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Posts by GeneSu730
GeneSu730's Profile - Posts by GeneSu730
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Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time. Here are links to my Youtube videos.

World 1-1 - Mushroom Suburbs


This stage I am showing is the typical grasslands suburbs area that you would find in the opening stage of a typical Mario game. The music is my own.

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.
To Tahixham, Thank you for helping me!

World 1-2 - Standard Underground Mines


World 1-3 - Forest of Giants


World 1-4 - Stream


Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.
Hey, SuperFly. It has been two years. I would like to see new YouTube demo videos of your game. I started my Mario game in 2017. I now have 8 stages done.
World 1-5: Night Sky

The original Super Mario Bros game had a lot of stages with night sky backgrounds. I missed that in the later games.
The music for this is, of course, Don McLean's Starry Starry Night.

World 1-6: Piranha Plant Garden


World 1-7: Standard Cliffs Sky Stage you would find in a typical Mario game. This video feature Caped Mario (or I should say Luigi).



Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.

If you want to see many more videos, please subscribe to my YouTube Channel.

https://www.youtube.com/channel/UChtiqNStwyzJ2UNuTVM7P7g

I am going to try to have World 2 up by this Christmas but please note that this project of mine is more time consuming than it looks.
Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time. Here are links to my Youtube videos.

I think the second world will be a Mountain Range.

World 2-1: Mole Mountain



I managed to complete more of the Mario algorithm. I have now fully encoded Caped Mario's flight algorithm. Mario's cape will open to catch air when he reaches maximum flight altitude. This is the correct behavior from Super Mario World. Note that the flying algorithm in my demo is slightly modified and simplified from the original version in Super Mario World.
In this world, I tried to experiment with both X and Y scrolling. I also tried to model the special Monty Mole enemy.

World 2-2 - Conveyer Belt Tunnel



I felt as though the moving conveyer belt was not used enough in most Super Mario games (except for Super Mario Bros 2, which was NOT a Super Mario game). This stage features the conveyer belt.
I also have side areas that feature Mini Mario and flying Caped Mario. I am debating whether I should keep Mini Mario. There are all sorts of complications because he occupies half the width of Small Mario. On the other hand, there are so many potential side areas that could feature Mini Mario.

Here is a link to World 1 of my demo. It features 7 stages!
https://www.smwcentral.net/?p=viewthread&t=99892
I will try to have more stages created by Christmas!

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.
Happy New Year, everyone!

World 2-3: Mountain Maze at Night



I decided to experiment with bi-directional pipe transports and make a maze stage. On a whim, I decided to use a night environment.



I made a stage featuring Super Mario World's staple monster - the Charging Chuck. You know, the big hulking turtle with the football helmet that made you think of the big a-hole who picked on you in elementary school. I made 4 variants of this Koopa:
1. Tackling Chuck - Will just run at you.
2. Football Chuck - Kicks footballs at you.
3. Baseball Chuck - Throws baseballs at you. This variant significantly differs from the one in SMW. He throws baseballs at longer intervals (3 seconds). If a baseball hits a wall, it will bounce off (like Snifit's bullets in SMB2 / Doki Doki Panic).
4. Leaping Chuck - Jumps at you. Also different from the SMW species, which only jump vertically in the air.
I made 2 big changes to Charging Chuck. Here, if he catches a Koopa shell, he will throw it right back at you. Also, if you swipe your cape at him, he will catch it and rip it off (I am contemplating of whether this is a good idea.)

I also made a bonus area with that other staple of the Super Mario franchise - the moving platform.
World 2-5: Tar Pits



I made a stage featuring boiling tar and Ice Mario. Ice Mario can freeze enemies into Ice Blocks, which can be used to kill enemies. Iceballs can also be used to freeze tar into stone blocks

I also made another bonus area with more moving platforms. It looks like the footprint collision mechanic is a little buggy... Wonder how I will fix it. (Update: I corrected the collision mechanic on this.)

World 2-6: Brick Bash



There were a few levels in Super Mario Bros 3 where the challenge was finding the exit from the level. In Super Mario World, that challenge was restricted to the Ghost House (which it should not have been, and yes, I plan on making a few Haunted House levels of my own). Well, here we have a very large underground area where it might be tricky to find your way out of. It has 6 side areas but I only showed 2 of them in this video.
My Mario Game - World 1 - Suburbs - Added Yoshi



Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time.
This stage I am showing is the typical grasslands suburbs area that you would find in the opening stage of a typical Mario game. The music is my own.
It took one entire month but I finally managed to add Yoshi to my video game.
No, you really didn't think that I would leave out Yoshi, did you?
It was really difficult. I suspect there are still a few bugs. I would also like to tweak his behavior but the important thing is that I have managed to code the cutest Dino-Dragon in the video gaming world into my custom hack.
I think I will add a few more options to my custom Mario game - most notably the Invincibility Star, the end and mid gate bars, and a few more enemies - before I reorganize and revise some of the stages. I would like to make them easier and shorter. (No, I am NOT going for a KAIZO award.) After that, I will make a "final product" of my hack.

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.
More action with everyone' favorite Dino Dragon. But the real star of this video is Lakitu. You really didn't think I would forget Lakitu either, did you? You can also ride his cloud. Finally, the end of this video shows Mario getting infinite one-ups from having a lot of Spinies get knocked off by a Koopa shell.

Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time.

One of the more fun aspects of Super Mario Bros 3 were pipes that would transport you to another part of the same level. I wish Nintendo used it more often so I encoded that feature here.

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.



Of all the 2D Super Mario platformers, I don't think there was any attempts to model wind except maybe in one measly stage of The Lost Levels. That's a real shame because, just as with conveyor belts, wind would have added an extra challenge to them game. It doesn't have to be in a "cliffs" level. Why can't it be in a "regular" level? Here, we have wind with falling leaves. The wind can push the leaves, Mario, and inert Koopa shells. See the middle portion for a side area with flying.

I also encoded some more essential features of the Mario framework. In my game, I encoded the mid way goal tape and end-of-stage goal tape that came from Super Mario World. They work nearly the same way. The only thing I couldn't encode was a gamma ramping routine that would fade out the screen to black. I am making this game with an old version of DirectDraw. Any routine I created either slowed my frame rate to 25 frames per second or had really crappy video quality. Hopefully, I will be able to encode other features of the Super Mario framework during this time of Corona viruses and quarantine.
Dear RPGHacker:

First, I want to thank you for your initial compliments but I think there are some things you don't quite understand.

I loved to play video games ever since I was a kid. I tried a few times to make my own video games in college but it never panned out because I didn't know what I was doing. #smrpg{sick}
After I graduated in 2003, I had far more time to devote to my hobby and ambitions. I first tried to learn about computer video graphics from an MS-DOS perspective. I tried to make an RPG game with complicated AI but it didn't pan out. #smrpg{failure}
I then was introduced to DirectX in 2007. The version I have is DirectX 8, very old and now deprecated. I made this game with DirectDraw, which has since merged with Direct3D. #smrpg{sad}
So in 2008 to 2010, I finally had my first success by making my own run-and-gun game. I could only make one stage and the monsters were quite horrid. The problem was I did not know how to make the framework. I then tried to make a rip-off of Kirby in 2011 to 2013 but I lucked out because I again made things too complicated. #smrpg{argh}
I created the framework used in my Super Mario game in 2013 to 2015. By then, I achieved success by creating my own version of Bubble Bobble. I made 15 whole stages with pretty good gameplay. By 2016, I believed it was time to see if I could use my framework to recreate my own version of my favorite video game franchise. This is my biggest success ever. #smrpg{y}

Let's talk about some of the points you made.

The physics so far look a bit janky and unpolished, though that's difficult to say for sure without playing it myself.

I actually copied the Super Mario algorithm. If there are any problems, it could be one of the following:

a) The Microsoft Game-Bar is set to record at 30 frames per second. This is the first time I have used this so I wasn't sure whether it was a good idea to have a higher quality video file that occupied more memory. My next recordings will be 60 frames per second.

b) I coded this algorithm on my own in C++ - line by line. Mario's "TakeTurn" subroutine that must be called every loop iteration is 2500 lines long!
I have fixed a lot of bugs in the last 2 years. The most often that I come across is Mario getting stuck inside a wall. I have done a LOT of fine tuning to the collision footprints and have rewritten the algorithm to have Mario squeezed out of a gap that he is too small for.
More recently, I fixed Yoshi's tongue so it wouldn't jump out of his mouth. Did you know that if Caped Mario flies through the goal post, he will disappear? I have to find out why that is. If you see any bugs in my videos that I haven't noticed, please let me know.

The HUD looks very placeholdery at the moment, but I assume that's because it is?

I would like some advice on what I should do to the HUD/status bar. I recently changed to font from something blocky to red so it would stand out but now it looks like an old NES game. Do you have any tips? Should I have the status bar on top or on the upper and bottom left (like Sonic the Hedgehog)? I downloaded the fonts used in the Crash Bandicoot GBA games and will experiment with them. Do you think I should use two different fonts? Maybe a 16x8 font for titles like "MARIO START!" and BONUS!"?

I think my least favorite aspect so far is definitely the music.

Of all your talking points, this one stung me the most. I actually composed the music on my own using DirectMusic and I really put my heart and soul into it. Mom used to force me to take piano lessons and now I want to have a useful outlet for that musical talent. I don't think I can have anything of better quality than MIDI with my version of DirectX. I am thinking of ripping the following tracks (in the best remix I can find) -
SMB1 - Overworld theme
SMB1 - Castle theme
SML1 - Ruins theme
SML1 - Sky theme (inspired the forest theme I had in the last video)
SMB3 - Airship theme
SMW - Castle theme
SMW - Cave theme
SMW - Ghost house theme
What I am wondering is what would be a good music theme for the snowy/icy stages...

If nothing else, I think [the levels] looks decent so far, even if a bit generic and unspectacular, but I guess that's difficult to avoid when just about any idea has already been used in some way in a Mario (fan) game in the past.

Like I said, I am coding this line by line. I want to do this not just so I can tweak the Mario framework but because, since I am doing this in a non-professional sense, I want to find out what building this sort of video game really involves for the teams at Nintendo, Sega, Capcom, Konami, etc. Some of the levels are horrid (like the sewer maze) but right now, I am figuring out what I can do and what I can't. Once I finish a few more features (like sliding on ice, sinking in quicksand, and especially auto-scrolling levels), I am going to change all of my graphics into the spiffiest custom tile sets I can find and make 80 new stages - a complete Mario game. I will hide in each stage easter eggs like the Star Coins.
Dear RPG Hacker:

I tried implementing several of your suggestions today. Here are some of the issues I came across.

In Super Mario World, for example, the camera ignores minor movements of Mario and only starts moving once Mario either gets too close to one side of the screen or achives (sic) a certain speed or something like that.

This was pretty easy to implement. I readjusted the margin of screen sides so that the screen only moves if Mario is 3/8 of the screen width from the left or right edge of the screen. Before hand, the screen always moved if Mario deviated from the center.

For example: after only running for a few pixels, your Mario already seems to play its animation at full speed. This feels a bit too fast and unnatrual. Basically, while Mario's sprite is still picking up speed, his animations are already at full speed.

Also easy to implement! I slowed down the animation speed. My schema involved speeding up the animation when Mario's horizontal speed increases. I also increased the transition threshold so Mario's animation speed would be slower.

P.S. Speaking about janky animations, I noticed that Yoshi's mouth didn't open when he stuck out his tongue. It took some time to fix that.

I've noticed that when you jump on Koopas, they turn into shells pretty much immediately, with no transitions or effects or anything like that. I'm not sure if it was like that in the original game, but it feels a bit abrupt. The Koopas don't even pop out of their shells like in Super Mario World.

This was in the original game. Also, I do not want to have the Koopas pop out of their shell. I already have a one-hit enemy (Goomba) so I saw no need for a shell-less Koopa. I want the shell to always be able to reactivate after a period of time.

Effects in general would also greatly help in dejanking the look and feel of the game. For example: spawning a small dust cloud when Mario turns around or something like that.

I was just checking out my code. I programmed Mario to skid when he turns around but that doesn't seem to be happening... I don't know why. Another bug to check next weekend. Today, I was too busy with getting Mario to victory pose when he ran through a gate.

Another thing I've noticed is that when Mario picks up a shell, he's not actually holding it. The positional offset isn't correct here, it's misplaced to a point where the shell doesn't even touch his hand, but rather is floating above his hand. In the original game, the shell was rendered behind Mario's hand.

When Super Mario picks up a shell, it is behind his hand. However, the shell is above Small Mario's hand. After tinkering with the positional offset, I realized that the reason why I did that is because if Mario is facing a 45 degree slope and lets go of the shell, it will ricochet right back in the opposite direction, going through Mario! I don't want that. So sadly, I have to sacrifice aesthetics. Did you notice that when Mario walks on a slope, his feet is separate from the ground by 1 pixel? I wonder if the original Super Mario games had similar problems.

I have a new HUD 8x8 font that uses the colors from Crash Bandicoot Advance. I am going to hack a 16x8 font with a similar color scheme.

I thought that my grasp of musical theory was pretty good. I wear headphones playing classical music all the time (including at work ... which gets me into trouble from time to time #smrpg{:P}). Anyway, I just downloaded the underwater theme from SMB1. There is no way I am not going to use that.

Next week, I am putting an underwater stage I am currently working on. It will have a new feature - animated backgrounds. I have been coding it this week.
Metroid Zero Mission was such an improvement on the original. I was cursing when I played the original Metroid on an NES emulator and found that Samus couldn't kneel.
Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time.



I think I will make World 3 an Sea Shore world. In this stage, I have made quite a few modules during my time in quarantine. I now have animated backgrounds (as opposed to foregrounds), Blooper (why wasn't this cute squid in Super Mario World?), and frozen coins that can be defrosted by fireballs. I also have the Invincible Star and same-stage pipe networks. I tried to show as many Easter Eggs as I could.

I thought that this stage would be easy to make because I had coded the swimming algorithm 2 years ago. Boy, I couldn't have been more wrong. I had so many bugs with the addition of Yoshi and the ground platforms you can jump through. Every time I thought I had fixed everything, I found a new bug. I spent the last week just fixing bugs.

I plan on encoding a few more items for my Mario framework (such as slipping on ice and sinking in quicksand) before revamping my graphics and really designing my own Super Mario game. More updates coming!

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.
Dear RPGHacker:

A few things:

1. I tweaked the Carry-item routine. Now, when Mario lets go of a shell he is carrying, it will first jump upward about half a block. The viewer won't notice this.
2. I made the music what it is because I thought that most Super Mario music themes (with the exception of the first) seem too... childish and dinky. I wanted something with more *force*. I hope I didn't make my overworld theme something that was more appropriate for another franchise like Sonic the Hedgehog, Kirby, or the Great Giana Sisters.
3. I uploaded World 3 on this blog, a water world, check it out! I am working on a dolphin stage. Should be up by next weekend.
4. I spent this Friday night fixing some very nasty bugs. The biggest one: When Caped Mario twirls at times, he might not go back into his walking animation. It didn't bother me at first because it didn't make the game unplayable but I really didn't like it so I took some time tonight to fix it.


Continuing my Sea Shore World, I have now encoded the Dolphin platform. I placed it in a stage with the water fall background ripped from Super Mario Bros 3 (16-bit version, of course). As a bonus, I have also created an underwater side area with tidal waves that could blow Mario left and right.

Enough with water and swimming. It's time to get to work on slippery ice. More updates coming!
Some of the people at mfgg.net was wondering about the software I use to make my Mario levels. Here are some snapshots of the editor I created from scratch:

Background Layer 1



Background Layer 2



Tile Palette for Background Layer 2



Backgrounds combined



Foreground Layer with Stage Options

RPG Hacker: To be honest, I made the level editor just using Visual C++ and Direct X.
Originally posted by RPG Hacker
Personally, I'd recommend making just a single thread for the project. That's what's usually done, and I think it makes it easier for people to find all the information there is on it so far (though I guess since this forum isn't very active, all of the threads are currently still on the front page, anyways).


RPG Hacker, When I finish the Mario framework, I will revamp my graphics. I will recreate these stages as part of a formal game. I will probably make 10 to 20 minutes videos showing several stages and have them all on one thread.
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GeneSu730's Profile - Posts by GeneSu730

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