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Hello Mario Engine Open Source Engine for GM Studio

#1 User is offline Hello 

Posted 21 May 2014 - 11:25 PM

  • Posts: 6
  • Joined: 09-August 06
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  • Project:Hello Mario Engine
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The Hello Mario Engine is an open source Mario engine for GameMaker: Studio that is feature packed, and designed to be easy to expand upon with user friendliness as a priority. The engine is fully documented with thousands of code comments, and includes tons of different powerups, over a hundred different enemies, and much, much more!




Posted Image

Official Website (Download here!)

What's new in 6.1?
16:9 Widescreen Default Resolution
New Powerup: Wall Jump Shroom
Various New Features: Bomb Bricks, Propeller Blocks, Blue POW Blocks, New Net Koopa and Piranha Plant Variations, etc.
Various Bug Fixes: This includes all YoYoCompiler related issues, so you can use YYC export options without encountering any problems.

What's new in v6.0?
Code Rewrite: Newer, cleaner, fully commented code.
High Resolution Filtering: Choose between HQ4X, HQ2X, and no filtering.
Better Checkpoints: Supports infinite checkpoints per level.
New Powerups: Propeller and Boomerang Mario.
New Features: Mechakoopas, green bricks, triple wide question mark blocks, and more!
Many Changes to Existing Features: Better world map level blocking, keyhole animation, convex corner support for wall triangles, and more!

This post has been edited by Hello: 22 June 2016 - 05:15 PM

#2 User is offline Aerosol 

Posted 22 May 2014 - 12:13 AM

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Very impressive. Very impressive indeed.

#3 User is offline Impish 

Posted 22 May 2014 - 03:08 AM

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Oh wow Hello! Didn't know you'd come to Sonic Retro. I remember you from the Mushroom Kingdom Fusion fan game, and the forum surrounding that. Welcome man! Engine looks top, as always, best SMB recreation I've seen.

#4 User is offline Tanks 

Posted 22 May 2014 - 04:15 AM

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Its hard to tell and I don't have much time to try it myself, but is this engine based SMW or SMB3 physics? I know its a bit of an argument within the Mario community, but I personally prefer Mario's physics from SMB3 to that of SMW. :P

But, I mean, this changes everything. Open Mario with a melding of classic and modern features. I like it just based on that.

#5 User is offline MathUser 

Posted 22 May 2014 - 05:42 AM

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I can't tell for sure, but it looks like they copied my idea of ninja mario. It looks like Mario is crawling up the wall with a invisible suit with only his eyes visible. I made a similar sprite hack in Super Mario Adventures. He had a Ryu Hyabasu inspired outfit (not invisible though) and could hang onto walls.

#6 User is offline Covarr 

Posted 22 May 2014 - 10:16 AM

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View PostTanks, on 22 May 2014 - 04:15 AM, said:

is this engine based SMW or SMB3 physics?

The fact that this is even a question to ask is a very good sign. Most Mario fangames have really shit physics, so it's always nice to see some good ones, especially on an open source engine like this rather than just a completed fangame.

#7 User is offline Shadow Hog 

Posted 23 May 2014 - 04:02 PM

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View PostTanks, on 22 May 2014 - 04:15 AM, said:

Its hard to tell and I don't have much time to try it myself, but is this engine based SMW or SMB3 physics? I know its a bit of an argument within the Mario community, but I personally prefer Mario's physics from SMB3 to that of SMW. :P
On the other hand, I prefer his physics from SMW.

I prefer SMB2 Luigi's physics to either

#8 User is offline Baldy McNosehair 

Posted 26 May 2014 - 01:00 AM

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I've been trying it out, and it seems pretty good so far. There are just a couple of things to the feel that are a little off.

  • Mario doesn't feel heavy per se, but he seems to rise and fall quicker than in SMW or SMB3. Same jump height, but the acceleration feels a little fast.
  • The collision detection feels a little too specific. What I mean is that if I land on the corner of a Goomba's head, I'm the one who takes damage.
  • Mario's power-up animations seem to run much faster than the animations from SMB3 and SMW.


And just my personal gripe, but the lo-fi voice clips from SMA are a little annoying. I never really liked hearing them the first time around when Nintendo put them in the GBA ports of SMB3 and SMW but it's just a matter of personal preference. I know I'm being greedy and kind of a nag to to say this, but I'd recommend using voice clips from the NSMB series or one of the 3D Mario games. I've been lazy, and it's only fair that I help you if you need it since my big mouth and I have so many suggestions.

That said, the overall feel of the game is really close with the effect on the help block. I can't wait to see where you go from here!

EDIT: Or no voice clips at all
This post has been edited by Baldy McNosehair: 26 May 2014 - 01:43 AM

#9 User is offline Rabid 

Posted 07 July 2014 - 03:32 AM

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Good engine, personally I've already moved away from game maker, it's functions are unusually limited in very simple ways.
Construct 2 seems a little more complex but you use its functions to create examples and features in half the time, it also has less restrictions on it's free edition than game maker and features automatic mouse, touch screen and html5 support,

Construct 2 website

Take a gander, it'll be worth your while. :)

#10 User is offline Hello 

Posted 15 February 2015 - 11:05 PM

  • Posts: 6
  • Joined: 09-August 06
  • Gender:Not Telling
  • Project:Hello Mario Engine
A new version is available for download!

What's new in 6.1?
16:9 Widescreen Default Resolution
New Powerup: Wall Jump Shroom
Various New Features: Bomb Bricks, Propeller Blocks, Blue POW Blocks, New Net Koopa and Piranha Plant Variations, etc.
Various Bug Fixes: This includes all YoYoCompiler related issues, so you can use YYC export options without encountering any problems.

View PostTanks, on 22 May 2014 - 04:15 AM, said:

Its hard to tell and I don't have much time to try it myself, but is this engine based SMW or SMB3 physics? I know its a bit of an argument within the Mario community, but I personally prefer Mario's physics from SMB3 to that of SMW. :P

But, I mean, this changes everything. Open Mario with a melding of classic and modern features. I like it just based on that.

The physics are based off of SMB3's

View PostBaldy McNosehair, on 26 May 2014 - 01:00 AM, said:

I've been trying it out, and it seems pretty good so far. There are just a couple of things to the feel that are a little off.

  • Mario doesn't feel heavy per se, but he seems to rise and fall quicker than in SMW or SMB3. Same jump height, but the acceleration feels a little fast.
  • The collision detection feels a little too specific. What I mean is that if I land on the corner of a Goomba's head, I'm the one who takes damage.
  • Mario's power-up animations seem to run much faster than the animations from SMB3 and SMW.


And just my personal gripe, but the lo-fi voice clips from SMA are a little annoying. I never really liked hearing them the first time around when Nintendo put them in the GBA ports of SMB3 and SMW but it's just a matter of personal preference. I know I'm being greedy and kind of a nag to to say this, but I'd recommend using voice clips from the NSMB series or one of the 3D Mario games. I've been lazy, and it's only fair that I help you if you need it since my big mouth and I have so many suggestions.

That said, the overall feel of the game is really close with the effect on the help block. I can't wait to see where you go from here!

EDIT: Or no voice clips at all

The engine is open source, so anyone can change/remove whatever voice clips they don't like.

View PostRabid, on 07 July 2014 - 03:32 AM, said:

Good engine, personally I've already moved away from game maker, it's functions are unusually limited in very simple ways.
Construct 2 seems a little more complex but you use its functions to create examples and features in half the time, it also has less restrictions on it's free edition than game maker and features automatic mouse, touch screen and html5 support,

Construct 2 website

Take a gander, it'll be worth your while. :)

I don't know. Personally, I prefer GameMaker: Studio.

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