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Djrellik Mario Bros 3 Open Source Engine


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#21 djrellik

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Posted 22 August 2006 - 01:31 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 - 07:41 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 - 01:51 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 - 04:21 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 - 04:23 AM.

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#25 SparkleLeviathan96

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Posted 25 August 2006 - 04:17 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 - 04:18 PM.

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#26 CKY2K

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Posted 25 August 2006 - 07:53 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 - 08:22 PM.

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#27 djrellik

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Posted 25 August 2006 - 11:57 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.

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 - 08:33 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 - 08:51 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 - 10:37 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 - 05:27 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 - 06:03 PM.

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#32 Keitaro-Kun

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Posted 30 August 2006 - 08:27 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 - 09:11 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 - 02:55 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 - 02:56 AM.

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#35 djrellik

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Posted 31 August 2006 - 03:06 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 - 03:10 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 - 03:33 AM

has a game been made with the engine yet?
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#38 djrellik

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Posted 31 August 2006 - 10:34 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 - 12:07 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 - 05:41 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


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 - 05:51 PM.

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