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My Super Mario Maker - World 2
Forum Index - Donut Plains - Creation Corner - My Super Mario Maker - World 2
Pages: « 1 »
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.
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.



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.
I have been silently following this project for a while now, and I have to say I'm pretty impressed by it. Making your own Mario engine is no small task, especially doing so using Direct3D directly (rather than a ready-to-use game enginge like Game Maker or Unity 3D). I know what I'm talking about, I've tried making my own game engines using low-level rendering APIs multiple times in the past and usually didn't get very far, because I lost motivation quickly. I think the furthest I ever got was getting my screen cleared via Direct3D 12. It doesn't help that rendering APIs just get more and more complicated over the years, yet you'll want to use the newest ones for the best performance and number of available features. It just makes me even more impressed that you've sticked to this for so long now.

Now for some actual criticism on the footage shown so far: the game definitely looks promising, but it's also clear that it will still need a good amount of work. The physics so far look a bit janky and unpolished, though that's difficult to say for sure without playing it myself. The HUD looks very placeholdery at the moment, but I assume that's because it is?

I think my least favorite aspect so far is definitely the music. Not only because it sounds very, very MIDI (should be worth considering switching to a sampled audio format like .mod or even a wave format like .ogg), but also because I'm not a fan of the melodies in general. I have zero music literacy, so it's difficult to put into words what I mean, but the melodies sound a bit "random" and "unharmonic". They also don't sound very "Mario" to me. As it currently stands, I think even just using the actual music from older Mario games would be a better choice.

Can't say much about the level design, because I'm not really great at level design myself, and it's also difficult to judge without playing the levels. If nothing else, I think it 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. At the very least, the level design so far doesn't look frustrating or overloaded.

So in short, while I do think there are a lot of areas with the game that can still be improved, I'm still excited to see where it will go and how far you'll push it. Definitely good job on getting this far already!

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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.
I think we all have that in common here. #tb{;)}
We are all here and do the things we do because we are passionate for Mario. In my case, I think I started playing Mario games around 25 years ago or so, and started trying out game development around 2002. My experiences were pretty similiar to yours. All of the things I did back then were a mess, and it took quite some time to make things that were even just decent. Even nowadays, I'm still far away from having mastered this craft and there's still a lot of things I'm bad at. That's perfectly normal, so don't worry about getting some criticism here and there, even after over 15 years of game development. #w{=)}

Originally posted by GeneSu730
The physics so far look a bit janky and unpolished, though that's difficult to say for sure without playing it myself.


That's pretty interesting, actually. Which game did you take as a base? Super Mario Bros.? Or a different Mario game?

It's difficult to say exactly why it looks "janky" in the video. I think part of it may be the camera. In most of the official Mario games, there's a lot of work put into the camera movement to make sure it feels smooth and intuitive to the player. In the current version, the camera looks as though it always moves with Mario. That is fine for a first approach, though to really get a camera that feels great, you might want to change some of the details over time. 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 a certain speed or something like that. There's a number of clever tricks the camera uses to feel smooth while also giving the player as much information as possible. For a solid start, I definitely recommend looking into several Mario games to see what they do.

I think another major factor in what makes the current version appear "janky" are the animations. I've noticed that the animations in this version don't appear quite as gradual and smooth as in the original Super Mario World. 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. There's a disconnect between what the animations show and the speed at which Mario is running. I think this is what contributes to the feeling of "jank", because it looks as though Mario was actually struggling and fighting physics. Also, I've noticed a general lack of animations, which probably contributes to this. 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. 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.

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.

I think if you work on most on these aspects, the physics themselves also won't look quite as janky anymore, and the Mario physics you've ported from the original game will probably shine through more.

I don't think the 30 FPS is necessarily the cause for the game appearing a bit unpolished, though of course 60 FPS gameplay videos are generally preferred and will probably look better, so I do recommend going with that if you can afford the disk space.

Originally posted by GeneSu730
I would like some advice on what I should do to the HUD/status bar.


My advice here is to keep it simple. For a game like Mario, that should work perfectly. In general, you definitely have the right idea when you say you wanted to make the HUD stand out from the gameplay, though I feel like the red text actually is taking it a bit too far and making it stick out too much, to a point where it distracts from the gameplay. It no longer quite looks like part of the game, but like debug text rendered onto the game. I think the key to a good UI is finding a balance between "easy readability" and "feeling natural". It's definitely tricky to nail down (especially for someone like me with little design experience), but the good thing is that you don't have to reinvent the wheel here. After all, you're making a SNES-styled Mario fan game, here, and Mario games have already had servicable to good UIs for many years. Honestly, I would simply do the same thing as SMW here and use with text with black outlines. Using just basic colors like black and white will make the text not stick out too much, while using outlines will make sure the text is always readable.

As for UI placement, I'm not sure what's ideal, but again, I think you can simply use SMW as a reference and do stuff similar to it. Unless you introduce some new stuff entirely to the HUD, I don't think there's necessarily a reason to do things differently.

Using a different font for "Mario Start" and "Bonus" texts should be alright, though. The original game also does it, and this text usually appears before the level starts, so there's little potential for clashes here.

Originally posted by GeneSu730
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.


Ah, gosh, now I feel slightly bad for what I said. #w{=(}
I feel like I kinda devastaed the effort you put into the music. That definitely wasn't my attention. I know how that feels all too well to pour a lot of effort into something, just to find out it's not quite as well received as one had hoped.

Do you actually like making music? You said your mom forced you to. That kinda makes it sound like it's not something you particularly enjoy, but rather something you just do because you don't want all of that time to go to waste. If it's something you don't enjoy, know that it's perfectly fine to not do everything on your own. You don't have to make music just because you were made to learn music in the past. This can sometimes be a difficult thing to grasp, but focussing on the things you actually enjoy doing will ultimately lead to an end product that is even better than what you would otherwise be able to do.

If you DO actually enjoy making music, though, I will try to give a bit more useful criticism here. It's difficult for me, because as I said, I have zero music literacy, but it's the least I can try.
Do you know about music theory? Music theory, from what I know, is the theory the focuses on music and the effects it has on people. Basically, everyone who really wants to get into composing music in one way or another learns about music theory, because music theory will help you to create music that actually conveys a certain theme and is enjoyable to listen to. If making music is something you enjoy and you want to improve the quality of the music you compose, then learning about music theory is what I recommend.

As for the technical stuff, I don't know much about DirectX8, because the oldest major version I've worked with myself was DirectX9, but you're coding everything in C++, right? That means you should be very flexible in what you can do. Do you actually have to use the audio output capabilities of DirectX8? I'm thinking, from a technical standpoint, there's probably nothing that prevents you from using DirectX8 for rendering only, while using a different API for audio output. For example, you could use XAudio2 for audio output. That would give you the flexibility to do pretty much anything. You could then just use fmod to play .mod files or vorbis to play .ogg files or even something else entirely. The quality you could gain from that would definitely be worth it. MIDI is unfortunately just a bit too simple for purposes like this, especially on modern hardware, which rarely has any special MIDI playback functionality with nice samples.

Whatever the case, I hope my criticism doesn't demotivate you too much. #ab{:)}
If making music is truely something you enjoy doing, then you should definitely keep doing it, no matter what.

Originally posted by GeneSu730
I want to find out what building this sort of video game really involves


That definitely sounds like a good motivation to do this and should be a great learning experience. I am definitely looking forward to see what this will shape into over time! Even if this currently doesn't get much attention here, I will always keep an eye on this. #smw{:TUP:}

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
This is actually pretty good!

--------------------
Pew Pew
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.
Glad to see that some of my feedback could be helpful. Looking forward to see how this impacts the overall feel of the game!

Originally posted by GeneSu730
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.


How about simply adding a hack for this specific situation? Something like "if Mario is small and if Mario is holding an object and if Mario let's go of the object and if the objects's position is currently overlapping with a slope tile, move the object up 16 pixels". That's pretty much what is done in professional game development. If there is no proper fix for a specific situation, then developers simply add hacks to work around the specific situations that are affected. It's never pretty, but it always makes for a game that feels better to play, and that's usually what's most important. The source code can get a little dirty as long as the game feels better for it. In reality, even Nintendo had to find some solution to this problem at some point, and I wouldn't be surprised if they also just solved it via a hack.

An additional thing to consider: seeing Small Mario carry an object will likely be a very common occurence in the game, whereas throwing objects on a slope will likely be rarer in comparison. I'd aruge that rendering small Mario correctly here is more important for the feel of the game, so even if a hack-fix didn't work in this situation, I'd probably still go with the solution of fixing Small Mario, even if it broke the slope physics.

Originally posted by GeneSu730
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.


Did not notice that. Interesting!

Originally posted by GeneSu730
I thought that my grasp of musical theory was pretty good.


In all fairness I must say that my last post was mostly based on the most recent... I think two videos you posted, and the music that was in them. I also looked at some older videos afterwards and I liked some of the music in them a lot better than the music in the most recent ones. I still think the music currently doesn't quite suit Mario very well, though. Can't explain why that is (as I mentioned, I have little music literacy), but basically, it doesn't feel like what I would imagine Mario music to sound like. Mario music has a distinct style. Especially grass levels usually have a very upbeat and happy music. Some of the music from your videos seems a bit more... I guess "melancholic" by comparsion. Wish I could put it into words a bit better.

Some of the custom music people on this site should probably be able to give way better music feedback than me, though I don't think many people look into this subforum, so they probably won't see this.

Also in case you're planning to change your game into a unique, non-Mario game at some point in the future, things might actually be different. Maybe the music fits better then, hard to say. My current feedback is based in large parts on how well I think the music fits a Mario game.

Sorry for not being able to be any more specific here. Really, I think some other people should also give some feedback on the music. I think that would be more helpful.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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.
Originally posted by GeneSu730
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.


Sounds like a good idea! Something like that was precisely what I was thinking of with my suggestions.

Originally posted by GeneSu730
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 guess they are, though I personally never had a problem with that. Considering Mario games by their very nature always have child-like and playful qualities, I thought this fit the games perfectly, though I guess if your game is going into a different direction, something different might fit better.

Originally posted by GeneSu730
3. I uploaded World 3 on this blog, a water world, check it out!


Oh yeah, I've noticed! 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).

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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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