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Author Topic: Mario Worlds Engine  (Read 1017 times)

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Offline DragezeeY

Mario Worlds Engine
« on: July 29, 2012, 11:31:25 am »
This is an open-source Mario engine for Game Maker 8.0. This engine will have the basic features that a mario game should have.

Screenshots



Latest Update
02/08/2012: Added Donut Lifts and Floating Platforms

Download

Enjoy and give C+C!

I'm open to suggestions :3
« Last Edit: August 02, 2012, 01:48:55 am by DragezeeY »

Offline EvilMariobot

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Re: Mario Worlds Engine
« Reply #1 on: July 29, 2012, 05:49:57 pm »
This engine will have the basic features that a mario game should have.
Could you elaborate on this, please?

Offline DragezeeY

Re: Mario Worlds Engine
« Reply #2 on: July 30, 2012, 01:04:47 am »
This engine will have the basic features that a mario game should have.
Could you elaborate on this, please?

I mean that this engine will have the basic items and stuff commonly found in a mario game such as powerups, goombas, koopas, blocks, etc...

Offline lordcyber

Re: Mario Worlds Engine
« Reply #3 on: July 30, 2012, 06:12:20 am »
  The engine looks good.As a coder,I need look both the final result and if the code is understandable by the users that want use,tweak and add custom stuff.
  You have plus points for adding commentary in some parts,but need add in some blocks that aren't commented,even a single phrase in the first line as a guide to what is expected to be executed there.
  I'm not fan of real variables that use to indicate a situation that could be more cleared with a string value or a constant name(the latter works better,because you use <,== in the ifs), that is the case of the variable state,for example.
  I'll give you more feedback with the time.

Offline DragezeeY

Re: Mario Worlds Engine
« Reply #4 on: July 30, 2012, 11:21:00 am »
Updated

- Added a "Head's Up Display"

Offline lordcyber

Re: Mario Worlds Engine
« Reply #5 on: July 30, 2012, 07:01:14 pm »
The way that deals animation is cumbersome.It has many sentences like image_index=number, that can be complicated to someone that want use a different sprite that has more/less frames than SMW Mario, or want add extra moves.
I believe that you can separate the one single sprite in several sprites and use a trick that I post here ( http://fusionfangaming.spriters-resource.com/index.php/topic,247.0.html ). With this, you can create a map that permit use expression like 'spr_'+'FireMario'+'_walk'.

Offline DragezeeY

Re: Mario Worlds Engine
« Reply #6 on: August 02, 2012, 01:48:42 am »
Updated

- Added Donut Lifts
- Added Floating Platforms

Offline lordcyber

Re: Mario Worlds Engine
« Reply #7 on: August 02, 2012, 07:07:18 pm »
I notice that Mario's foot is one pixel down on the block and the effect is more visible in the music block and the floating blocks.And sometimes,when the donuts platforms drops,Mario isn't following the falling donut, it falls (like has free space) until get contact with the donut and falls again,repeating the cycle.

Offline KingClark

Re: Mario Worlds Engine
« Reply #8 on: August 10, 2012, 01:13:34 pm »
Looks nice. How do you plan to deviate from Hello's Engine, out of curiosity?
(click to show/hide)

Offline DragezeeY

Re: Mario Worlds Engine
« Reply #9 on: August 11, 2012, 02:01:53 pm »
The physics of this engine are more marioish than Hello's engine physics.

 

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