The Mario Bros 3 Open Source Engine (i Lost Count), 3rd most downloaded wip on yoyo, heh, enough for me |
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The Mario Bros 3 Open Source Engine (i Lost Count), 3rd most downloaded wip on yoyo, heh, enough for me |
Aug 12 2006, 05:05 AM
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#1
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GMC Member Group: GMC Member Posts: 297 Joined: 27-October 03 From: Quebec, in Canada Member No.: 649 |
Seeing how it's ignored on this topic makes me realise how this place is pointless. By the way, it's also the top rated wip on 64digits and the most downloaded thing by 2.3k which is 50% more than the #2 (yep it's that awesome). I know you don't care but I can't stop laughing about it.
Anyway, I don't know what are the unexpected errors, but I don't really care anymore, just get gamemaker 6.1. It works with it, and it does pretty much the same things anyway. ---------------------------------------- (http://64digits.com/users/djrellik/Mario_B...ne_7_beta_3.zip)a real last version I released for a few people that cared. There I'm not editing the whole topic, the engine is discontinued, and here's the last version http://64digits.com/users/djrellik/Mario_B...ne_7_beta_2.zip you can find a complete post about it there if you really need one http://mfgg.taloncrossing.com/index.php?showtopic=198372 --------------------------------------------------------------------- ![]() November 20th: Things has been improved but I've especially added gamepad support. The problem is that it's the first time I do this and my gamepad isn't really good, so I'd need some people to test it to see if it works correctly for everyone. Post:266 October 31st: Removed every single solid block, currently running 35-40% faster than it did before. Post:243 October 21st: Started working on the speed issues. Post: 236 May 15th 2007:Ok the beta of the new version is out. There is still a good ammount of stuffs to fix but I don't really have to time for now so I thought it would might be a good idea to release a beta. Well it's pretty hard to explain what it got in a topic but what I can tell you is that I made my best to make most of the things as close as possible to the original game. I've also put the music that I rip but that I didn't use. Feel free to use them if you need them, if you can understand how it work. I used the JBFMOD dll which you can find here on gm, just run a search if you want to know how to use it. But you just have to put the right music object to run a song that is already there. By the way the game is currently running very slow for some people. I'm really sorry for this and I'm currently working to fix this. Screenshot from the game:(old version) ![]() Links:(screenshots from current version) Screenshot #1 Screenshot #2 Screenshot #3 Screenshot #4 The current world's map A video showing a demonstration of v6.1's gameplay A video showing a demonstration of v6.0's gameplay(consider it as old) Downloads: (Click the banner) (SAVE THE FILE ON YOUR HARDRIVE AND EXTRACT IT. Chances are that it will work anyway, but most of the time winzip/winrar won't extract the dlls when you open the gm6 so you must save it somewhere to make it works.) ![]() <span style='font-size:7pt;line-height:100%'>Alternative link:http://www.yoyogames.com/games/show/1605</span> There is a few things to take in note. -If I'm making this engine, it's to let people that aren't really good enough with gamemaker to make a mariobros 3 clone. It's like hacking a mariobros 3 rom except that you have control over everything here. And as someone who like playing hacked roms, I would love to see some games created with it -This engine isn't really ready to make a full game yet. It still have some glitchs and you won't be able to switch to another version if you start making something with it. -It doesn't have any help files saying how the engine work so I hope you'll be able to understand how everything works. It used to have one but it is outdated. I'll maybe make a short one when I'll release a real version. -Please understand that you need a good knowledge of gamemaker to be able to use it. Don't think you'll be able to use it if you still haven't made a decent game yet. -Other than that, you can see the control in the game info(F1) don't forget that By the way don't claim this work your own. Let people knows if you use somethings from it or if you made a game with it, ok? Well I hope you will. Not that I mind that much, considering the fact that I barely play people's game anymore but it would be nice. I've put a lot of work in this engine. Also please change my levels if you are going to make a game with it Duffman540 have been nice enough to spread the idea of advertising my engine in people's signature. If you think it would worth it and would want to support me, here is the codes. CODE [font=Arial][size=3][color=black][b]Proud supporter of DjrelliK's perfect open-source smb3 clone![/b][/size][/color][/font] [url=http://gmc.yoyogames.com/index.php?showtopic=233765] [img]http://img250.imageshack.us/img250/3122/test64xhje8.gif[/img][/url] NEW: Games made or being worked on with the beta of the engine. Go support them! - Super Mario Bros Magdiel Style This post has been edited by djrellik: Jul 16 2008, 11:57 PM |
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Aug 12 2006, 05:22 AM
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#2
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GMC Member Group: GMC Member Posts: 139 Joined: 26-February 05 Member No.: 22818 |
Sweet. Alot of people wanted this to be ported to gm6. And madee 60 fps will be better for alot of stuff also. I did not find any collision errors but when you jump to get a leaf and then transform into racoon mario.
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Aug 12 2006, 05:46 AM
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#3
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GMC Member Group: GMC Member Posts: 297 Joined: 27-October 03 From: Quebec, in Canada Member No.: 649 |
Yeah thanks, it's also something I wanted to do for a long time but unfortunately I had to wait to get my own computer.
QUOTE I did not find any collision errors oh sorry not errors, I meant problems, but it is especially about when you jump on a block while moving, sometime mario stop before hitting it. And about the raccoon mario it's because that I didn't make it for the game. For the levels desing I'll make, I don't want to include it. I'll probably make an open source version after the game will be finished so maybe that I'll program it for it. It's not really something that hard anyway. This post has been edited by djrellik: Aug 12 2006, 05:48 AM |
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Aug 12 2006, 06:07 AM
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#4
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GMC Member Group: GMC Member Posts: 368 Joined: 27-July 06 Member No.: 55788 |
nice work making this engine, runs good. I am also perfecting my platform game/engine. try it out and give me a shout back in my topic (in my signiture). we can probably help each other out alot
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Aug 12 2006, 03:58 PM
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#5
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GMC Member Group: GMC Member Posts: 90 Joined: 24-March 06 Member No.: 46990 |
If only i were making a mario game...
PS I have mastered time travel. This post has been edited by Abras: Aug 12 2006, 04:00 PM |
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Aug 12 2006, 11:04 PM
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#6
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GMC Member Group: GMC Member Posts: 760 Joined: 25-June 06 From: Ontario Member No.: 53348 |
Like New Super Mario Bros Game
any more super mario level on gmd and gm6. |
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Aug 13 2006, 06:03 AM
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#7
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GMC Member Group: GMC Member Posts: 297 Joined: 27-October 03 From: Quebec, in Canada Member No.: 649 |
Huh?.... well whatever, thanks for the comment pro pro but I prefer doing working by myself
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Aug 13 2006, 06:17 AM
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#8
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GMC Member Group: GMC Member Posts: 161 Joined: 25-June 06 Member No.: 53350 |
Cool game, but its SUCH an overused idea. I mean, its Mario...it just gets old...sry
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Aug 13 2006, 03:38 PM
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#9
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GMC Member Group: GMC Member Posts: 297 Joined: 27-October 03 From: Quebec, in Canada Member No.: 649 |
Well, overused? Yeah of course, It was overused when I first started it in 2004 and it is still today. But what I want to do is a game where people would really feel that they are playing the original game. Not a game with basic coding in which random mario bros sprites have been intergrated. This is the difference. I always loved mario bros 3 nes hacks that you can find on the web and that's kinda what I wanted to do, but in gamemaker. A game with the same engine but new levels. As I guy who played a lot Mario Bros 3 when I was young, that's the kind of game I'd like to see, so that's why I'm making one.
Neway, did you play it? Because so far it's not game, it's just an engine |
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Aug 13 2006, 04:40 PM
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#10
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The horror within Group: GMC Member Posts: 1155 Joined: 10-July 04 From: Metamora, Indiana Member No.: 11468 |
Cool, I hope you acomplish your goal!
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Aug 13 2006, 06:01 PM
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#11
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GMC Member Group: GMC Member Posts: 684 Joined: 16-May 05 Member No.: 27795 |
I'm not sure if you have thought of this but how about making a clone of all the levels and adding levels of your own in? And how about your own powerups so it's like a revised version of SM3
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Aug 19 2006, 02:11 AM
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#12
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GMC Member Group: GMC Member Posts: 176 Joined: 11-January 05 Member No.: 19712 |
Will you ever public release the engine? I'm dieing for a good mario engine
BTW if you want precise timing on some things, like how long a turtle stays in its shell, or how long your flight time is supposed to last, ask me, I got the hex values which you can translate into the decimal system to find out how many steps it takes before the effect occures. This post has been edited by CKY2K: Aug 19 2006, 04:08 AM |
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Aug 19 2006, 04:39 AM
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#13
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GMC Member Group: GMC Member Posts: 649 Joined: 22-November 03 From: Koganei, Tokyo Member No.: 2488 |
Only just seeing this now..
*verrrry* nice indeed! Great work.. plays identical to supermariobros3! Seems like you`re a real fan of mario3! I reckon you`re probably right in choosing mario3 as the "definitive" mario movement engine.. (it`s alot better than mario1 or 2 or even New Super Mario Bros which slows down things & changes alot sadly.. the only other mario game with a possibly better movement system is Marioworld.. though I`m really feeling this Mario 3 engine of yours.. keep up the fantastic work! PS: It says alot about your love for the source game & your dedication to the project that you`ve kept going with it all this time! If you ever need any help with level design or anything.. let me know (I used to make levels with Lunar Magic for Marioworld a few years ago & could come up with some decent layouts) PPS: 1st suggestion: release the source so we`ll finally be rid of all the atrocious mario games that appear on the forum! (^-^) 2nd suggestion: why not use the original NES graphics for this? I`ve always thought they were so much stronger than the SNES remake graphics... This post has been edited by dadio: Aug 19 2006, 04:42 AM |
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Aug 19 2006, 07:26 AM
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#14
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Metalhead Group: GMC Member Posts: 1316 Joined: 10-April 05 From: Canada Member No.: 25715 |
Nice work, as before djrellik. Ran flawlessly. One thing... In the control setting, you misspelled "assigning" as "assing". Something you may want to fix. Hehe.
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Aug 19 2006, 08:55 AM
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#15
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GMC Member Group: GMC Member Posts: 358 Joined: 16-June 06 From: yo mom's bedroom Member No.: 52620 |
mastered it dude!! great job!!!!!!!!!!!! total awesomeness
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Aug 19 2006, 07:03 PM
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#16
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GMC Member Group: GMC Member Posts: 176 Joined: 11-January 05 Member No.: 19712 |
Ok here's the list
these are 100% accurate if the steps per second is now 60. Stay-in-shell time = 255 Tanooki Mario stature time = 192 Flying Time = 128 (note that about around 10 that the flying will stop and you'll float in a straight horizontal line when hitting flying button until it reaches 0) P-Switch duration = 128 Ice block melt time = 128 Multi-coin block time - 200 (note that in SMB3 that it will only go up to 11 and no higher) White block platform time (the white block that when you push down, you'll go behind scenery, this is the time it takes till you fall through the block when pushing down) = 201 White block platform duration (time that you're behind scenery) = 240 Thanks to DahrkDaiz for finding these in the rom. Anyways, I love this, it's very more accurate than the previouse system. This post has been edited by CKY2K: Aug 19 2006, 07:05 PM |
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Aug 20 2006, 06:20 AM
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#17
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GMC Member Group: GMC Member Posts: 297 Joined: 27-October 03 From: Quebec, in Canada Member No.: 649 |
QUOTE Nice work, as before djrellik. Ran flawlessly. One thing... In the control setting, you misspelled "assigning" as "assing". Something you may want to fix. Hehe. Haha good to know, I've improved my english a lot since the day I started using gamemaker but I still have a few problems at some places(thanks to my crappy english teacher, I got to learn everything by myself QUOTE Ok here's the list these are 100% accurate if the steps per second is now 60. Stay-in-shell time = 255 Tanooki Mario stature time = 192 Flying Time = 128 (note that about around 10 that the flying will stop and you'll float in a straight horizontal line when hitting flying button until it reaches 0) P-Switch duration = 128 Ice block melt time = 128 Multi-coin block time - 200 (note that in SMB3 that it will only go up to 11 and no higher) White block platform time (the white block that when you push down, you'll go behind scenery, this is the time it takes till you fall through the block when pushing down) = 201 White block platform duration (time that you're behind scenery) = 240 Thanks to DahrkDaiz for finding these in the rom. Really cool thanks, I'd love to be able to hack it myself to find these sort of value. The only thing I have to help me is a program that make the program run at the speed I want. I do have an hex editor though but the only thing I ever been able to do by myself with it is edit nes game save states. What I'd love to know though is things such as the exact speed that mario go when he walk or run, what acceleration, friction, gravity ect. I feel that mines are really close to the original but they still aren't exact. Where did you find these values anyway? QUOTE PPS: 1st suggestion: release the source so we`ll finally be rid of all the atrocious mario games that appear on the forum! Yeah, seeing how people loved my engine 2 years ago that's sure something I want to do. But I'd prefer wait until the game is finished before doing so. So I won't have to edit two engine at the same time. QUOTE 2nd suggestion: why not use the original NES graphics for this? I`ve always thought they were so much stronger than the SNES remake graphics... Hmm that could be a good idea for those that really loved the classic mario bros 3 but I'm pretty sure that everyone else would prefer to see snes sprites instead than nes. And also it would take me too much time to, first find every nes sprites I need to replace those I use, and then replace them. QUOTE mastered it dude!! great job!!!!!!!!!!!! total awesomeness Yeah thanks a lot! QUOTE Only just seeing this now.. *verrrry* nice indeed! Great work.. plays identical to supermariobros3! Seems like you`re a real fan of mario3! I reckon you`re probably right in choosing mario3 as the "definitive" mario movement engine.. (it`s alot better than mario1 or 2 or even New Super Mario Bros which slows down things & changes alot sadly.. the only other mario game with a possibly better movement system is Marioworld.. though I`m really feeling this Mario 3 engine of yours.. keep up the fantastic work! Thanks you Dadio, great comment as always heheh. I'm really happy to see that you found it that good. I personally find that Mario Bros 3 got one of the best movement engine made in any 3d platformer. It's so smooth, you don't move either too fast or too slow, you get a perfect control over Mario and everything respond perfectly. Mario World's movement system is very similar to Mario bros 3, the main difference I found is that Mario stay less longer in the air and Mario got a much better acceleration. But I even personally prefer Mario bros 3's one, I always found it easier to control. This post has been edited by djrellik: Aug 20 2006, 06:26 AM |
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Aug 20 2006, 07:00 AM
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#18
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GMC Member Group: GMC Member Posts: 1397 Joined: 18-January 06 From: Western Australia Member No.: 42814 |
very very useful
10/10 |
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Aug 21 2006, 07:17 PM
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#19
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GMC Member Group: GMC Member Posts: 657 Joined: 29-May 06 From: that way -----> Member No.: 51064 |
is this the one that I converted to GM6?
this says finaly in GM6, but i see no link for a GM6 version >.< This post has been edited by jynx: Aug 21 2006, 07:22 PM |
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Aug 21 2006, 08:29 PM
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#20
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GMC Member Group: GMC Member Posts: 886 Joined: 16-September 04 Member No.: 14412 |
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Lo-Fi Version | Time is now: 20th November 2009 - 10:16 PM |