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> Super Mario Bros. 3/Super Mario World Engine, New update! Open Source! M64 Jumps! 5/23
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Mr. Odd
  Posted: Apr 18 2006, 06:45 PM
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After seeing some of the other engines that other people have made, I have decided to start making an engine myself.

(And yes, I did get some insperation from Guneia's engine. )

It will include:

-SMW like physics (Done, and you can enable sloping down in the engine by uncommenting.)
-Bugless swimming (which is already done)
-SM64 Jumps, including ground pound, backflip, wall jump, long jump, ect. (done)
-Mario World style spin jump
-Fully customizeable powerups (done)
-Inability to be stuck in walls
-Open Sourceness (done)
-Carrying (Finished)
-Sprinting (finished)
-Flying
-Made entirely with scripts for ease of the user (pretty much done)
-Having the user just be able to plug in vars for scripts, allowing focus on level design
-Moving Platforms (Half done)
-Slopes (Done, including sliding)

And anything else that might be wanted.


It WILL be open source.

Questions? Comments? Post them here.

Controls:

Ctrl: Run, hold to carry, release to kick
Up and release Ctrl: Kick the shell up
Shift: Jump
Left & Right: Duh.
Down + Shift - If you are moving while ducking, you will perform a long jump. If you are still, you will perform a backflip.
Down - Duck on ground, groundpound in midair.
1: Shrink Mario
2: Grow Mario.
f1: Show blocks (not nessesary, but you can do it)
f2: Enable Joypad Support
Click on the words (1 player game ) to start


UPDATE: Bug fixes. Koopa shells and goombas hurt you. Press 1 to shrink, 2 to grow. Much better air movement. Shrinking and growing animation. Koopa fixed.

UPDATE: Some Bug fixes, some new ones. Sliding down hills, ducking, ? blocks, coins, shyguys, lives, tiles,interface, slopes, and JOYPAD SUPPORT!!!

UPDATE: There was a memory leak. I removed the download for a few mins.

UPDATE: New level, press down at the center of the pipe. Also added death animations for enemies, fixed some bugs. The carryable Shy Guy and the Red koopa shell have some minor bugs. I can fix those, but I dont feel like it.

UPDATE: Sloping is finished completely, after fixing some bugs that resulted with physics changes and other things. Press shift when you see the stop sprite on a wall to walljump. Hold down to duck and press shift to backflip. Backflipping gives you an edge by allowing you to move back and jump high at the same time. Walljumping will allow to mario to scale walls like SM64.

UPDATE: Music, ground-pound, triple jump, long jump, working death-animations on the hitblocks, fixed the bug where the goomba would slide to the right if you hit a block, mario talks, BUT there are more bugs this update. Feel free to post them though. AND ITS OPEN SOURCE!!!!!

UPDATE: Minor update. Bug fixes, new level, and fire mario.


UPDATE: Its got an unfinished version of world 1-3, finished verison of 1-2, star mario, and walljump bug fix.
I think this will be the last update for a while, but here it is!

This post has been edited by Dburnell01 on May 23 2006, 04:23 PM

Attached File ( Number of downloads: 967 )
Attached File  DBengine.zip


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Golem
Posted: Apr 18 2006, 06:59 PM
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Swimming is awkward, it seems like you set it so that vertical speed is relative, essentially making you swim way too fast if you keep pressing jump.

Physics in changing directions is off somewhat. For some reason, changing directions while running works fine while on the ground, but impossible in the air.

Great start, though.

This post has been edited by Golem on Apr 18 2006, 07:01 PM


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Explosive Shroom
Posted: Apr 18 2006, 07:02 PM
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I saw a Koopa get stuck in a wall and he kind of just flashed there. I picked up a shell and then overlapped another one; it just disappeared. There were several collision bugs with the Goombas.

Wasn't too bad; I found the movement really smooth and easy, but there were quite a few bugs that need fixing up.


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Littlink
Posted: Apr 18 2006, 07:27 PM
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Pretty good, but yeah, there are bugs that need to be fixed. The koopas mainly. Other than that, it's very nice. But why the heck aren't the blocks visible to start out with?!?


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Mr. Odd
Posted: Apr 18 2006, 08:19 PM
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Because eventually I will use tiles behind the invisible blocks so that it looks better.
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Mr. Odd
Posted: Apr 18 2006, 09:01 PM
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I have added a new update. Go ahead and look. smile.gif


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Golem
Posted: Apr 18 2006, 09:30 PM
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You can get stuck in walls if you jump at one while ducking, then release the duck key after you've been stopped at the wall. If you try to walk out of the wall, you're stuck--you have to face the wall again and press duck.

I can't get Koopas stuck in walls, but by the same token, releasing them is weird--if you release Ctrl while the koopa shell is in a wall, it does nothing, and then you can walk around holding it without holding down Ctrl, and you have to press Ctrl to release it.

Hm... can't bounce on Koopas while they're in shell form and still, and they don't collide with anything but walls and Mario. You probably knew that already, though.

Nice power-down and -up animations, BTW.

This post has been edited by Golem on Apr 18 2006, 09:34 PM


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Littlink
Posted: Apr 18 2006, 09:39 PM
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Yes, having invisible blocks IS a good idea, but for now (since there aren't any tiles) I think starting off visible would be better. nod.gif

This post has been edited by Littlink on Apr 18 2006, 09:39 PM


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Mr. Odd
Posted: Apr 19 2006, 06:23 PM
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Expect an update in a few minuites.

I have gotten the slopes working. Plus there is a shyguy to carry. He works like the super mario world goomba.

And thats it. Maybe I should wait?

This post has been edited by Dburnell01 on Apr 19 2006, 06:24 PM


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Mr. Odd
Posted: Apr 22 2006, 01:27 PM
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UPDATE!!!

? blocks, coins, lives, tiles,interface, slopes, and JOYPAD SUPPORT!!!

See the file on my first post.

I look forward to your replies!

This post has been edited by Dburnell01 on Apr 22 2006, 03:23 PM


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bon3saw
Posted: Apr 22 2006, 08:27 PM
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i had an idea like this once i was going to make all 3 of thr original mario games but with the super mario world graphics i was about 85% theru but i accidently earased the file but good luck with it and i hope its good (like mine would have been)


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Mr. Odd
Posted: Apr 23 2006, 11:23 AM
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I need your comments!

Post you worthless twits!!! laugh3.gif


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PaintGamma
Posted: Apr 23 2006, 11:38 AM
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Ok. You need to disble the duck for small Mario. He never does talk and it looks odd when the big Mario ducking pose shows up.

You also have to fix the small Mario way of holding the shell. He holds it right next to him, it's way to upwards. Also, fix some of the Koopa physics such as 2 shells collision.

Overall, it's pretty good.


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Pucifur
Posted: Apr 23 2006, 11:40 AM
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This is pretty good. There are many many glitches with the Koopas, but nothing extremely game-hindering. Good luck with this.


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Techokami
Posted: Apr 23 2006, 01:18 PM
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Two questions:
1) Is this made with a Click product, Game Maker, or a REAL programming language (like C++ or Python)?
2) If it's a REAL programming language, will there be POSIX compliance so it can be played on Linux and MacOSX?


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Treeki
Posted: Apr 23 2006, 02:19 PM
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He's adorable, you can't deny it. :<
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QUOTE (Techokami @ Apr 23 2006, 01:18 PM)
Two questions:
1) Is this made with a Click product, Game Maker, or a REAL programming language (like C++ or Python)?
2) If it's a REAL programming language, will there be POSIX compliance so it can be played on Linux and MacOSX?

It's made in game maker, the loading screen gives it away.


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Techokami
Posted: Apr 23 2006, 03:04 PM
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QUOTE (Jouw @ Apr 23 2006, 03:19 PM)
It's made in game maker, the loading screen gives it away.

Damnit. D:


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Mr. Odd
Posted: Apr 23 2006, 09:10 PM
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UPDATE!!!!

See first post!


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Treeki
Posted: Apr 24 2006, 10:56 AM
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He's adorable, you can't deny it. :<
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Where's this pipe? Is it the sideways one that you can't go into?
On a side note, your engine is rather disgraceful. Here are bugs:
* Glitching shyguy "shells"
* Koopas in shells can't decide what colour their shell is
* Some Goombas are epileptic and rush around everywhere
* Shells constantly get stuck
* Growing/shrinking makes everything pause annoyingly for a few seconds
* Title screen looks awful
I award you a 2/10.


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Mr. Odd
Posted: Apr 24 2006, 12:33 PM
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QUOTE (Jouw @ Apr 24 2006, 10:56 AM)
Where's this pipe? Is it the sideways one that you can't go into?
On a side note, your engine is rather disgraceful. Here are bugs:
* Glitching shyguy "shells"
* Koopas in shells can't decide what colour their shell is
* Some Goombas are epileptic and rush around everywhere
* Shells constantly get stuck
* Growing/shrinking makes everything pause annoyingly for a few seconds
* Title screen looks awful
I award you a 2/10.

Its the one right in the center, the one that I find funny you missed. With the red koopa on top? It brings you to an engine rendiition of the first SMB1 Level.


QUOTE
* Glitching shyguy "shells"


Well it does not help if I dont know the bugs.

QUOTE
* Koopas in shells can't decide what colour their shell is


I know that bug. The shell changes to green when you pick it up. I can fix it easily, but I just wanted to release an update.

QUOTE
* Some Goombas are epileptic and rush around everywhere


A long time ago, in a house far far away, I made my first game. It really sucked. I put in original enemies, including the one there. I just put that in this engine for my own amusement, and to show that there can be some origionality. What it does is every 2 seconds, he gets, hyper, and then rushes everywhere, turning enemys into explosions of blood. I find it funny.

QUOTE
* Growing/shrinking makes everything pause annoyingly for a few seconds


Uh, isint that how it works in, lets see, SMB, SMB2, SMB3, and SMW? Basicly ALL the ones with the mushroom???

QUOTE
* Title screen looks awful


. Its only temporary. Plus thats the SMB3 SMAS title screen.

Lets see you make a better engine. But thats not saying there are not better out there. No, diffrence is this one is open source, as soon as I get everything all finished up.


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