Homebrew Super Mario World Clone

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
choconado said:
Are we going to see Yoshi added?

yes, Yoshi will be in it
smile.gif


So, time to update what the current status is. Currently, levels can be loaded from the file system. By default, it tries to initialize to browse a flash card, however, if it can't find one, it will default to nitrofs to load levels that are included. The level editor is pretty much done as well, and will be released with the next version. The timing of the version is going to be a bit delayed however, as I am really not liking the collisions that much XD they are very picky, and not very accurate at times. I am currently planning on redoing most of the collision system, and potentially doing a small physics section to this game library. This would make the development go a lot smoother, and more quickly. I hope to have the system done in about 3-5 days tops. After that is done, then all that should be left is programming enemies, some kind of over world type thing, as well as some other small things.

Also, this is another idea I was having: What are people's thoughts on something separate from a Super Mario World clone? I am thinking maybe an rpg style platformer. I've had some ideas on this in the past, but I want to know if people would prefer that, or the current Mario game. Going from one to the other would not be hard, as pretty much everything is portable (the hardest part would be the graphics, but I might be able to deal with that). That project would allow for more openness as to what could be added too. I may whip up a demo of what I'm thinking of and let people decide, but I would like some thoughts on it.
 

Midna

Banned!
Banned
Joined
Apr 13, 2008
Messages
3,336
Trophies
0
XP
1,044
Country
Albania
Rydian said:
Honestly, if you could make it the other platformer with customizeable graphics (include a converter or require a certain format or something) people would probably crap themselves in excitement and make lots of little games. I know I'd make a little story or two just to play with it.
http://www.smwcentral.net/
There's a plethora of tools available to edit every aspect of Super Mario World. And a massive amount of games made from them.
Give it a look
 

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
Rydian said:
Honestly, if you could make it the other platformer with customizeable graphics (include a converter or require a certain format or something) people would probably crap themselves in excitement and make lots of little games. I know I'd make a little story or two just to play with it.

I think then that the idea I have for an rpg platformer would be much better then. I'll try to put together a concept of it soon. What you said is only part of what I had planned
smile.gif
 

choconado

Doesn't understand a damn thing on here
Member
Joined
Jan 28, 2010
Messages
561
Trophies
1
Age
43
Website
Visit site
XP
218
Country
United States
a SNES level platformer maker for the DS is full of win for the homebrew world.

Last detail about the game engine--what about the switch palaces? Get that, and if Yoshi is fully developed as you infer, and you're pretty much finished ironing out the flaws that everyone who tries to make their own SMW homebrew face. Good job man!
 

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
Ok, so I just finished a huge part of the physics aspect of this engine. This basically solves a huge problem I had before, in which I failed to put something like this in before, and had to write it again each time I added a new object (didn't foresee myself needing it that much, which I realize now was not too smart lol). I am currently hoping to start the actual demo sometime later today, or tomorrow. It all depends on how the collisions are going
smile.gif
Currently, the physics aspect supports friction for walls, ground, and ceiling, as well as elasticity and mass for objects that are created. It runs very well right now, and I may release this small tech demo in a bit to see what everyone thinks about it so far.

That leads me to the next part of what would might be tricky about this: The graphical aspect. I can do the code, and most likely the music as well (I play a few instruments
wink.gif
), but I can't draw sprites and backgrounds to save my life XD The first demo will most likely be made up of basic shapes (ie: circles, squares, triangles, etc.) however, I am planning to actually do a story with these. And yes, the capabilities of user-generated content is going to play a huge part in this. It will actually be part of the story. I plan to start a new thread for it once I get a demo done, but for now, I'm going to keep most of it under wraps. Custom graphics might be a tough part to put in the story, but I'm going to try to
smile.gif


Edit: Here's the demo real quick, currently just 2 balls that jump around the level at varying speeds. Let me know if you notice the weight difference
smile.gif
Also, no Mario related stuff in this. Just some shapes. It demonstrates what can be done with the basic and partially advanced parts of this game engine. Those graphics are completely interchangeable as well, so changing them would just mean a simple recompile with new ones. Also, there are 3 levels included (the fourth is the same as the first). Uses nitrofs to load them so you will need a way to use that. The center circle changes color depending on the time of day btw
biggrin.gif


Controls:
Press start to pause
Press A to select a level to load (or to load a new one when paused)

If in DSi mode, pressing the power button should bring up another menu
smile.gif


Download: Click Here
 

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
Ok, so currently I am actually going over the builder stuff with a friend of mine. There are going to be a few options, but most likely, you will need a basic knowledge of programming. And I mean very basic. The goal of what we are doing with that aspect is a bit bold, and I'm not sure how it will work out. If all goes as planned though, it could allow for quite a lot of freedom in the games story. I also have plans for non programming related tools as well, but to do detailed add-ons, it may be necessary.

I'm really hoping to have a small demo to release for the homebrew bounty soon, but this part in particular would need to be done I feel. I'll try to unveil all of this as soon as possible. The biggest problem is going to be showing it all, which can really only be done with a demo. Just out of curiosity, what are people's feelings on graphics? I unfortunately can't draw to save my life, and as a result the graphics may lack a bit, but they won't be shiny altogether due to the story of the game. Hoping to make up for that in features. Any thoughts?
 

Rydian

Resident Furvert™
Member
Joined
Feb 4, 2010
Messages
27,880
Trophies
0
Age
36
Location
Cave Entrance, Watching Cyan Write Letters
Website
rydian.net
XP
9,111
Country
United States
Release it with shitty MSpaint basic shapes and colors for graphics, but if the gameplay is good and the editors are useful (and people can use them) people might be willing to submit graphics. Could make a thread asking for graphics and see what kind of submissions you get for the various objects you need. The styles are likely to vary since it's a collaborative effort, but this is homebrew we're talking about.
 

choconado

Doesn't understand a damn thing on here
Member
Joined
Jan 28, 2010
Messages
561
Trophies
1
Age
43
Website
Visit site
XP
218
Country
United States
Let me get this straight--in the end the graphics will depend entirely on the user anyways, right? Well just make sure that you make it clear that it's a GIGO system. Hell, if it's just for demo purposes, you could always simply "borrow" sprites from other sources for strict example use to show that the art quality is up to the user.
 

Baoulettes

The lonely man
Member
Joined
May 25, 2011
Messages
837
Trophies
1
Age
33
Location
C:\Users\Baoulettes\Desktop\GBATemp
Website
www.baoulettes.fr
XP
2,292
Country
France
Just saw that O.O
but omg that the best homebrew that i saw ,
So for sure i support at maximum if you need any help like graphic or level design don't forget to ask there eheh
(for info love that game and for sure when we got Lunar magic that was like a dream =D)
Anyway really good luck on it !
 

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
@Lighting: I did do Super Smash Bros. Dual Smash, however, at the time, I had next to no coding knowledge. I've actually spent the past 2-3 years learning and am now going to school for it
biggrin.gif


Progress on the new game is actually going kind of slow, but I'm going to try and speed it up again. Had a very busy week finishing up some stuff :/ But it should be done now
smile.gif
I still think I may be able to enter a version of it into the homebrew bounty, so please keep your eyes open for a new thread.

Also, this new game is not Mario related at all. Trying to stay away from copyright so it won't affect releases and stuff
smile.gif
 

GEMISIS

Well-Known Member
OP
Newcomer
Joined
Jul 31, 2008
Messages
54
Trophies
0
XP
192
Country
United States
unfortunately, i won't be making the homebrew bounty
frown.gif
i do still plan to release it though ^^ working on finishing up the library it's going to be using more so. Should be very nice for DSi and DS users
biggrin.gif
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    Xdqwerty @ Xdqwerty: *yawn*