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> Darkyoshi Engine 4 Source, Last Update: 24/10/09, v6.5
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Sergeant DeeY
Posted: Jul 11 2009, 07:22 AM
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QUOTE (Morshu McPhereson @ Jul 10 2009, 11:07 PM)
Wow, this is pretty good. My only complaint is the level design. Maybe I suck at Mario but this is too hard! Then again, it is an engine...

EDIT: Found a glitch. When you load a save file it uses a font instead of sprite text for the level names.

Ok, I found the problem

I added "font_add_sprite" above the "game_load" code


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MONEYMAN
Posted: Jul 11 2009, 07:24 AM
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Have you fixed the glitch where the enemy sprites are glitchy when they are facing left?
PS, Never having tried the new engine, how do you kill the walrus?

This post has been edited by MONEYMAN on Jul 11 2009, 07:26 AM


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Sergeant DeeY
Posted: Jul 11 2009, 07:35 AM
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QUOTE (MONEYMAN @ Jul 11 2009, 01:24 PM)
Have you fixed the glitch where the enemy sprites are glitchy when they are facing left?
PS, Never having tried the new engine, how do you kill the walrus?

With this objects

- obj_shell
- obj_goombob_throw
- obj_parblock
- obj_thrownblock
- obj_explosion


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Guss
Posted: Jul 11 2009, 10:23 AM
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Said it already, but who cares.
It's great Deey.


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MONEYMAN
Posted: Jul 11 2009, 10:30 AM
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Wait, does this engine have SMB2 elements? If not, it would be cool if you put some in! I hope this get as big as Hello's engine.
Another suggestion: Wiggler.

This post has been edited by MONEYMAN on Jul 11 2009, 10:30 AM


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Sergeant DeeY
Posted: Jul 11 2009, 10:34 AM
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Lite version uploaded!

This post has been edited by Sergeant DeeY on Jul 11 2009, 12:53 PM


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Treeki
Posted: Jul 11 2009, 05:26 PM
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... I feel stupid because I spent the past few hours modding several features into this engine and now you've released a new version.

Oh well sad.gif I'll just port them over to the new version.

(I added support for multiple separate areas in the same level, NSMB-style entrances system for pipes/doors/etc and vegetables using the code from Hello's engine)


edit: Thought you might like this improvement. I've noticed that using the Enter key to pause sometimes screws up Shift/Ctrl in other programs.

Remove the actions that allow Z/X/C to be used from obj_fademaker and add this to the create event:
QUOTE
keyboard_unset_map()
keyboard_set_map(ord('Z'),vk_control)
keyboard_set_map(ord('X'),vk_shift)
keyboard_set_map(ord('C'),vk_space)

Works the exact same way, no glitches.

This post has been edited by Treeki on Jul 11 2009, 05:28 PM


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Sergeant DeeY
Posted: Jul 12 2009, 01:47 AM
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QUOTE (Treeki @ Jul 11 2009, 11:26 PM)
... I feel stupid because I spent the past few hours modding several features into this engine and now you've released a new version.

Oh well sad.gif I'll just port them over to the new version.

(I added support for multiple separate areas in the same level, NSMB-style entrances system for pipes/doors/etc and vegetables using the code from Hello's engine)


edit: Thought you might like this improvement. I've noticed that using the Enter key to pause sometimes screws up Shift/Ctrl in other programs.

Remove the actions that allow Z/X/C to be used from obj_fademaker and add this to the create event:

Works the exact same way, no glitches.

Ok, I'll have them in the next update!


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Treeki
Posted: Jul 12 2009, 07:51 PM
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Is there a way to fix the broken drawing for a lot of sprites when flipped? I think someone mentioned this once, but I'm not sure if it was fixed or not.

user posted image

You can see it there in the Goomba on the slope, and Mario.


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Sergeant DeeY
Posted: Jul 13 2009, 06:11 AM
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QUOTE (Treeki @ Jul 13 2009, 01:51 AM)
Is there a way to fix the broken drawing for a lot of sprites when flipped? I think someone mentioned this once, but I'm not sure if it was fixed or not.

user posted image

You can see it there in the Goomba on the slope, and Mario.

That is probably a problem of the size / resolution of the window.


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Treeki
Posted: Jul 13 2009, 06:46 AM
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QUOTE (Sergeant DeeY @ Jul 13 2009, 12:11 PM)
That is probably a problem of the size / resolution of the window.

No, the window is fine.

I figured out later on that this seems to solve it (I think it's a bug in GM's rendering):
CODE
draw_sprite_ext(sprite_index,image_index,round(x),round(y),image_xscale,image_yscale,0,c_white,1)

Removing the round() calls causes the problem - it seems like it's something to do with non-integer X/Y positions.

Likewise this will always draw it glitched:
CODE
draw_sprite_ext(sprite_index,image_index,round(x)+0.5,round(y)+0.5,image_xscale,image_yscale,0,c_white,1)


I wonder if it's a glitch in GM or intended, though..

This post has been edited by Treeki on Jul 13 2009, 06:46 AM


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Sergeant DeeY
Posted: Jul 13 2009, 06:50 AM
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If must be that, I found the same problem look the red koopa in one of the screenshots


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Sergeant DeeY
Posted: Jul 14 2009, 02:39 AM
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Updated!

- Switch palaces
- Improved mushroom house engine
- New throwing system
- More bug fixes


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Sergeant DeeY
Posted: Jul 15 2009, 02:48 AM
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Updated wink.gif

- SMB3 Styled Goal (It can give you 1, 2, 3 and 5 lives)
- More bug fixes

Next: Lite Version 2

EDIT: Sorry for triple posting...

This post has been edited by Sergeant DeeY on Jul 15 2009, 02:49 AM


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i_like_pie
Posted: Jul 15 2009, 08:09 PM
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how scary


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if you want some features that could be added that aren't in any engine, then suggestions are:

SMW style mapscreen (?)
P-balloon/Lakitu's cloud

Could you possibly add bosses?
Bowser in Clown Car battle
SMB2 Birdo or Mouser
SMB1 Bowser bridge battle
Koopaling
BoomBoom

And otherwise:
SMB2 picking up/throwing
SMB2 enemies (shyguy, tweeter...) Try adding some that arent in HME3 if u can, like ostros, autobombs and I think pansers.
Yoshi (?)
Luigi character, a way to switch characters.
For originality, try converting the Mushroom House in to a shop where you can use score(points) or red coins to buy stuffs (Yes, I got it from MKF..)

This post has been edited by i_like_pie on Jul 16 2009, 01:02 PM


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MONEYMAN
Posted: Jul 15 2009, 08:24 PM
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QUOTE (i_like_pie @ Jul 15 2009, 09:09 PM)
For originality, try converting the Mushroom House in to a shop where you can use score(points) or red coins to buy stuffs (Yes, I got it form MKF..)

user posted image
MMMMM
Anyways, I expect great things out of this engine.


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Bistian
Posted: Jul 19 2009, 02:56 AM
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QUOTE (i_like_pie @ Jul 16 2009, 02:09 AM)

For originality, try converting the Mushroom House in to a shop where you can use score(points) or red coins to buy stuffs (Yes, I got it from MKF..)

._.

If you got that Idea from MKF its not orginal anymore?
Sense failure? headslap.gif


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Sergeant DeeY
Posted: Jul 19 2009, 03:27 AM
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I don't probably make more updates on this engine due the filesize.

The last update of this engine is the New Lite Version



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OniLink10
Posted: Jul 21 2009, 01:09 PM
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QUOTE (Sergeant DeeY @ Jul 19 2009, 01:27 AM)
I don't probably make more updates on this engine due the filesize.

The last update of this engine is the New Lite Version

Game Maker 8 may include a Source Defragmenter thanks to a suggestion of Captain Cook's. Mark is working on it right now.


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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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Sergeant DeeY
Posted: Jul 21 2009, 01:44 PM
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QUOTE (OniLink10 @ Jul 21 2009, 07:09 PM)
Game Maker 8 may include a Source Defragmenter thanks to a suggestion of Captain Cook's. Mark is working on it right now.

Will that reduce the source filesize?


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