical effects, more sound effects, background music and stuff in the final version.
The purpose of this is, that you can comment on the basic physics and controls. I want your opinions on how hard or easy or natural it is to perform Mario's moves. I for my part am happy with them, but I have also worked on this engine for quite some time, so I probably got used to it automatically.
For more details on controls please check the README in the zip.Speed TestSo yea, comments would be appreciated, even if there's not much to see.
I'll answer questions, too, if you have them.
And to take one question away: NO IT'S NOT GONNA BE OPEN SOURCE!
Discuss.
EDIT: gnome 2.0 is supported by
Phlegm, Potentially Helpful Level Editor for GM. You might want to take a look at it.