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GMugen, a clone of mugen made in GM
mr.mario |
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and you people thought Mugen coded in GML would never work
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I said I was gonna try it, people said it wouldn't work, and well I did it and it does work, this is a proof-of-concept release of the mugen fighting engine remade in GameMaker, it currently supports loading rooms*, sound**, graphics and movement code*** if you look at my avatar you'll see a screen. current version: 1.0 http://www.sendspace.com/file/lxoyn2version details: bottom of page 2 credit Gorsal for the sprites and TSR for the background (I don't remember who made it specifically) V This post has been edited by mr.mario on Aug 6 2008, 01:59 PM
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mr.mario |
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and you people thought Mugen coded in GML would never work
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| QUOTE (MegaTailzChao @ Jul 31 2008, 07:14 PM) | I jump and attacked and suddenly there were 2 Marios and they are not moving and in fact cannot move at all
Also why is it sticking to the front of the screen
Actually wait it's the fireball attack that's doing it. After a fireball you cannot move. And one does not even appear. |
EDIT: all fixed open punch1.gme in a text editor and replace the code with this:
if (attack=0) if (sprite_index!=jump) { image_index = 0 sound_play(attacksfx1) attack = 1 sprite_index = punchsprite attacklength = 3 instance_create(x,y,player1attack) player1attack.damage = 15 }; /*
and open marioengine.gme and replace the code with this:
fireballsprite = sprite_add(working_directory+"\characters\mario\fireball.gif",0,true,true,false,true,10,10); sound_replace(jumpsfx,working_directory + "\characters\mario\jump.wav",0,true); sound_replace(attacksfx1,working_directory + "\characters\mario\punch1.wav",0,true); sound_replace(introsfx,working_directory + "\characters\mario\intro.wav",0,true); global.stra = "if (y=ystart) {sound_play(jumpsfx)}"; global.strb = file_get_contents(working_directory + "\characters\mario\punch1.gme"); global.strc = "sound_play(introsfx)"; global.stre = file_get_contents(working_directory + "\characters\mario\fireballmario.gme"); object_event_add(player1,ev_keypress,vk_up,global.stra); object_event_add(player1,ev_keypress,ord('A'),global.strb); object_event_add(player1,ev_create,0,global.strc); object_event_add(player1,ev_keypress,ord('S'),global.stre); object_event_add(player1,ev_step,ev_step_begin,"if (sprite_index=stand) {attack=0}"); object_event_add(player1attack,ev_step,ev_step_begin,"if (player1.attack=0) {instance_destroy()}"); global.stra = "" global.strb = "" global.strc = "" /*
everythings all better now
This post has been edited by mr.mario on Jul 31 2008, 07:38 PM
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mr.mario |
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and you people thought Mugen coded in GML would never work
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it's already possible, in the engine file just use: mask = sprite_add(etc) object_set_mask(player1,mask) there, your character has a mask, and I should probably explain how attack animations work if you people start making characters, if you look at the attatched image you'll find it has 6 frames, 3 of mario without his fist, 3 of mario's fist, the attacklength varible defined in punch1.gme says 3, meaning that 3 frames will animate, the player1attack object is made to always have the same sprite as mario and the same frame + the length of the attack, so in essence, the first half of your sprite contains the part that can get hit, the second half contains the part that does the hitting.
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