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> OLME, Oni-Link Mario Engine
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OniLink10
Posted: Jun 12 2008, 10:13 AM
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This Engine is in it's EXTREME BETA, aka it just started. It currently has very few Features, but don't worry, as more will be added! I'm going to release a few New Features at a time, so expect it to be updated regularly. I don't expect many people to download this while it's so early in Development, but it may become more popular as time goes on. No, I did not include Sprites, you have to include your own. It's just a way to prevent Lazy People from not editing anything. Editable Variables are in the Create Event. The Versions go like this: Full Release #.Addition #.Bug Fix #

UPDATE! V0.10 HAD A HEART ATTACK SO I AM DOING A QUICK REWRITE TO MAKE IT EASIER FOR BOTH ME TO ADD FEATURES AND NEWBS TO EDIT! Bad news is that it grew a lot when I added Game Over and Death. >_<

Current Features(*=New/Updated):
Basic Physics
HUD*
Coin Blocks
Coins
Brick Blocks*
1-Up Mushrooms*

Features Expected for Next Version:
Super Mushrooms

.ZIP Link: http://www.mediafire.com/?jdtd9rdzmxx
Approx DL Time on 56K: 3 Min 40 Sec

.7Z Link: http://www.mediafire.com/?9v2mobaybxt
Approx DL Time on 56K: 3 Min 5 Sec

Current Version: V0.4.1

No Screenshots cause, well, there isn't much to screenshot yet. XD

This post has been edited by OniLink10 on Jul 25 2008, 09:38 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Miaxis
Posted: Jun 12 2008, 10:23 AM
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hagan bromas
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VERY glitchy. Iīd suggest fixing the fall-trough-floor gitch and to use better collision so thereīs no blank space between Mario and the ground.

Also an idea for the Name: OLME-OniLink Mario Engine. Thatīs also a name of a flower.^_^


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Black Boo
Posted: Jun 12 2008, 11:12 AM
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I'm currently moding Mark Overmars's basic platform engine to suit mario styled gameplay. I can't figure out how to do acceleration and deceleration, and variable jumping.

Edit: Maybe I'll start from scratch, and see where that goes.

This post has been edited by Black Boo on Jun 12 2008, 11:13 AM


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OniLink10
Posted: Jun 12 2008, 02:42 PM
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QUOTE (Latia @ Jun 12 2008, 10:23 AM)
VERY glitchy. Iīd suggest fixing the fall-trough-floor gitch and to use better collision so thereīs no blank space between Mario and the ground.

Also an idea for the Name: OLME-OniLink Mario Engine. Thatīs also a name of a flower.^_^

Glitches? Where? Tell me how you got each glitch.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 12 2008, 02:42 PM
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QUOTE (Black Boo @ Jun 12 2008, 11:12 AM)
I'm currently moding Mark Overmars's basic platform engine to suit mario styled gameplay. I can't figure out how to do acceleration and deceleration, and variable jumping.

Edit: Maybe I'll start from scratch, and see where that goes.

Lolspam?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Miaxis
Posted: Jun 12 2008, 02:58 PM
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hagan bromas
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@Black Boo:It HAS variable jumping.

@OniLink:
First:Jumping at full strength,then landing(more or less) in the middle of the screen,falling though floor.
Second:Jump at any strenght.Look between Mario and the floor,thereīs a one pixel high line of the BG color.May take severyl times to work.(more or less work lol)


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OniLink10
Posted: Jun 12 2008, 03:02 PM
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QUOTE (Latia @ Jun 12 2008, 02:58 PM)
@Black Boo:It HAS variable jumping.

@OniLink:
First:Jumping at full strength,then landing(more or less) in the middle of the screen,falling though floor.
Second:Jump at any strenght.Look between Mario and the floor,thereīs a one pixel high line of the BG color.May take severyl times to work.(more or less work lol)

1st: WOAH! FREAKY! I don't know how this happens, I'm gonna try adding a Collision with Solid as a Bug Fix.
2nd: Lol, I noticed that, and tried a move_contact(270) Bug Fix, but it doesn't work. I'm gonna try something UM said he uses.

This post has been edited by OniLink10 on Jun 12 2008, 03:08 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Miaxis
Posted: Jun 12 2008, 03:05 PM
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hagan bromas
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It canīt work,itīs a GM glitch.The code editor shows that move_contact() is an action,but it isnīt.Use move_contact_all() or move_contact_solid() if the collision object is solid.


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OniLink10
Posted: Jun 12 2008, 03:11 PM
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QUOTE (Latia @ Jun 12 2008, 03:05 PM)
It canīt work,itīs a GM glitch.The code editor shows that move_contact() is an action,but it isnīt.Use move_contact_all() or move_contact_solid() if the collision object is solid.

Oh, ok. I did that, I think it'll fix both Bugs. I'll release V1.5


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 12 2008, 09:43 PM
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Update! OME has hit Version 2! There are probably a few bugs in this version, including the evil 1 Pixel above Ground Glitch, and I have no Idea how to fix it this time around. If you find a glitch and know how to fix it, either PM me the info on how to fix it or post it here.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 12 2008, 09:51 PM
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Well, to add variable jumping, just do this:
CODE
if keyboard_check_released(jumpkey)
{
vspeed +=2
}


Simple. That's what I'm doing at least. I would love to pitch in more on this, and I bet I could do the goombas too.

Oh, wait, I forgot you already had that in there. XD

Edit: NeVeRmInD... I'm CoNfUsEd By ThE oVeRuSe Of ScRiPtS... O.O

This post has been edited by Black Boo on Jun 12 2008, 10:00 PM


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OniLink10
Posted: Jun 12 2008, 10:38 PM
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QUOTE (Black Boo @ Jun 12 2008, 09:51 PM)
Well, to add variable jumping, just do this:
CODE
if keyboard_check_released(jumpkey)
{
vspeed +=2
}


Simple. That's what I'm doing at least. I would love to pitch in more on this, and I bet I could do the goombas too.

We already have that. XD Check the Movement Script, it has a keyboard_check_released() to make him stop going up, but doesn't speed up Gravity when he falls. XD I think I can do the Goombas, if I have any poblems I'll tell you.

Reply to your edit: LOL. The Scripts are to make it so that the Newbies dont have to study the Coding for hours on end and be confused by it. XD It allows them to jump in and edit the Editable Things, like control buttons and gravity strength. wink.gif

This post has been edited by OniLink10 on Jun 12 2008, 11:34 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 12 2008, 10:40 PM
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Yeah, I don't think that I can help much. You overuesd the scripts a little bit... I hardly use them at all. Only when it's ABSOLUTELY NECESARY.

This post has been edited by Black Boo on Jun 12 2008, 10:41 PM


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Posted: Jun 13 2008, 01:05 AM
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hagan bromas
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QUOTE (OniLink10 @ Jun 13 2008, 05:38 AM)
Check the Movement Script, it has a keyboard_check_released() to make him stop going up, but doesn't speed up Gravity when he falls.

lol, vspeed+2 doesnīt speed up gravity, it makes Mario go down instantly.


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OniLink10
Posted: Jun 13 2008, 01:24 AM
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QUOTE (Latia @ Jun 13 2008, 01:05 AM)
lol, vspeed+2 doesnīt speed up gravity, it makes Mario go down instantly.

Lol, I know, it speeds up the Gravity by 2 for 1 Frame. XD


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Black Boo
Posted: Jun 13 2008, 04:14 PM
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I swear when I get my hands on him...
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Hey, when's your next SMB4 beta coming?


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Posted: Jun 13 2008, 04:21 PM
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hagan bromas
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QUOTE (OniLink10 @ Jun 13 2008, 08:24 AM)
Lol, I know, it speeds up the Gravity by 2 for 1 Frame. XD

but vspeed isnīt gravity, gravity is an external variable that influents vspeed and keeps decreasing until a certain amount of gravity affection is reached.:P

WRITE THAT WITHOUT LOOKING AT THIS POST XD


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Black Boo
Posted: Jun 13 2008, 08:41 PM
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But you really need to cut back on the scripts... That's way too much to process. As you add on, it will lag...

Less scripts...


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Bigbowsa
Posted: Jun 13 2008, 10:07 PM
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I don't like the variable jumping. As soon as you let go of the jump key, you start falling, even when you barely jump off of the floor. This is what I use for variable jumping:
CODE
if keyboard_check_released(jumpkey) and vspeed<0.01
{
vspeed=vspeed/2*
}


*you can replace this action with a value instead of an equation.

This post has been edited by Bigbowsa on Jun 13 2008, 10:09 PM


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OniLink10
Posted: Jun 14 2008, 03:12 AM
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QUOTE (Bigbowsa @ Jun 13 2008, 10:07 PM)
I don't like the variable jumping. As soon as you let go of the jump key, you start falling, even when you barely jump off of the floor. This is what I use for variable jumping:
CODE
if keyboard_check_released(jumpkey) and vspeed<0.01
{
vspeed=vspeed/2*
}


*you can replace this action with a value instead of an equation.

Um, starting to fall when you let go of the Jump Button is pretty much what Variable Jumping is.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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