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> Super Mario Bros. 3/Super Mario World Engine, New update! Open Source! M64 Jumps! 5/23
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bon3saw
Posted: Apr 24 2006, 01:59 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.

and i award you a 2 out of 10


.l.. unsure.gif ..l.


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Naoshi
Posted: Apr 24 2006, 02:36 PM
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Metal Man is weak to his own weapon =(
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QUOTE (bon3saw @ Apr 24 2006, 02:59 PM)
and i award you a 2 out of 10


.l..  unsure.gif  ..l.

Wow looks like someone can't respect an opinion.


Played the engine, it's pretty good. It's flawed here and there but I think everyone has already explained. Oh and Jouw, it was sorta rude to call someone's engine a disgrace. =(

This post has been edited by Naoshi on Apr 24 2006, 02:40 PM


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Explosive Shroom
Posted: Apr 24 2006, 03:03 PM
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Fear the tiny bomb.
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QUOTE (Jouw @ Apr 24 2006, 10:56 AM)
On a side note, your engine is rather disgraceful.

Not the most tactful of things to say.


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Tri
Posted: Apr 24 2006, 03:13 PM
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Courtesy of DJ Elly. (lol jsr)
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For some strange reason it looks like it was made in TGF and perfectly ported to GM6 =)
It's a great engine, from what I see. It's better than what I make, but that must be because I'm heading for a new style I guess. 7.5/10


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Toodles
Posted: Apr 24 2006, 04:08 PM
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Awesome.
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Wow, that's slick! Nicely done!


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Treeki
Posted: Apr 24 2006, 04:12 PM
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He's adorable, you can't deny it. :<
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I'll explain everything.
Title screen: It's enlarged from the SMAS screen, making it look very pixelly and "unclean".
Shyguy glitch: Only happened once, I can't seem to replicate it. what happened was that the shyguy upside down sprite appeared in some weird place.
Green goombas: Ah, I thought it was some sort of glitch. I'd suggest changing the shade of green you used though, it looks rather disgusting.
Growing/shrinking pause: The Mario seems to "disappear" for a few seconds as well.
Koopa shell bugs: There are more, and shells just seem to keep stopping in places for no reason. A notable buggy area is the place where it has the green small hills: the Goomba stays still in one spot and if you kick a shell, it stops before the first hill and hurts you if you try to kick it.
I tried the SMB 1-1 remake and I was impressed by that. There is a strange bug in it, though: hitting the question block in the place where it has the brick, question block, brick platform and bigger platform above with 2 goombas coming down, will cause the second goomba to move right abruptly. The Mario moving physics are great though, they match those in AME! Now all you need to fix is the bugs I mentioned and also, the enemies just walk through each other: aren't members of the Koopa tribe taught basic politeness by their parents! In normal Mario games they always change direction when they collide.
Edit: Also, the pipe at the end of 1-1 remake brings you to a grey screen with No mario and 3 diamond shapes with "P" inside.

This post has been edited by Jouw on Apr 24 2006, 04:14 PM


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Mr. Odd
Posted: Apr 24 2006, 07:59 PM
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Thanks Jouw. Ill fix this by tommorrow evening.

The strange "grey level with diamond P's" is simply a template for constructing new levels. Those P's with the diamonds are in fact controllers, and each one of them does something diffrent. For example, one of them controls the background scrolling.

Title screen can be easily fixed.

The reason mario sometimes dissapears when you press the 2 or 1 key, is that the following is the code that happens after he gets hit:

QUOTE

if hittable = false
{
if visible = true
visible = false
else
visible = true
}


Obviously, there is a half chance that mario will be invisible. All I have to do is place this:

CODE

visible = true


Here:

CODE

//script that allows me to immitate shrinking the character.
//all it does is change the sprite_index over and over again while paused, refreshing the screen.

//Lets coordonate the sprites for using.
visible = true //<--HERE
sound_play(snd_grow)
temp_index = sprite_index // we'll use this later
if sprite_index = spr_mario_stand_small //stand
sprite_Index = argument0
else if sprite_index =  spr_mario_walk_small //wallk
sprite_Index = argument1
else if sprite_index = spr_mario_jump_small//jump
sprite_Index = argument2
else if sprite_index = spr_mario_sprint_jump_small //sprint jump
sprite_Index = argument3
else if sprite_index = spr_mario_sprint_small //sprint
sprite_Index = argument4
else if sprite_index = spr_mario_stop_small //stop
sprite_Index = argument5
else if sprite_index = spr_mario_holding_run_small //running while holding an object
sprite_Index = argument6
else if sprite_index = spr_mario_holding_jump_small //jumping while holding an object
sprite_Index = argument7
else if sprite_index =spr_mario_holding_stand_small  //stopping while holding an object
sprite_Index = argument8
else if sprite_index = spr_mario_swim_small //swimming
sprite_Index = argument9
else
sprite_index = argument1
mygrowth = argument11
//begin the drawing loop
for(i=1;i>0;i-=0.33)
{
sprite_index = sprite_Index
screen_redraw()
screen_refresh()
sleep(100)

sprite_index = temp_index
screen_redraw()
screen_refresh()
sleep(100)
}
//finish it off
alarm[10] = 180
hittable = false
instance_change(mygrowth,false)


About the shy guy glitch, what happened?



The shells have a problem with going up hills, as do the enemies.

I dont know why, but I hope to figure out soon.


Reason why I did not have the enemies bounce was becase there was a bug with the enemies colliding, but that was before I replaced the hspeed variable with another one. I think I can make it work now.


Havent implemented where they die if you hit enemies with the block when they are above it. thats why there was the strange goomba sliding right glitch.




This post has been edited by Dburnell01 on Apr 24 2006, 08:17 PM


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Bormogin
Posted: Apr 24 2006, 08:57 PM
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you made the game good without a graphic card.

what's your secret!!!!!


mhdbvzcvjvdsjczjvzcjhzxcjhvzvjhjhxcvjhxzcvjhvxcjhvcxz?


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Naoshi
Posted: Apr 24 2006, 09:15 PM
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Metal Man is weak to his own weapon =(
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QUOTE (Shockstuff @ Apr 24 2006, 09:57 PM)
you made the game good without a graphic card.

what's your secret!!!!!


mhdbvzcvjvdsjczjvzcjhzxcjhvzvjhjhxcvjhxzcvjhvxcjhvcxz?

...what?


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Mr. Odd
Posted: Apr 24 2006, 09:48 PM
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He means it can run on penttium 2's and 3's.

Ive done it at my school computerrs.


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Treeki
Posted: Apr 25 2006, 06:38 AM
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He's adorable, you can't deny it. :<
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I replicated the shyguy bug. Not sure what causes it but a shyguy upside down gets stuck in a random place on the screen.


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mariokid
  Posted: Apr 25 2006, 03:43 PM
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Everything looked pretty good. There's one thing you could change to make the animation more realistic. In your game mario is in the standing position when you tap right or left, what should happen is that Mario takes a step forward. This means that the player could go through the level tapping right or left and mario would still be in the standing position. Theres an easy way to fix this. Just change the first sprite in both big mario and little mario to a sprite where mario is taking a step and rearrange the rest of the sprites to make it look like he is walking. I don't think I explained this very well so try looking at this.

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Attached File  Mario_Sprites.gm6
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Mr. Odd
Posted: Apr 26 2006, 09:35 AM
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Fixed. Now mario does that.

Also I shall release an update tomorrow, with the Backflip and the Walljump.


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Mr. Odd
Posted: Apr 28 2006, 09:45 AM
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UPDATE!!! WALLJUMP AND BACKFLIP!!!

Give your comments. And bug reports.


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Mr. Odd
Posted: Apr 29 2006, 12:08 AM
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Sorry for the triple post, but no new posts?


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Golem
Posted: Apr 29 2006, 01:47 AM
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Really short legs
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Small Mario can't access the coins in ? blocks. Also, when I tried to slide under that brick block at the beginning as Super Mario, at first he wouldn't go through, and when I did manage to go through, it sent him immediately way far past the brick rather than under it. Things you are holding won't collide with enemies until you kick them away. Wall jumps and backflips are a bit disorienting since I'm not used to them being in a world with SMB3 graphics, but they are well made (except you might want to consider making the wall jump go higher).

Keep it up!


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Black Squirrel
Posted: Apr 29 2006, 04:31 AM
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Vote 1924
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Not bad so far, although there are a few collision bugs regarding the running and wall jump which I found annoying. Also, when holding a koopa shell and walking into another enemy, that enemy should act as though it's been hit, rather than having no effect and eventually hurting Mario.

Nice job on the rest so far.


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Quicky
Posted: Apr 29 2006, 10:43 AM
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QUOTE (Dburnell01 @ Apr 18 2006, 06:45 PM)
It WILL be open source.

and i thought everything mfggers made was a trade secret! oh my!


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Mr. Odd
Posted: Apr 29 2006, 11:59 AM
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It will be open source. Why? Because I am sick and tired of great engines and games being designed, and none of them will let us see how they did it. Or at least what I was thinking when I was somewhat more inept at GM6. Its how I learned, by tinkering with more powerful engines than I ever made (at least the ones that were made open source).

And I want people to learn how to use GM themselves, using my engine.

And also for the reason that people who do not use their left brain as often as they use their right brain, have better level design than those who do use their left side more often.

So I say, just give them the engine, and let them make a game for once, instead of playing other's engines.

Plus I dont care if they use it. I really dont see the big deal. As long as they give me credit somewhere.

This post has been edited by Dburnell01 on Apr 29 2006, 12:00 PM


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Mr. Odd
Posted: Apr 29 2006, 09:40 PM
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I feel it. Do you feel it?

YES!!! Its an update. Its coming tomorrow, and it will have the triple jump, some bug fixes, and the long jump. Maybe the ground pound.


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