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> The All Mario Engine, Version 3.3 online since 04-07-2006
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Draco Icebane
Posted: Sep 1 2005, 04:31 PM
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QUOTE (Guinea @ Sep 1 2005, 12:19 PM)
But i like the idea. My version isn't finished yet, so if it doesn't work, I can try yours.

I fudged something hang on
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Guinea
Posted: Sep 2 2005, 04:28 AM
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Programmer's Log, Guinea -- 9-2-2005
Fifth Entry

The Slopes Work
You can try them out in the updated version 1.2. Download link can be found in the first post.
I didn't use Draco's idea though, because I had nearly finished my own when he posted his. But thank you for your effort, Draco!

Well, now I have to figure out how to make Mario slow down when he walks up.
But I think, I'll get this done by today.
Next version will also feature the P-Bar and a longer test room.
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Solemnity
Posted: Sep 2 2005, 10:08 PM
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pretty nice so far biggrin.gif
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Guinea
Posted: Sep 3 2005, 01:29 AM
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QUOTE (Solemnity @ Sep 3 2005, 05:08 AM)
pretty nice so far biggrin.gif

Thank you! wink.gif

@ all: About version 1.3, you have to be a bit patient.
I have it finished, but I don't have the time to upload now.
Maybe in around 3 hours, or very later.
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Guinea
Posted: Sep 3 2005, 02:38 PM
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Programmer's Log, Guinea -- 9-3-2005
Sixth Entry

Nearly Perfect Slopes
As I said, I finished version 1.3.
I have now included that Mario slows down when he walks up a slope.
I decided not to use SMB3 as the pattern anymore. That means, the engine is now fully customizable.
Try it, and tell me if you fell like anything must be changed.
This is ONLY for the slopes please! Jumping and running stays as it is.
Special Infos: If Mario walks up, he only moves 2px/step in his direction.

Next thing will be sliding down a hill. But as I said, I won't use SMB3 as the pattern, because I don't like how it's done in SMB3. (SMB3 makes it impossible to slide up! But if you have enough speed, you SHOULD slide up, don't you?)
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This post has been edited by Guinea on Sep 3 2005, 02:40 PM
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Black Squirrel
Posted: Sep 3 2005, 02:56 PM
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It's getting better, but I think Mario should speed up when he goes down a hill.


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Ice_Hedgehog22
Posted: Sep 3 2005, 03:00 PM
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Is there anyway you could speed up the framerate?
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Guinea
Posted: Sep 3 2005, 03:18 PM
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QUOTE
It's getting better, but I think Mario should speed up when he goes down a hill.

Good idea. I thought about that too. I think I'll put it in.

QUOTE
Is there anyway you could speed up the framerate?

Yes, there is.
Maybe your PC can't handle scaling. At least my old PC has the same problem.
I guess I will change it so that it won't be scaled anymore.
Just wait a minute!

EDIT: It's done.
I set the scale to 100%.
It should go at normal speed now.

This post has been edited by Guinea on Sep 3 2005, 03:25 PM
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Ice_Hedgehog22
Posted: Sep 3 2005, 04:20 PM
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It's not the scaling because it's still going slowly, and by slow, I don't mean it's taking a second to walk, I mean the framerate makes it look choppy.
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Guinea
Posted: Sep 4 2005, 05:36 AM
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QUOTE (Admiral Delmore @ Sep 3 2005, 11:20 PM)
It's not the scaling because it's still going slowly, and by slow, I don't mean it's taking a second to walk, I mean the framerate makes it look choppy.

Well, it's going on a framerate of 30 steps/second.
That's like the average GM game is.
I can make the frame rate 60 steps/second, but I don't know if that's a good idea.
That's because I had to change the code then, because then the game would go way too fast then.

And what exactly do you mean by "choppy"?
You mean you can see every single picture, or you mean it looks not smooth enough?
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Retriever II
Posted: Sep 5 2005, 02:56 PM
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60 is the framerate most people are used to, so I don't think it would be a bad idea to make the change (I havn't looked at it yet so I don't know how good/bad it really is), but at higher framerates there's a greater chance the engine itself will get too top-heavy to run at full speed.


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Guinea
Posted: Sep 6 2005, 02:39 AM
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QUOTE (Retriever II @ Sep 5 2005, 09:56 PM)
60 is the framerate most people are used to, so I don't think it would be a bad idea to make the change (I havn't looked at it yet so I don't know how good/bad it really is), but at higher framerates there's a greater chance the engine itself will get too top-heavy to run at full speed.

Umm, well, I doubt that SNES games ran on 60 frames/second.
But if that's the wish of so many guys ...
I can try it.

The problem is, the game was made for 30 frames/second, so if I made everything for 60, the game speed would be double, so I have to make the game speed half to run it the same speed on 60.
I get in trouble when Mario moves 3 pixels, because 3/2 is 1.5.
Mario can't walk 1 and a half pixel, because this would make the game look even "worse than it is".

I for my part don't have trouble with the frame rate.
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Guinea
Posted: Sep 7 2005, 03:09 AM
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Programmer's Log, Guinea -- 9-7-2005
Seventh Entry

Sliding is done!
I did the sliding two days before, but I forgot to tell you about it.
It works nearly perfectly.
Only problem is that if I slide over a jump-through wall, Mario changes his image_index to the ducking image.
I know how to fix that, but I was too lazy. ^^

REMINDER TO MYSELF: Fix that!

Backflip and Groundpound
They work great.
Maybe there's something to change, but I think they're ok.
If you think there's something about them what should be changed, tell me!
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UPDATED VERSION 1.4 AVAILABLE!
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Bowserman
Posted: Sep 7 2005, 04:57 AM
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I'm lovin' this engine!
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Guinea
Posted: Sep 7 2005, 07:23 AM
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QUOTE (Bowserman @ Sep 7 2005, 11:57 AM)
I'm lovin' this engine!

I'm glad to hear such comments.
They make me have even more fun when working on it!
^^
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Black Squirrel
Posted: Sep 7 2005, 09:40 AM
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This is becoming quite good wink.gif Are you planning on adding a wall jump?


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Guinea
Posted: Sep 7 2005, 09:44 AM
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QUOTE (Black Squirrel @ Sep 7 2005, 04:40 PM)
This is becoming quite good wink.gif Are you planning on adding a wall jump?

Thank you!

And yep.
I did it once in "Luigi's Game", but it was too hard to perform, so I'll redo it so that it doesn't become that frustrating.
If anyone has some ideas on how to make the wall jump as easy as possible to perform, please tell me. In the end, it's the players, who have to play the game.
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The Dr Luigi
Posted: Sep 7 2005, 12:40 PM
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very promising, looking forward it!!


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Guinea
Posted: Sep 8 2005, 04:14 AM
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Programmer's Log, Guinea -- 9-8-2005
Eigth Entry

Ground-Pound Improvement
I thought about the ground-pound.
It should turn the spineys and other enemies like that upside-down so you can kill them.
So I found a way to do so:
When Mario does a ground-pound, he creates two objects that run left and right as long as there's a wall under them and the way is free.
The idea was inspired by Yoshi's Island, where you have to use that technique against Baby Bowser.

Wall Jump
So far Mario does a wall jump when you press <shift> in midair when there's a wall besides you and you face the wall.
But I think that's somehow too easy. And also if you have the right timing, you perform a wall jump if you hit a slope.
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UPDATED! Get Version 1.5 on the first page.

This post has been edited by Guinea on Sep 8 2005, 04:43 AM
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Guinea
Posted: Sep 9 2005, 09:35 AM
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Programmer's Log, Guinea -- 9-9-2005
Ninth Entry

Wall Kick improvement
I did the wall kick. I think it looks good now.
How to perform it:
-Don't touch the wall
-Face the wall
-jump towards the wall
-Press <Shift> when you touch the wall (You have 1/3 second time to do this)
How I did it:
After movement I ask if Mario is besides a wall and if he faces that wall, if he's in midair and if his x and xprevious coordinate are not the same. (This avoids jumping straight up and being able to wallkick)
Then I set the wallkick ability to "true" and the alarm to 10 and if this alarm reaches 0, the wallkick ability will become "false" again.
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UPDATED! Get Version 1.6 on the first page.
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