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Hello Mario Engine, Clean, organized, and fully commented!
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 Post subject: Re: Hello Mario Engine v6.1
PostPosted: Thu Feb 19, 2015 1:32 pm 
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Not a bird
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I don't understand Switch and Break variables function.

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 Post subject: Re: Hello Mario Engine v6.1
PostPosted: Thu Feb 19, 2015 2:52 pm 
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EDGE wrote:
Alright... I messed around with the codes and got rid of almost all the scripts by adding a few codes on obj_mario.
Anybody that wants to use this Engine and save space and make it easier to work with go ahead and read my crazyness.
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Hypernova wrote:
I agree that would help out a lot of rookie gml developers. Anyways I personally don't like to use this:
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
if (global.state == 0)
{
    scr_mario_small();
}
if (global.state == 1)
{
    scr_mario_big();
}
///etc...


Instead using switch can not only be convenient but also teaches rookies how a switch function works.

This is just an example:
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
switch (global.state)
{
    case ("small"): scr_mario_small(); break;
    case ("big"): scr_mario_big(); break;
    case ("fire"): scr_mario_fire(); break;
    case ("leaf"): scr_mario_leaf(); break;
    case ("tanooki"): scr_mario_tanooki(); break;
    ///bunch of more power up things goes here
    default: scr_mario_big(); break; //worst case scenario just make sure Mario animates for debugging
}

Both of these are suggestions for super old versions of my engine, and thus, do not apply to the current version. (Also, execute_string is bad, and not supported in Studio.)

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 Post subject: Re: Hello Mario Engine v6.1
PostPosted: Fri Feb 20, 2015 9:38 am 
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This looks awesome. I am going to download when I get home ^_^

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public class Hello {

    public static void main(String[] args) {
         System.out.println("Hello Mario fans!");
    }
}
 
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 Post subject: Re: Hello Mario Engine v6.1
PostPosted: Sat Feb 21, 2015 5:17 pm 
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Due to popular demand, a new legacy version is also available for download now.

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 Post subject: Re: Hello Mario Engine v6.1.1
PostPosted: Fri Apr 24, 2015 2:12 pm 
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New update available: 6.1.1
  • Numerous fixes.
  • Collision events with obj_solidtop removed from most objects.

Also, the Hello Mario Engine is on GitHub now.

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 Post subject: Re: Hello Mario Engine v6.1.1
PostPosted: Fri Apr 24, 2015 11:08 pm 
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How can an object work without collision code with obj_solidtop? Is this another feature from GM:S?

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 Post subject: Re: Hello Mario Engine v6.1.1
PostPosted: Fri Apr 24, 2015 11:24 pm 
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Kootie Patootie
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SuperArthurBros wrote:
How can an object work without collision code with obj_solidtop? Is this another feature from GM:S?

I believe Hello is referring to that it is now implemented in the Step event.

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 Post subject: Re: Hello Mario Engine v6.1.1
PostPosted: Sat Apr 25, 2015 6:17 am 
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Thanks DonnieTheGuy!
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Hello wrote:
  • Collision events with obj_solidtop removed from most objects.

Finally! I was waiting for that since HE5.

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 Post subject: Re: Hello Mario Engine v6.1.2
PostPosted: Mon Jun 29, 2015 9:09 pm 
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New update available: 6.1.2. No new features, just a bunch of fixes. (Full changelog is on GitHub)
If you know of any bugs still in 6.1.2, make sure to report them all!

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Thu Oct 01, 2015 10:01 pm 
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New update available: 6.1.3 (Full changelog on Github)
  • You can now add new slope shapes without touching any code.
  • All known bugs fixed.

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Fri Oct 02, 2015 12:15 am 
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Hello, It's me!.
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Nice job!

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Fri Oct 02, 2015 2:49 am 
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I Have Returned®
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Hello wrote:
New update available: 6.1.3 (Full changelog on Github)
  • You can now add new slope shapes without touching any code.
  • All known bugs fixed.

does that mean I can literally just make a slope
Image
like this?
or maybe this
Image

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Fri Oct 02, 2015 3:10 am 
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I'm just a little adorable kitty :3
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Image

I just checked it, IMO Mario should stop right on the little wall at the right.

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 2:10 pm 
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Gatete wrote:
Image

I just checked it, IMO Mario should stop right on the little wall at the right.

This suggestion will break jump-through slopes, so you're going to need to use obj_solid in these situations...

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 2:15 pm 
Cliax Codec X Splatoon
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Very useful. You should also add an auto-tiling algorithm.

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 3:05 pm 
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DJ Coco wrote:
Very useful. You should also add an auto-tiling algorithm.

I can't think of anything where this could be used in the engine. Having too many tile objects in the room would create a massive lag sometimes.

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 3:26 pm 
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Thanks DonnieTheGuy!
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DJ Coco wrote:
Very useful. You should also add an auto-tiling algorithm.

Also add a tool that design levels automatically.

no seriously this is a bad idea.

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 3:31 pm 
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Kootie Patootie
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DJ Coco wrote:
Very useful. You should also add an auto-tiling algorithm.

Finding extended tiles of the tilesets he uses is very difficult. I've had to extend them myself for Fangame Maker!

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 4:16 pm 
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Do any of you guys know what DJ Coco meant or did you just decide to assume the worst?

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 Post subject: Re: Hello Mario Engine v6.1.3
PostPosted: Sat Oct 03, 2015 4:23 pm 
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SuperArthurBros wrote:
DJ Coco wrote:
Very useful. You should also add an auto-tiling algorithm.

I can't think of anything where this could be used in the engine. Having too many tile objects in the room would create a massive lag sometimes.

yes, but you could just make an object that would be the tileset, then when the room starts,
the object would destroy itself, but draw a tile on its place.

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