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Djrellik Mario Bros 3 Open Source Engine


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#1 djrellik

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Posted 12 August 2006 - 05:16 AM

(Last topic update on January 5th 2010)

I've just released a new version of the engine. The first in almost 2 years :). You can find it on yoyogames
More info at these places: SMB3 Engine - Frameskip
Make Your Own Super Mario Bros 3 Game with Gamemaker
http://www.youtube.com/user/djrelllik

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Update: December 7th 2009

Warning, this post is a real mess, and the engine is too. If you care about an unfinished, not completly playable, but nearly 100% accurate, then keep reading. If not, well there are some "better" engine over there so feel free look at the next engine on your search result.


Well anyway, I still don't care about this place, but for the few people that are still interested about this engine, it's still the biggest source of information about it. The rest of the topic haven't been touched since forever, so most of these stuffs are probably outdated. If you think you are able to clean this messy engine, then be my guest, but you'll probably prefer to use this engine as a learning tool.

Oh, and any update, if there is any, will be seen here first. http://www.youtube.com/user/djrelllik Because I usually forget this forum.

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(http://64digits.com/...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/...ne_7_beta_2.zip

you can find a complete post about it there if you really need one
http://mfgg.taloncro...howtopic=198372


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Posted Image

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)
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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.)
Posted Image

<span style='font-size:7pt;line-height:100%'>Alternative link:http://www.yoyogames...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 :P


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.

[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! :P
- Super Mario Bros Magdiel Style

Edited by djrellik, 05 January 2010 - 10:25 PM.

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#2 turdfuguson

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Posted 12 August 2006 - 05:33 AM

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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#3 djrellik

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Posted 12 August 2006 - 05:57 AM

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.

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.

Edited by djrellik, 12 August 2006 - 05:59 AM.

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#4 Pro Pro.

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Posted 12 August 2006 - 06:18 AM

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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#5 Abras

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Posted 12 August 2006 - 04:09 PM

If only i were making a mario game...

PS I have mastered time travel.

Edited by Abras, 12 August 2006 - 04:11 PM.

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#6 Chris Neilson

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Posted 12 August 2006 - 11:15 PM

Like New Super Mario Bros Game
any more super mario level on gmd and gm6.
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#7 djrellik

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Posted 13 August 2006 - 06:14 AM

Huh?.... well whatever, thanks for the comment pro pro but I prefer doing working by myself
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#8 QuickQ13

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Posted 13 August 2006 - 06:28 AM

Cool game, but its SUCH an overused idea. I mean, its Mario...it just gets old...sry
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#9 djrellik

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Posted 13 August 2006 - 03:49 PM

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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#10 Witch Craft Games

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Posted 13 August 2006 - 04:51 PM

Cool, I hope you acomplish your goal!
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#11 discjockykid

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Posted 13 August 2006 - 06:12 PM

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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#12 CKY2K

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Posted 19 August 2006 - 02:22 AM

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.

Edited by CKY2K, 19 August 2006 - 04:19 AM.

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#13 dadio

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Posted 19 August 2006 - 04:50 AM

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...

Edited by dadio, 19 August 2006 - 04:53 AM.

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#14 Melee-Master

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Posted 19 August 2006 - 07:37 AM

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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#15 Charlie_Nut_Sak

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Posted 19 August 2006 - 09:06 AM

mastered it dude!! great job!!!!!!!!!!!! total awesomeness
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#16 CKY2K

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Posted 19 August 2006 - 07:14 PM

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.

Edited by CKY2K, 19 August 2006 - 07:16 PM.

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#17 djrellik

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Posted 20 August 2006 - 06:31 AM

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 :)) I'll fix it thanks

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?

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.

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.

mastered it dude!! great job!!!!!!!!!!!! total awesomeness

Yeah thanks a lot!

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.

Edited by djrellik, 20 August 2006 - 06:37 AM.

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#18 RPG_fan_attic

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Posted 20 August 2006 - 07:11 AM

very very useful :)
10/10
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#19 jynx

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Posted 21 August 2006 - 07:28 PM

is this the one that I converted to GM6?

this says finaly in GM6, but i see no link for a GM6 version >.<

Edited by jynx, 21 August 2006 - 07:33 PM.

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#20 HomerTheDragoon

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Posted 21 August 2006 - 08:40 PM

is this the one that I converted to GM6?

this says finaly in GM6, but i see no link for a GM6 version >.<

<{POST_SNAPBACK}>

read before you post thanks :).
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#21 djrellik

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Posted 22 August 2006 - 01:45 AM

lol this is about my game not pwyskowski's version of my open source engine I made a while ago :)

very very useful :GM122:
10/10


Well it will be usefull if I make an open source engine from it but still thanks lol
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#22 CKY2K

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Posted 23 August 2006 - 07:55 PM

I'd like an open source engine for this, this looks beautiful.

For the values, I got them with a program to edit the rom, you could edit some of the values of things with it.
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#23 SparkleLeviathan96

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Posted 25 August 2006 - 02:05 AM

Djrellik, please answer this... how did you copy the exact SMB3 rom and made it look like gamemaker? Lol... anyway, I saw this on MFGG, and it's really smooth! Very cool. I found a glitch though... as fire Mario, go to the right wall. Face left. Shoot a fireball. It will hit the right wall! Just edit the starting coordinates of the fireball, and you're set. Also, great special effects! Did you get them from Guinea on MFGG? Anyway, great job!

~SparkleLeviathan96
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#24 Abras

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Posted 25 August 2006 - 04:35 AM

Just one question:
WHY DID U POST THIS??


Why must u tease and torment us with the superior engine that we can't use??
You are sick sir :P :( :D


:lol:

Edited by Abras, 25 August 2006 - 04:37 AM.

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#25 SparkleLeviathan96

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Posted 25 August 2006 - 04:31 PM

Just one question:
WHY DID U POST THIS??


Why must u tease and torment us with the superior engine that we can't use??
You are sick sir ^_^  ^_^  ^_^


<{POST_SNAPBACK}>

Er... this is based off his SMB3 opened source engine for GM5... he then molded this from that engine to make the game. Meanwhile, pwskowski (I hope I spelled that right) added on that engine, and realeased add ons to it. Yes, that's open sourse, as well. This is coming from a guy who can't make a good engine for his life. So, if you want to use it, ask djrellik or pwskowski for the engine.

BTW: djrellik, again I say great job!

Edited by SparkleLeviathan96, 25 August 2006 - 04:32 PM.

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#26 CKY2K

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Posted 25 August 2006 - 08:07 PM

Just one question:
WHY DID U POST THIS??


Why must u tease and torment us with the superior engine that we can't use??
You are sick sir ^_^  ^_^  ^_^


<{POST_SNAPBACK}>

ask djrellik or pwskowski for the engine.

<{POST_SNAPBACK}>




Do you mean the remade engine or the old one?

I was talking about the new one because it's more precise and smoother.


EDIT: Also I can rip cleaner versions of the SFX if you want me to.

Edited by CKY2K, 25 August 2006 - 08:36 PM.

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#27 djrellik

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Posted 26 August 2006 - 12:11 AM

Djrellik, please answer this... how did you copy the exact SMB3 rom and made it look like gamemaker?

Hmm, my brain and a lot of patience. =P, heheh I also used a program called game speed adjuster that could slow down the speed of my nes emulator to anything I wanted. I then did a lot of trials and errors with speed values. I started with the top speed and friction. After that I did the gravitity which is really weird. I actually use two values. 0.1 and 0.3 per step (which could be much more precise but it does the job pretty well). I then made the jumping (much more precise with values of 4.4, 3,95 and 3,7). The rest eventually came after. I am perfectionist and also patient so it helped heheh.

WHY DID U POST THIS??

Well to present an engine for a futur game. I'd give you my link for the open source version of my old engine but my links aren't working for now. It should be soon.

Also I can rip cleaner versions of the SFX if you want me to.

Really? That would sure be nice. I don't know how to do it so I didn't. That's something I'd really need. I know must of those I have are from the nes and not snes. I even miss some. Well the skidding one actually. I don't know if I miss more.

Face left. Shoot a fireball. It will hit the right wall! Just edit the starting coordinates of the fireball, and you're set.

haha thanks, I didn't notice that. I also just noticed that if you move just one step from the right wall, the fireball explosion will appear under the ground no matter at what weight you are. I will fix that.

Also, great special effects! Did you get them from Guinea on MFGG? Anyway, great job!

Yeah, he've been nice enough to rip them for me. I suck for that, the only thing I've been able to rip from the game are the musics.

For the values, I got them with a program to edit the rom, you could edit some of the values of things with it.

One made for mario bros 3? If so that could be pretty usefull for me.


Other than that thanks a lot cky2k and sparkleleviathan96 for you comments and suport. I'll do my best to finish to convert everything and then release a demo with the levels I have done.
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#28 SparkleLeviathan96

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Posted 27 August 2006 - 08:47 PM

Djrellik, please answer this... how did you copy the exact SMB3 rom and made it look like gamemaker?

Hmm, my brain and a lot of patience. =P, heheh I also used a program called game speed adjuster that could slow down the speed of my nes emulator to anything I wanted. I then did a lot of trials and errors with speed values. I started with the top speed and friction. After that I did the gravitity which is really weird. I actually use two values. 0.1 and 0.3 per step (which could be much more precise but it does the job pretty well). I then made the jumping (much more precise with values of 4.4, 3,95 and 3,7). The rest eventually came after. I am perfectionist and also patient so it helped heheh.

Face left. Shoot a fireball. It will hit the right wall! Just edit the starting coordinates of the fireball, and you're set.

haha thanks, I didn't notice that. I also just noticed that if you move just one step from the right wall, the fireball explosion will appear under the ground no matter at what weight you are. I will fix that.

Also, great special effects! Did you get them from Guinea on MFGG? Anyway, great job!

Yeah, he've been nice enough to rip them for me. I suck for that, the only thing I've been able to rip from the game are the musics.
done.

<{POST_SNAPBACK}>

Quote 1: Cool! Even though I have no idea what that meant, cool! I can see that you had to do a lot of work for that. Anyway, I consider you lucky for being patient. I am not patient at all. = P

Quote 2: Hmm... didn't see that. I'll check that later and see what you mean.

Quote 3: I knew Guinea did that. About the ripping music, I'm quite the opposite. I can easily rip the sprites except for the skidding sprite and special effects. I couldn't rip good music for my life. XD Anyway, great job!
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#29 Keitaro-Kun

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Posted 27 August 2006 - 09:05 PM

good, but one problem ..
if you stad to the right with the flower ..
and attack, sometimes it hits the wall behind you.
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#30 djrellik

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Posted 28 August 2006 - 10:51 PM

Yeah thanks keitaro-kun, that's actually what spraklelevianthan96 said in is post though but still thanks. I will fix it, it's just a small problem with the coordonates of the fireball when it is created.

Quote 1: Cool! Even though I have no idea what that meant, cool! I can see that you had to do a lot of work for that. Anyway, I consider you lucky for being patient. I am not patient at all. = P

Quote 2: Hmm... didn't see that. I'll check that later and see what you mean.

Quote 3: I knew Guinea did that. About the ripping music, I'm quite the opposite. I can easily rip the sprites except for the skidding sprite and special effects. I couldn't rip good music for my life. XD Anyway, great job!

Heheheh, I actually learned to do rip video game musique and turn them to module because I couldn't find any good conversion on the net. If I couldn't find any good sprites on the net I would have probably also learned to rip sprites and such but as I didn't need to, it saved me some time heheh. I'd maybe have to look for a way to rip sounds by myself though.
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#31 Billy bo bo

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Posted 30 August 2006 - 05:41 PM

Every time I load this using Game Maker it glitches half way through the loading process and tells me there's an error (somthing involving sprite hues) and I have to abort! :skull:

Edited by Billy bo bo, 30 August 2006 - 06:17 PM.

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#32 Keitaro-Kun

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Posted 30 August 2006 - 08:41 PM

Yeah thanks keitaro-kun, that's actually what spraklelevianthan96 said in is post though but still thanks. I will fix it, it's just a small problem with the coordonates of the fireball when it is created.


xD ok, well .. i still helped >___>;
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#33 jonV

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Posted 30 August 2006 - 09:25 PM

You should Completely Do-Up the graphics, since GameMaker is perfectly capable of handling them.

>>GOOD JOB~~~
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#34 gman2212

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Posted 31 August 2006 - 03:09 AM

I remember seeing the engine I think you used, but I can't seem to remember where it was. Can someone please provide a link for me?

By the way, it's pretty good. I like it a lot.

Edited by gman2212, 31 August 2006 - 03:10 AM.

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#35 djrellik

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Posted 31 August 2006 - 03:20 AM

I remember seeing the engine I think you used, but I can't seem to remember where it was. Can someone please provide a link for me?

By the way, it's pretty good. I like it a lot.

Well me I can actually give you many link showing you people that used my engine and not the opposite because I'm the one who created it =P

http://forums.gamema...showtopic=29306

just take a look a the date

Pwyskowski improved it a lot though, maybe it's this one you are talking about. http://forums.gamema...showtopic=85833

Every time I load this using Game Maker it glitches half way through the loading process and tells me there's an error (somthing involving sprite hues) and I have to abort

Hmm weird, but maybe it have something to do with your computer or gamemaker because you are the first one to tell me that. Do you have the same problem with other games?
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#36 Roy1337

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Posted 31 August 2006 - 03:24 AM

You don't mind if i steal this, do you? lol jk, nice 5/5
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#37 r1k

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Posted 31 August 2006 - 03:47 AM

has a game been made with the engine yet?
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link down

#38 djrellik

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Posted 31 August 2006 - 10:48 PM

Well there is actually already a game in creation but it's just that I'm currently converting most of the things that have been done. When I have the time though. This demo is just what have been converted so far. The game will be like this.

http://64digits.com/...view_game&id=62
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#39 djrellik

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Posted 01 September 2006 - 12:21 AM

Sry for the double post but yeah you were right dadio about the pixel popping, I was trying to find something that wasn't working with the koopa shield and suddently the sprite got all screwed up. I took a look in debug bug seeing what did that and I've noticed that it happen every time the x coordinate of the object is exactly inbetween 2 position like you said, so at .500000. I took a screenshot so you can even take a look.

Posted Image

So after all that pixel popping which caused us so much trouble was actually a bug with gamemaker and not with my scripts. Hopefully the coded you suggested me is the perfect way to fix it, thanks heheh. I'll have to find every object that have a possibility of having that *.5 position
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#40 Billy bo bo

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Posted 02 September 2006 - 05:55 PM

Every time I load this using Game Maker it glitches half way through the loading process and tells me there's an error (somthing involving sprite hues) and I have to abort


Hmm weird, but maybe it have something to do with your computer or gamemaker because you are the first one to tell me that. Do you have the same problem with other games?

<{POST_SNAPBACK}>


It's okay, problem solved! ::lmao::

But here's a question...

I've changed the Goomba sprites to match my own lil' characters, however, when these characters make impact with an object and turn around they start to walk backwards. This is because the Goomba sprites have only one direction, right?
Well is there a way to make it so that instead of performing what I like to call the "sprite-moon-walk" the sprites turn around? Would I have to add a new piece of code?

Also I replaced Big-Mario with a sprite of my own creation. However his legs stick out under-neath the floor. So he stands with his legs underground, kinda'.
Is there a way to move the sprite up a lil' more so this doesn't happen?

My final problem is this: I've changed the blocks to loof 8-bit. It's just the style of game I'm making.
However when my mario-character makes impact with a block the result is that 16-bit shards fly around, if you get my meaning. The breakable-bricks for example shatter not as 8-bit particles but as 16-bit ones. Is there a way to solve this problem? 'Cause it really damages the look and style of the game.

I'm new to Game Maker y'see so I hope these questions aren't too bothersome!

Edited by Billy bo bo, 02 September 2006 - 06:05 PM.

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#41 MattCreations

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Posted 02 September 2006 - 06:02 PM

wow, DJ, I don't know if you remember me, but I can't believe you're still working on mario games =P If I were you I'd get so tired of it right away, especially with the fact that people don't necessarily like clone games. I, myself, am not really a fan of clone games, but I must say this is one of, if not the best, mario engine I have seen out there. I didn't find anything wrong that wasn't already mentioned. Good work!
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#42 Billy bo bo

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Posted 02 September 2006 - 06:23 PM

Oh and by the way...

How do I add music?

How do I make the level end without giving the user a card?

How do I make so that instead of being sent to the map upon death the member is simply sent back to the begining of the level?

How do I get rid of the lil' thing at the bottom that tells you what cards you have and how fast you're going?

Can I change the font of the over-head info? Namely to make it look 8-bit.

How do I make it so that, instead of the title screen panning upward, the title screen fades into blackness and then flick back out again? If y'see what I mean.

Is there a way to make it so that you cannot walk back to the start of the level, in that once you've made progress you can't turn back? Similar to Super Mario Bros. ?

OH! And by the way, a wierd error occurs when you press the down_key when you're big-mario and aren't on a pipe. It says that there's no destination and that the game has to abort. If you click ignore the same error keep representing itself.

Sorry 'bout this again. ::lmao::

Edited by Billy bo bo, 02 September 2006 - 07:55 PM.

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#43 JDBar

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Posted 02 September 2006 - 06:49 PM

ZIP please. ::lmao::
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iTZiMtWC3OJL1.jpg


#44 djrellik

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Posted 02 September 2006 - 11:18 PM

lol everyone should have winrar for now ::lmao:: It's so easy to get, just go there http://www.download....0-10007677.html, download it and install it. You have 40 day to try it but you can still use it after like, kinda like winzip.

wow, DJ, I don't know if you remember me, but I can't believe you're still working on mario games =P If I were you I'd get so tired of it right away, especially with the fact that people don't necessarily like clone games. I, myself, am not really a fan of clone games, but I must say this is one of, if not the best, mario engine I have seen out there. I didn't find anything wrong that wasn't already mentioned. Good work!


haha, though it's still the same engine than 3 years ago lol. I've just been a really long time without doing anything with it. And it's a project I wanted to finish and as I'm not really good to get original ideas as well than making my own sprites I prefered finishing it instead of starting something else. I don't know if you already tried or remember that game http://64digits.com/...k/cdr2shot2.gif If I'd make something today it would still looks like something like that heheh. So I'm pretty sure that this game would get more attention than any other original work I'd do.

But thanks and good to see you again, it's been a while. I thought you had completly left the forum.


And Billy bo bo well I can try to help you but I think you aren't using my version of the engine but this one http://forums.gamema...showtopic=85833 and also I suggest you to know how gm work before using it, it haven't been made for begginer.

For the first post,
1.Hmm you can take the example on another enemie like the koopa, you can put under x+=* and x-=*
sprite_index=kooparight for example
2.I think you have to change the bounding box in the sprite editor or change the mask
3.Change the sprites of the block particles, in my version it's under "Block" and it's called brickpiece

Second post, these are more related to pwyskowski's version of my engine so I can't answer them all
1.There should be some controlers adding music in the room, just copy one and change the music it's playing
2.Hmm I think you can't in his version but I'm not sure
3.Call the code room_restart() or use the d&d
4.Hmm you'd have to edit some code in the box that draw them, but I don't know how it work in his version
5.You have to find it, or use a window font
6.You have to know how the code screen_gamma work and you have to put it in exclusive gfx mode
7.Hmm that's something I still haven't tried
8.That's an error pwyskowski did so I can't answer you, sry
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#45 mike0281

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Posted 02 September 2006 - 11:29 PM

darned .rar

#46 djrellik

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Posted 02 September 2006 - 11:32 PM

edit:Ok I changed it, it is now in zip so everyone can try it.

Edited by djrellik, 02 September 2006 - 11:47 PM.

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#47 Billy bo bo

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Posted 03 September 2006 - 07:52 PM

Thanks for your help Rellic. I appreciate it.
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#48 djrellik

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Posted 04 September 2006 - 11:14 PM

Heheh np, but DjrelliK is not for rellic but killer spelled backward, remember that :D. It's an old name, I didn't even know that the word rellic existed or what it meant at this time lol. (I speak french) maybe if I would have known I would have took a different name heheh

Woah by the way I've done something with my engine which I thought would have been so easy to do but actually turned into something incredibly hard to do because of some weird coding in gamemaker.

What I wanted to do is make mario move slowly foward when getting stuck in a block like in the original. I thought I would simply have to put a x+=1 in the step event plus some codding keeping mario from falling directly through the block but after 2 hours or maybe even 3 or 4, I came with something like this in the step event of the solid block

if place_meeting(x,y,Mario) 
 {
  solid=false
  unsolid=false
  if upperblock=true Mario.x+=1
  Mario.hspeed=0
  alarm[0]=2
  if position_meeting(x+sprite_width*3/2,y+sprite_height*1/2,Solidblock) and upperblock=true
  {
   nextblock=instance_position(x+sprite_width*3/2,y+sprite_height*1/2,Solidblock)
   nextblock.solid=false
   nextblock.alarm[0]=2
   if position_meeting(x+sprite_width*3/2,y+sprite_height*3/2,Solidblock)
    {
     nextblock=instance_position(x+sprite_width*3/2,y+sprite_height*3/2,Solidblock)
     nextblock.solid=false
     nextblock.alarm[0]=2
     nextblock.upperblock=false
    }
  }
 }
else 
 {
  if unsolid=false
   {
    alarm[0]=2
    unsolid=true
   }
  
 }

Yep, apparently, there is no way to make an object move into a solid object when there is a collision event in one of them. Something I find kinda useless but well... So I had to make each block unsolid at the time that Mario is on them or else mario wouldn't even be able to move. And then make the next blocks unsolid, but not at the same way or else Mario would fall directly through the ground.

But after all that it finally work.
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#49 HomerTheDragoon

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Posted 20 September 2006 - 09:28 PM

so did u stop working on this?
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#50 Duffman540

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Posted 28 September 2006 - 11:28 PM

WOW!!!!!



IT'S NEARLY PERFECT!!!!

you've even got the sliding bubbles!!!

OUTSTANDING!!!

10/10!!!


I would kill for the engine!!

I'm still stuck with my 5.3 mario engine... :S

Edited by Duffman540, 28 September 2006 - 11:36 PM.

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