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> Black Cape Opensource Mario Engine, BCOME for short.
Austria
Black Boo
  Posted: Jun 13 2008, 03:26 PM
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Counting SCM's update, v. 0.4 is up and going!

Left/right: move
shift: Jump
Ctrl: run/shoot fireballs

Includes:

variable jumping
running
gravity
acceleration
deceleration
Goombas
Coin Blocks
Coins
HUD
Points
Time Limit
SMB3 Music
Death
Life System
Sprites
Tiles
Paralaxing Background(s)
Sounds
Bullet Bills
Swimming

*NEW*

*Bricks*
*Ducking*
*Pirahna Plants*
*Animated Water*
*Water Overlay*

Hopes to include
warp pipes

soon to include
Koopas (maybe)

I'm changing the name to the Black Cape Opensource Mario Engine because SCM has helped out a lot.

I've also included an .exe for those older GM users. wink.gif

This post has been edited by Black Boo on Jun 30 2008, 10:27 PM

Attached File ( Number of downloads: 82 )
Attached File  Black_Cape_Opensource_Mario_Engine.zip


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Miaxis
Posted: Jun 13 2008, 04:17 PM
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hagan bromas
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Itīs good base to start from(īnot that awesome but still), and btw "Acceleration and Deceleration with Fixed Movement" is called Custom Movement.:P


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Canada
Mewizkuit
Posted: Jun 13 2008, 06:38 PM
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CHARMANDER
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exe plz


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Austria
Black Boo
Posted: Jun 13 2008, 08:06 PM
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Sure.

Attached File ( Number of downloads: 35 )
Attached File  marioengine.exe


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Mewizkuit
Posted: Jun 13 2008, 08:41 PM
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Pretty good, but a bit glitchy when hitting walls from the side. Also, you shouldn't be able to accelerate in the air.


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whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
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Hausuke
Posted: Jun 13 2008, 08:48 PM
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I don't understand why holding the run button in the air (after you jump) should increase your jumping distance. If you want it that way, then it's fine, but still it seems odd to me. Everything other than what you mentioned seems fine.


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Bigbowsa
Posted: Jun 13 2008, 09:54 PM
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lol showbiz bowser
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My only complaint is that when you let go of the jump key when Mario's at the peak of a jump, he comes down faster than usual. This is easily fixable by the way.


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Austria
Black Boo
Posted: Jun 14 2008, 11:30 AM
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I dunno. I may just can this.

Or I could form a team, and a bunch of people could work on it together. Anyone up for it?


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Australia
SuperCapeMario
Posted: Jun 14 2008, 08:15 PM
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I'll be on your team!

My Skills-

Variable Jumping (Sorta)
walking and running
I can use just 2 sprites to program all of Mario's movement (AKA Jumping, Walking, Running and Swimming sprites)
Right sounds and music playing at the right time
I can remix songs (only into oog or mp3 format)
I can make sfx
jumping and falling sprites
enemies
almost perfect movement
I can do some GML (I mostly use the programmed in movements)
Brick blocks and ? Blocks
Swimming (Not-Perfect)
Power Ups
I can sprite really well
I can do any kind of HUD

I have GM7 Pro and GM6 Lite.

MY EXAMPLE IS FINISHED!

Example:

This post has been edited by SuperCapeMario on Jun 19 2008, 01:44 AM

Attached File ( Number of downloads: 21 )
Attached File  My_Engine.gmk


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Austria
Black Boo
Posted: Jun 14 2008, 09:33 PM
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I have all sfx I need
Could use some help with variable jumping
Could use more sprites than 2
I can do sounds
Don't need falling sprites
Could use some help with enemies
Could use help with movement
Don't need songs
I don't use GML that often, only when necesary
Could use help with swimming
Could use help with blocks.

You're in!


Anyone else?


Edit: Holy cow SuperCapeMario... That example is amazing... I may need to start my base off that with a few tweaks... It's awesome...

This post has been edited by Black Boo on Jun 14 2008, 09:42 PM


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SuperCapeMario
Posted: Jun 15 2008, 05:25 PM
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QUOTE (Black Boo @ Jun 14 2008, 09:33 PM)
Could use more sprites than 2

You're in!

Edit: Holy cow SuperCapeMario... That example is amazing... I may need to start my base off that with a few tweaks... It's awesome...

1. For sprites I mean sprite indexes. For example I can have the walking, running, jumping and swimming sprites all in the same index so you do not have to have a million different sprites for each action.

2.Thank you for letting me join, I will do my best! (Most likely better than the example). wink.gif

3.Is it really that good? I have only made games for nearly a year now. (I have worked out the proper movements for about 5 months). Anyway my example was a very small fraction of what I can do. laugh3.gif


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Austria
Black Boo
Posted: Jun 15 2008, 08:41 PM
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Well, I've toyed around with it, and I am now using it as the new official base for the engine! I will have it in the first post in a minute or two. It's now V0.2!

After I saw the index thing, I figured it out. I'll expand from there.

The problem is doing multiple forms...One object or 3...? I'm sure I'll figure it out.


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Australia
SuperCapeMario
Posted: Jun 15 2008, 08:46 PM
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QUOTE (Black Boo @ Jun 15 2008, 08:41 PM)
Well, I've toyed around with it, and I am now using it as the new official base for the engine! I will have it in the first post in a minute or two. It's now V0.2!

After I saw the index thing, I figured it out. I'll expand from there.

The problem is doing multiple forms...One object or 3...? I'm sure I'll figure it out.

Thanks for using my base. Also, it only uses one object for all the forms. (I can add more if you like).

Also there is one problem, I cannot program slopes using this engine. sad.gif
I can if it used jump x and y positions but this uses hspeed and vspeed.

(I can add the veggies from SMB2 if you like).

This post has been edited by SuperCapeMario on Jun 15 2008, 08:48 PM


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Austria
Black Boo
Posted: Jun 15 2008, 09:08 PM
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My computer hates me, so I'll put the update here...

Thanks to SuperCapeMario, V. 0.2 was made possible!

Left/right: move
shift: Jump
Ctrl: run

*NEW*

includes
variable jumping,
running
gravity
acceleration
deceleration
*Goombas*
*Coin Blocks*
*Coins*
*HUD*
*Points*
*Time Limit*
*Kirby Music* =D
*Death*
*Irresponding Life System* for now
*Sprites*
*Tiles*
*Paralaxing Background*
*Sounds*

Hopes to include
slopes
warp pipes

soon to include
Koopas (maybe)
Swimming (maybe)


And I don't think I need the SMB2 veggies yet, and I'm sure if you toy with this thing enough, you could figure out slopes, SCM.

Attached File ( Number of downloads: 19 )
Attached File  Black_Boo_Engine.gmk


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SuperCapeMario
Posted: Jun 15 2008, 09:31 PM
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1. It already had variable jumping, running, gravity, acceleration, deceleration and swimming. laugh3.gif
2. SMB2 veggies are easy and slopes are hard. (I will give it a shot though).
3. Argh! You destroyed my mushroom and fire flower power ups! (I worked really hard on those). Also you got rid of my brick blocks and homing goombas. sad.gif
(How could you)?

This post has been edited by SuperCapeMario on Jun 15 2008, 09:40 PM


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Black Boo
Posted: Jun 15 2008, 09:48 PM
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There were no mushrooms or brick blocks. I got rid of the homing Goombas because they weren't necesary.


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SuperCapeMario
Posted: Jun 15 2008, 10:06 PM
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To get the powerups download the latest version! laugh3.gif


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Austria
Black Boo
Posted: Jun 16 2008, 11:34 AM
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headslap.gif That would explain a lot...

Edit: Hey SCM, could you just copy what you did in the version with the powerups to the one I have posted? It would probably save us a lot of work.

This post has been edited by Black Boo on Jun 16 2008, 11:52 AM


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SuperCapeMario
Posted: Jun 17 2008, 02:22 AM
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QUOTE (Black Boo @ Jun 16 2008, 11:34 AM)
headslap.gif That would explain a lot...

Edit: Hey SCM, could you just copy what you did in the version with the powerups to the one I have posted? It would probably save us a lot of work.

Yeah, I was thinking the same thing. I will get to work on it and PM it to you when it is ready. cool2.gif


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Austria
Black Boo
Posted: Jun 17 2008, 11:17 AM
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Aw, fudge. I was just working on it. Just leave it to me. I'm making some upgrades anyway.


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