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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: May 5 2006, 02:39 PM
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UPDATE!!!!

Some bug fixes, new title screen and music, PLUS the triple jump, long jump,
speech, and working hitblocks.

Get it at the first post!!1

Now post you worthless mortals!!!


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Treeki
Posted: May 5 2006, 02:47 PM
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He's adorable, you can't deny it. :<
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did you mean to put in the GM6 file?


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Mr. Odd
Posted: May 5 2006, 02:47 PM
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Yep!

I sure as hell did!

smile.gif


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Treeki
Posted: May 5 2006, 02:50 PM
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He's adorable, you can't deny it. :<
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Can I use it in my game?


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Mr. Odd
Posted: May 5 2006, 02:54 PM
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Yeah!

Just give me engine credit.

HOWEVER - LET THIS BE A WARNING-

This engine was intended for the somewhat advanced user. At its current update (5/5/05) it has bugs, and is undercommented in some places. Let that be a warning.

This post has been edited by Dburnell01 on May 5 2006, 02:56 PM


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Treeki
Posted: May 5 2006, 02:57 PM
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He's adorable, you can't deny it. :<
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Of course you will get credit.
Anyway, is there any way to get to the World 1-2?
Edit: tried to run GM6 file, it says this feature is only in registered version. doesn't work sad.gif

This post has been edited by Jouw on May 5 2006, 03:03 PM


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Littlink
Posted: May 5 2006, 03:21 PM
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hip 2b square
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I suppose I'll have to check it out.


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Mr. Odd
Posted: May 5 2006, 03:36 PM
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I can give you a registration code if you need it, just pm me.

EDIT: There is a section in the readme script which says "-Enemy speed must be half of the desired speed" Dont listen to it. It lies.

Also, there are a few problems with getting stuck in blocks, by ducking under bricks 16 pixels off the ground. I have yet to fix that.

Plus wall-jumping is glitchy. If you want, use:

CODE

if place_meeting(x+1,y,obj_block_parent)


instead of

CODE

if instance_position(x+9,y,obj_block_parent)

in the wall jump section in scrObjectPhysics.

And likewise for the other.

This post has been edited by Dburnell01 on May 5 2006, 04:49 PM


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Mr. Odd
Posted: May 7 2006, 10:38 AM
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New update.

Get it at the first post as always.

Main feature is fire mario.


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Treeki
Posted: May 7 2006, 02:44 PM
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He's adorable, you can't deny it. :<
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Is there a way to disable triple jump and wall jumping?
They just make it rather annoying to make hard jumps when you don't need them. And the fire mario is great!

Edit: Just played through as much as I could. Some of the new features are annoyingly buggy.
1. Piranha plants come out of their pipes when you're standing beside or on them.
2. Getting hurt by a Piranha plant as Fire mario brings you to Super Mario, then without letting you move for a split-second, brings you to Small Mario, finally with the post-hit invincibility.
3. You cannot jump while on a moving platform.
4. Levels are incredibly hard to complete due to the way triple jumps and wall jumps trigger just when you DON'T want them.
The Fire Mario works great though, and I love the little animation when a fireball hits a block.

This post has been edited by Jouw on May 7 2006, 02:58 PM


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Mr. Odd
Posted: May 7 2006, 03:02 PM
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To disable them, simply comment out:
CODE

//begin wall jump decisions
       if argument2 = true
       {
       if x != xprevious
       if place_meeting(x+1,y,obj_block_parent)
       if gravity > 0
       {
       wall_jump_left = true
       alarm[11] = 20
       }

       if x != xprevious
       if place_meeting(x-1,y,obj_block_parent)
       if gravity > 0
       {
       wall_jump_right = true
       alarm[11] = 20
       }
       }


in the scrObjPhysics Script and

CODE


jumpindex += 1
   if jumpindex = 1
   {
   vspeed = -argument1 - abs(wspeed/4)
   if random(2) > 1
   sound_play(snd_jump)
   else
   sound_play(snd_jump_2)
   }
   else if jumpindex = 2
   {
   vspeed = -argument1*1.1 - abs(wspeed/4)
   sound_play(snd_double_jump)
   }
   else if jumpindex = 3 and abs(wspeed) > 0
   {
   vspeed = -argument1*1.3 - abs(wspeed/4)
   alarm[9] = 32
   if random(2) > 1
   sound_play(snd_triple_jump)
   else
   sound_play(snd_triple_jump_2)
   }
   else



in the scrPlayerJump script.

Remember, you must FIND that code and COMMENT it out. Dont add it.

EDIT: I will have the bugs fixed next version.




Oh and I have to update the topic.

This post has been edited by Dburnell01 on May 7 2006, 03:03 PM


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Treeki
Posted: May 7 2006, 03:31 PM
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He's adorable, you can't deny it. :<
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More bugs:
1. Stomped (carryable) shyguy cannot be killed by Fire.
2. 1-2: HUD displays over screen, rather than below.


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Mr. Odd
Posted: May 7 2006, 05:05 PM
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Bolth are minor, and the shyguy bug is easy to fix.

Thanks for reporting these bugs though


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Treeki
Posted: May 7 2006, 05:11 PM
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Your welcome smile.gif I report bugs because I prefer to see a nice, smooth working engine not a buggy, badly-done engine.


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Mr. Odd
Posted: May 23 2006, 01:30 PM
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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!

Get it at the first post!

Hurry up and post about it!!!


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Guinea
Posted: May 23 2006, 02:03 PM
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Not bad, I have to say.
Is missing accuracy in lots of cases, also the rotations aren't right always (only when facing forward, I think).

Good luck on your further work.
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Mr. Odd
Posted: May 23 2006, 03:34 PM
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Thanks!


Say, who says I should add Punching & Kicking.

I will add spin jump too.


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Captain Flame Guy
Posted: May 24 2006, 08:28 AM
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a
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Pretty awesome game. =)


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DistantJ
Posted: May 24 2006, 09:49 AM
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Pretty good! Give it gamepad and decent fullscreen support if you want me to play it properly though, heh. Not a fan of using a keyboard and tiny windows. Very playable though and quite accurate.

I'd personally make the acceleration slightly faster too. Tonnes of Mario fan games seem to have accelleration which feels like trying to move a brick.

Wood be cooler without voice samples everytime he jumps IMO.

QUOTE
Is missing accuracy in lots of cases

Does that make it anymore playable? No. We're not all trying to exactly clone SMB3.

This post has been edited by DistantJ on May 24 2006, 09:51 AM


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Guinea
Posted: May 24 2006, 10:03 AM
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QUOTE (DistantJ @ May 24 2006, 04:49 PM)
Does that make it anymore playable? No. We're not all trying to exactly clone SMB3.

Sir, this is my opinion.
I am very sorry that I hurt your feelings by not assuming that not cloning SMB3 is an excuse for lacking accuracy. Accuracy is important, in every game.
Even in a fan game.

And if Mario can sit in a corner and slide down an inexisting slope or wallkick and look always to the left no matter what direction he looked into before, then this is not enough accuracy for me. And I guess that Dburnell agrees here with me.
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