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Hello Mario Engine

Discussion in 'Technical Discussion' started by Hello, May 22, 2014.

  1. Hello

    Hello

    Hello Fangaming Member
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    [​IMG]

    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!




    [​IMG]

    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!​
     
  2. Aerosol

    Aerosol

    Not here. Moderator
    11,163
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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    Very impressive. Very impressive indeed.
     
  3. Impish

    Impish

    Member
    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. Tanks

    Tanks

    Member
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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. MathUser

    MathUser

    3rd top wiki contributor Researcher
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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. Covarr

    Covarr

    Sentient Cash Register Member
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    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
    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. Shadow Hog

    Shadow Hog

    "I'm a superdog!" Member
    On the other hand, I prefer his physics from SMW.

    [inlinespoiler]I prefer SMB2 Luigi's physics to either[/inlinespoiler]
     
  8. Baldy McNosehair

    Baldy McNosehair

    I can't lower my standards, so up yours. Banned
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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
     
  9. Rabid

    Rabid

    The Pallete Master Oldbie
    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. Hello

    Hello

    Hello Fangaming Member
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    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.

    The physics are based off of SMB3's

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

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