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Hello Mario Engine https://phpbb.mfgg.net/viewtopic.php?f=8&t=12582 |
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Author: | SuperArthurBros [ Thu Feb 19, 2015 1:32 pm ] |
Post subject: | Re: Hello Mario Engine v6.1 |
I don't understand Switch and Break variables function. |
Author: | Hello [ Thu Feb 19, 2015 2:52 pm ] |
Post subject: | Re: Hello Mario Engine v6.1 |
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. Spoiler: Hypernova wrote: I agree that would help out a lot of rookie gml developers. Anyways I personally don't like to use this: 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: 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.) |
Author: | Joelishere [ Fri Feb 20, 2015 9:38 am ] |
Post subject: | Re: Hello Mario Engine v6.1 |
This looks awesome. I am going to download when I get home ^_^ |
Author: | Hello [ Sat Feb 21, 2015 5:17 pm ] |
Post subject: | Re: Hello Mario Engine v6.1 |
Due to popular demand, a new legacy version is also available for download now. |
Author: | Hello [ Fri Apr 24, 2015 2:12 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.1 |
New update available: 6.1.1
Also, the Hello Mario Engine is on GitHub now. |
Author: | SuperArthurBros [ Fri Apr 24, 2015 11:08 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.1 |
How can an object work without collision code with obj_solidtop? Is this another feature from GM:S? |
Author: | Willsaber [ Fri Apr 24, 2015 11:24 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.1 |
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. |
Author: | Mors [ Sat Apr 25, 2015 6:17 am ] |
Post subject: | Re: Hello Mario Engine v6.1.1 |
Hello wrote:
Finally! I was waiting for that since HE5. |
Author: | Hello [ Mon Jun 29, 2015 9:09 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.2 |
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! |
Author: | Hello [ Thu Oct 01, 2015 10:01 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
New update available: 6.1.3 (Full changelog on Github)
|
Author: | Mario Silva [ Fri Oct 02, 2015 12:15 am ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
Nice job! |
Author: | LuNiney [ Fri Oct 02, 2015 2:49 am ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
Hello wrote: New update available: 6.1.3 (Full changelog on Github)
does that mean I can literally just make a slope like this? or maybe this |
Author: | Gatete [ Fri Oct 02, 2015 3:10 am ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
I just checked it, IMO Mario should stop right on the little wall at the right. |
Author: | Hello [ Sat Oct 03, 2015 2:10 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
Gatete wrote: 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... |
Author: | DJ Coco [ Sat Oct 03, 2015 2:15 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
Very useful. You should also add an auto-tiling algorithm. |
Author: | SuperArthurBros [ Sat Oct 03, 2015 3:05 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
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. |
Author: | Mors [ Sat Oct 03, 2015 3:26 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
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. |
Author: | Willsaber [ Sat Oct 03, 2015 3:31 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
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! |
Author: | TheShyGuy [ Sat Oct 03, 2015 4:16 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
Do any of you guys know what DJ Coco meant or did you just decide to assume the worst? |
Author: | LuNiney [ Sat Oct 03, 2015 4:23 pm ] |
Post subject: | Re: Hello Mario Engine v6.1.3 |
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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