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  #1  
Old 01-09-2010, 06:36 PM
S2X S2X is offline
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Default Mario game


I find this source code off psc programmed by some guy name leftist. The guy abandoned the project 4 years ago...but it's such an amazing piece of work that i can't let it die in vain.

I can't seem to add more enemies, those flying monsters, and that fireball mario does.

take a look at it, it's amazing. No directx either.
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Old 01-19-2010, 12:31 AM
bcnobel bcnobel is offline
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omg, ur so right!
I don´t get why leftist abandoned this project...
It looks very very very nice..

I can´t seem to add extra enemies either (yet), but we'll figure it out..
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Old 01-22-2010, 04:24 AM
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wolfstrike wolfstrike is offline
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maybe he couldn't either HAHA!

it's good though
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Old 02-16-2010, 05:09 PM
Andorsay Andorsay is offline
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Cool Use the included Level Editor...

just checked it out...definately a nice piece of work!

If you'd like to add more enemies or other itmes then just use the Level Editor which is included in its own folder/dir.

Load up the "enemy.sml" level. This is the level the game uses as default.

Click a monster/object, Click which rectangle you'd like to place that monster/object. Save the Level. Run the game.

Enjoy!

- Andorsay
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Old 02-22-2010, 07:14 AM
drphil26 drphil26 is offline
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If you use scroll while moving left, you can pass right through objects.....
Aside from that its pretty freaking sweet
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Old 02-24-2010, 08:40 AM
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passelMario game passel is offline
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I've never played any of the Mario games, so am unfamiliar with how accurate the movement is to the original basic Mario game, but using the "\test level.sml" for game play there are cases where two enemies are exactly overlaid on one another, or extremely close to one another.
The collision detection in the enemy draw routine is based on Mario having jumped and descending (dvy > 0).
If you collide with the enemy in this scenario, your Y velocity is immediately reversed and amplified (dvy = -dvy * 1.5).
The problem is that Mario is still within the collision zone for that block height and enemy size, and will be immediately killed by collision with the second enemy in that space.
There is no way to get past two enemies in the same spot.
When there is a collision detected, Mario's Y position should be "backed out" of the collision intersection so that Mario won't instantly collide and be killed by another enemy sharing the same space.
So, basically used the difference between Mario's bottom and the enemy's top (used in the collision detection condition) to move mario above the collision point.
Code:
' If MarioY + MarioHeight > (EnemysInFieldX(i).Y + 1) * 14 - Enemy.Height(EnemysInFieldX(i).F) Then If dvy > 0 And Jumping Then 'You kill an enemy EnemysInFieldX(i).Dead = True dvy = -dvy * 1.5 '*** New Line to back out of collision zone *** MarioY = MarioY - (MarioY + MarioHeight - ((EnemysInFieldX(i).Y + 1) * 14 - Enemy.Height(EnemysInFieldX(i).F)) + 1) 'passel Else 'Enemy Kills you '....
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Last edited by passel; 02-24-2010 at 08:46 AM.
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