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My Super Mario Maker - World 3
Forum Index - Donut Plains - Creation Corner - My Super Mario Maker - World 3
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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.

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.

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.


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!


It has been more than a month since my last video. At least I am almost done.
I am going to make World 4 into a Desert and World 5 into an Arctic continent. This would be a sample stage that features slippery ice. In the last month, I have coded the following features.
1. In every Nintendo platform game since the SNES era in the 1990's (and nearly every platform video game made), there are hidden Easter Eggs you must find in each stage to prove your skill. Super Mario World has the Dragon Coins. Yoshi's Island has the smiley flowers and red coins. Donkey Kong Country has the pirate coins in the bonus rooms. I think I will have it so that Mario (or Luigi) must find 4 gems in each stage. They will have the standard colors from Super Mario World - green, red, blue, and yellow.
2. When Mario (or Luigi) walks or runs on ice, his acceleration and deacceleration is much slower and less responsive. This is to create the slippery effect.
3. In Super Mario World, I noticed that Mario will slip on a steep slope (more than 45 degrees slant?). However, he will not lose his footing on an icy slope. As you have seen in my past videos, I did not want Mario to slip on a slope of any angle. Now, I encoded it so that Mario will only slip on an icy slope. This will create more challenges.
4. Mario's fireballs can melt frozen coins and Munchers. I wonder why there was only one, measly stage in Super Mario Bros 3 where you could do this. I thought it was a really cool feature and am going to use it a lot. As you might have seen in my past videos, Munchers become coins when you touch a P-switch.
5. I have encoded the Flurry enemy from Super Mario Bros 2 (Doki Doki Panic). Of course, Mario is going to stomp on Flurry, not pick him up.

The last part of the Mario algorithm I want to really encode is sinking in quicksand - something easy since I already have Mario sinking in water. I will make a desert stage. The last part of the framework I think I should encode or boss fights. After Mario beats a boss, he will receive an item, which treats the player to some cut scene. I am debating whether I should make a castle stage before finally working on a formal, professionally made game.


I think I am just about done with Mario's physical algorithm. Now, all I have to do is get rid of all of those nasty bugs. Most of them are dealing with aesthetics instead of game physics, which I put a high priority on fixing. In fact, you'll see a bug in this video if you pay close attention.

As I have said, I am going to make world 4 into a desert world. In the last two weeks, I have coded the following features.
1. I have coded quicksand. I am going to have far more stages with quick sand. I might even have some tropical themed stages with quick sand. Here are some rules that will deal with quick sand.
a. If Mario drowns in quicksand, he will lose a life (of course).
b. If most enemies fall in quicksand, they will drown. This was the case in Doki Doki Panic.
c. If a Koopa shell or other slider projectile falls in quicksand, it will drown.
d. If a Koopa shell or other slider projectile held by Mario touches the quicksand, it will drown and Mario will relinquish it.
e. If a Magic Mushroom falls in quicksand, it will drown.
2. I also coded the Fire Snake enemy. I made this guy a little faster than in Super Mario Bros 3. Then again, I plan on introducing him in World 4, and World 2.

I am debating whether to encode two more features before making the "official hack." Those two features would be auto-scrolling stages and boss fights. I really want to have airship stages in my Mario hack but it might be difficult for me to code.
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