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> NSMB Engine, for gamemaker
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Batandy
  Posted: Apr 23 2008, 01:09 PM
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Remember : DOOM is not DOOMbass


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Hi,
i need a NSMB engine for Gamemaker (Mega Mario,Mini Mario,New Mario Moves...)
plz help me!



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Outrage
Posted: Apr 23 2008, 01:35 PM
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swing dat hoop
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I don't think an engine like this exists. But you can always make it yourself! :]


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Nad
Posted: Apr 23 2008, 03:59 PM
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I lied.
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You could try finding a basic Mario engine, to get the hang of Mario Power-up programming. Once ya do, add some more in for mega, mini, shell power-ups and whatever else you find. can't say much on moves just yet, though.


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Soiyeruda
Posted: Apr 23 2008, 06:07 PM
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Because retarded looking women is fun. :S
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There's plenty of decent tutorials here, and in Game Maker community to help you. But you'll have to make the powerups on your own, and it shouldn't take much work. It would be something like:

if mega=true
{
sprite_index=sprmegamario
}

and then you change all sprites accordingly, along with some toher events, but that's the basic set up if you want Mario to appear bigger.

This post has been edited by Soiyeruda on Apr 23 2008, 06:07 PM
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Batandy
Posted: Apr 24 2008, 08:20 AM
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mmm...
Just see...

But for the triple jump?

This post has been edited by Batandy on Apr 24 2008, 08:20 AM


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Ziso
Posted: Apr 24 2008, 08:44 AM
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Should I be concerned?
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QUOTE (Batandy @ Apr 24 2008, 09:20 AM)
mmm...
Just see...

But for the triple jump?

Well, you could do something like, when mario jumps, set a variable called triple_jump to 1, also have a variable that says whether or not he's jumping. Then make an alarm event that when activated says if mario is not jumping, set triple jump to 0. After Mario has performed his first jump, when he lands, set the alarm event to 5 or something and set triple_jump to 2. Now you have that much time to jump again or triple_jump will be set to 0. You will jump again, this time when you land you should have it set triple_jump back to 0.

The code would be something like this

CODE
//In the event that makes Mario jump
if triple_jump = 0
{
// code for his regular jump goes here
}
if triple_jump = 1
{
// code for his next highest jump goes here
}
if triple_jump = 2
{
// code for his final jump
}
// Whenever you code his jump, you should set a variable jumping equal to 1

// In the event where Mario lands
switch (triple_jump)
{
case 0: alarm[number of alarm] = 5; triple_jump = 1; jumping = 0;break;
case 1: alarm[number of alarm] = 5; triple_jump = 2; jumping = 0;break;
case 2: alarm[number of alarm] = 5; triple_jump = 0; jumping = 0;break;
}

// In the alarm event activated when he lands

if jumping = 0
{
triple_jump = 0 // This way, once your time limit to perform your next jump is over, if Mario has not jumped, he will only perform his basic jump when you press the jump key.
}

Hope this helps!

This post has been edited by Ziso on Apr 24 2008, 08:46 AM


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Soiyeruda
Posted: Apr 24 2008, 09:08 AM
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Because retarded looking women is fun. :S
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QUOTE (Ziso @ Apr 24 2008, 08:44 AM)
Well, you could do something like, when mario jumps, set a variable called triple_jump to 1, also have a variable that says whether or not he's jumping. Then make an alarm event that when activated says if mario is not jumping, set triple jump to 0. After Mario has performed his first jump, when he lands, set the alarm event to 5 or something and set triple_jump to 2. Now you have that much time to jump again or triple_jump will be set to 0. You will jump again, this time when you land you should have it set triple_jump back to 0.

If you do this triple jump, make sure the alarm is not 5. 5 is about 1/6 of a second, and I doubt it takes 1/6 of a second to jump and touch the ground again. Should be like 15 (half a second) depending on how fast Mario falls.
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Ziso
Posted: Apr 24 2008, 09:54 AM
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Should I be concerned?
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QUOTE (Soiyeruda @ Apr 24 2008, 10:08 AM)
If you do this triple jump, make sure the alarm is not 5. 5 is about 1/6 of a second, and I doubt it takes 1/6 of a second to jump and touch the ground again. Should be like 15 (half a second) depending on how fast Mario falls.

No, you have that much time to jump again after you land or you wont be able to do the next highest jump.

Think of it this way, when Mario lands, you have about 1/6 of a second to jump again, or the triple jump wont work. In the real NSMB, you basically have to jump right when you hit the ground.


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Batandy
Posted: Apr 24 2008, 12:24 PM
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But for the Mega Mario time?
How i do after 30 seconds MegaMario turn in Super Mario?


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Char
Posted: Apr 24 2008, 12:25 PM
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fad was bad
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alarm[whatever]=fps*30
Alarm number whatever should have the MM->SM event


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Batandy
Posted: Apr 24 2008, 12:39 PM
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Remember : DOOM is not DOOMbass


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i try now


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Yoshbert
Posted: Apr 24 2008, 01:52 PM
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Eat your veggies.
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Try Mr. Odd's engine.


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Batandy
Posted: Apr 25 2008, 01:52 AM
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Remember : DOOM is not DOOMbass


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Plz send me the link


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