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> Mario SDL Engine Test, Version 0.1.5
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Ianprime0509
  Posted: Feb 16 2009, 07:19 PM
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My favorite E3 game so far
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I was playing around with SDL, and it didn't look too hard, so I made a simple Mario engine.

It has:

-Jumping
-Moving
-Background
-Can't move off the screen
-Platforms(solid and jump-through)

Soon:

-Simple enemies

Also, before anyone says "variable jumping", I tried, but everything I tried didn't work.


Oh yeah, and I only have a Linux binary at the moment. If anyone knows how to compile a Windows or Mac binary on Code::Blocks 8.02(without using Windows), then I could do it.

NOTE: You will have to install SDL for this to work, I included a dependencies file inside the archive. I also included the source code in case you want to use it(it wouldn't really be an engine without it).

This post has been edited by Ianprime0509 on Feb 17 2009, 05:06 PM

Attached File ( Number of downloads: 53 )
Attached File  MarioTest0.1.5.tar.gz


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OniLink10
Posted: Feb 16 2009, 07:56 PM
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Woo, more SDL users! Did you get the idea for a Mario SDL Engine from me? Or did something else inspire you? Good first attempt! I removed some annoying Warnings though. I attached the new source.

This post has been edited by OniLink10 on Feb 16 2009, 08:00 PM

Attached File ( Number of downloads: 25 )
Attached File  Source_Code.zip


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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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RetroXYZ
Posted: Feb 16 2009, 08:08 PM
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OL, as nice and kind as that may seem, it's quite infuriating to have someone else take your engine, fix tons of "errors," and give it back to you without you asking first (at least to me).
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OniLink10
Posted: Feb 16 2009, 08:11 PM
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QUOTE (RetroXYZ @ Feb 16 2009, 05:08 PM)
OL, as nice and kind as that may seem, it's quite infuriating to have someone else take your engine, fix tons of "errors," and give it back to you without you asking first (at least to me).

Actually, I fixed no Errors, it was just an annoying warning that caused no problems in-game, but caused excessive Console Output. If you don't use default: break; in a switch statement that switches the Key Sym, it gives tons of useless warnings.


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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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Razz
Posted: Feb 16 2009, 09:38 PM
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QUOTE (RetroXYZ @ Feb 16 2009, 05:08 PM)
OL, as nice and kind as that may seem, it's quite infuriating to have someone else take your engine, fix tons of "errors," and give it back to you without you asking first (at least to me).

... he's helping.

How's that bad?


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Ianprime0509
Posted: Feb 17 2009, 11:48 AM
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QUOTE (OniLink10 @ Feb 16 2009, 09:11 PM)
Actually, I fixed no Errors, it was just an annoying warning that caused no problems in-game, but caused excessive Console Output. If you don't use default: break; in a switch statement that switches the Key Sym, it gives tons of useless warnings.

Oh, yes, I got about 400 warnings when I compiled it. Thanks for fixing it! Also, I just got the idea from my Game Maker engine, but since I'm using Linux it was pretty much useless now, so I'm trying to rewrite it in SDL.


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Guinea
Posted: Feb 17 2009, 12:21 PM
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QUOTE (Razz @ Feb 17 2009, 03:38 AM)
... he's helping.

How's that bad?

Unless I asked for help I wouldn't want anyone changing what I worked on, because probably I
a) want to figure the problem out myself
b) already know that this problem exists and decide to fix it later

but that's just my and some other people's opinion.
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DJ Yoshiman
  Posted: Feb 17 2009, 12:58 PM
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QUOTE (Guinea @ Feb 17 2009, 10:21 AM)
Unless I asked for help I wouldn't want anyone changing what I worked on, because probably I
a) want to figure the problem out myself

Then he wouldn't have supplied the source code.


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Ianprime0509
Posted: Feb 17 2009, 02:13 PM
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I updated it to version 0.1.5, with solid and jump-through platforms.

Also, adding that code to my project was fine; all it did was eliminate some annoying warnings.


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OniLink10
Posted: Feb 17 2009, 07:12 PM
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Yeah, apparently your Application Format is corrupt. Not even size MarioTest works, it says Invalid Format. I got the same error with the first version, and right now I'm on the School's Computers which have GCC/G++ Disabled to everyone but the Server Host which runs all the computers.


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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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Ianprime0509
Posted: Feb 17 2009, 09:02 PM
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QUOTE (OniLink10 @ Feb 17 2009, 08:12 PM)
Yeah, apparently your Application Format is corrupt. Not even size MarioTest works, it says Invalid Format. I got the same error with the first version, and right now I'm on the School's Computers which have GCC/G++ Disabled to everyone but the Server Host which runs all the computers.

Well I don't know why you can't run it, it works fine on my computer at home. I'm using Ubuntu 8.10, and I've set my default compiler to GCC, if that matters. It's unlikely, but you may have to do a chmod +x if the file doesn't run.


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OniLink10
Posted: Feb 17 2009, 10:07 PM
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On my home computer it fails also, even when I chmod +x it. I used size MarioTest to check the ASM, and it uses 6483 Bytes of Code, 744 Bytes of Constants, and 104 Bytes of Variables. Try optimizing with -Os instead of -O or -O#, it'll make it smaller, and possibly slightly faster.

This post has been edited by OniLink10 on Feb 17 2009, 10:09 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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