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Hello Mario Engine

Posted: 13 May 2014, 00:28
by Hello
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The Hello Mario Engine is an open source Mario engine for GameMaker: Studio that is feature packed, and designed to be easy to expand upon with user friendliness as a priority. The engine is fully documented with thousands of code comments, and includes tons of different powerups, over a hundred different enemies, and much, much more!






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Official Website (Download here!)

What's new in 6.2?
Seven New Powerups: Added Acorn, Cloud Flower, Rock Shroom, Pyre Flower, Swooper Suit, Karate Suit, and Super Crown.
All Seven Koopalings: Added Morton, Iggy, Roy, Lemmy, and Ludwig.
Various Bug Fixes and Tweaks

What's new in 6.1?
16:9 Widescreen Default Resolution
New Powerup: Wall Jump Shroom
Various New Features: Bomb Bricks, Propeller Blocks, Blue POW Blocks, New Net Koopa and Piranha Plant Variations, etc.
Various Bug Fixes: This includes all YoYoCompiler related issues, so you can use YYC export options without encountering any problems.

What's new in v6.0?
Code Rewrite: Newer, cleaner, fully commented code.
High Resolution Filtering: Choose between HQ4X, HQ2X, and no filtering.
Better Checkpoints: Supports infinite checkpoints per level.
New Powerups: Propeller and Boomerang Mario.
New Features: Mechakoopas, green bricks, triple wide question mark blocks, and more!
Many Changes to Existing Features: Better world map level blocking, keyhole animation, convex corner support for wall triangles, and more!

Re: Hello Mario Engine v6.0

Posted: 13 May 2014, 00:36
by Ashan
Hello Hello
Hell yeah Hello.

Re: Hello Mario Engine v6.0

Posted: 13 May 2014, 01:25
by Leeroh Zenon
This looks pretty awesome. Too bad I don't have Game maker, or the money to get it...

Re: Hello Mario Engine v6.0

Posted: 13 May 2014, 04:48
by Rixithechao
Oh, wow. I remember messing around with an older version of this engine and yeah, the code was a mess, but the feature set was impressive... no scratch that, overwhelming. There's so much in this engine, both from the official Mario games and original content, and judging by that preview video that certainly hasn't changed! :D I'm actually kind of worried that we'll start to see a lot of fangames with that level of 'gameplay oversaturation'.

But yeah, since YoYo crippled the trial version of GM Studio with those dumb asset caps that's really gonna limit who can use this engine. So, uh, I hope you've been taking full advantage of pro features, Hello!

I've gone and downloaded the source, I'll be sure to check it out later.

EDIT: Arright, so I took a quick peek, I'll come back and do a more thorough run through some other time. Good organization, consistent naming convention, way too many devs don't use one. You're taking advantage of instance creation code and some other lesser-known features. There are a few areas where you can streamline or optimize the code. I'mma occasionally update this post with suggestions as I read through.
  • I see you're using states for Mario's physics and movement and stuff, but not state machines. Instead of all those "if state = #", why not use a switch statement and a separate script for each state's unique behavior/properties?
  • Don't be afraid to use constants as enums. Right now you just have stuff corresponding to powerups, mounts and items, but what about things like movement states? It'll get crowded so to make it easier to sort through you can use constants as separators, like __ITEMS__ = "___________________________________________________"
  • You can get animated tiles by doing something similar to what you're doing with the backgrounds -- have a "base" tileset and ones for each frame of animation, and during runtime copy the background resource of the current frame to the base background resource. It updates instantly. Good for cutting out decorative animated scenery objects.

Re: Hello Mario Engine v6.0

Posted: 16 May 2014, 21:02
by Rixithechao
Apologies for the double-post, but I'm sure a sale is enough to warrant a bump, right? Y'all get out of my thread, GM Studio is and all of its' export modules are currently 50% off!

https://www.yoyogames.com/developers/promotions/sale

That said, I am eventually going to update mine, ideally would like to bump this thread after posting in mine so this one'll be at the top but who knows how long it'll take me to post over there oh jeez this is a lot of small text, not subtle at all.

Re: Hello Mario Engine v6.0

Posted: 17 May 2014, 01:48
by raocow
are there any recommandable games that go full out with this engine ? Because yeah, that is hella impressive, on paper at least

Re: Hello Mario Engine v6.0

Posted: 17 May 2014, 20:18
by Rixithechao
Actually, wait, when I said I was worried about the over-saturation thing I had completely forgotten about the flood of fangames on the Yoyo sandbox that used older versions of the engine...

...and, well, I go and say that and then I have trouble finding them. Dagnabbit. I definitely remember it being popular back in the day, and I know I'm not going all cliche crazy here because this and this. But I can't find much on the sandbox now besides Hello's own fangames, which I've seen mixed things about.

According to his wiki page, Mushroom Kingdom Fusion used the Hello engine as a base, but IIRC that project's dead. So yeah, gonna do a bit more digging, probably snoop around MFGG, but as far as I'm aware nobody really did/completed anything super-big with this engine aside from Fusion.

Re: Hello Mario Engine v6.0

Posted: 18 May 2014, 15:36
by Zha Hong Lang
Well this is a surprise

I haven't had the best of terms with hello's engine in the past, though this makes me wonder if it's changed from what it once was. Hopefully it has!

Re: Hello Mario Engine v6.0

Posted: 20 May 2014, 20:21
by Hello
raocow wrote:are there any recommandable games that go full out with this engine ? Because yeah, that is hella impressive, on paper at least
Well, you can find my games here:
http://www.mfgg.net/index.php?act=user& ... =&uid=2882

I would also recommend Mushroom Kingdom Fusion and Super Mario Fusion Revival.
http://www.fusiongameworks.net/

Of course, none of these games use this new version of my engine since it is still new...

Re: Hello Mario Engine v6.0.2

Posted: 08 Jun 2014, 01:47
by Rixithechao
GM Studio is currently free! Y'all know what to do, everyone!

https://www.yoyogames.com/studio/download

Re: Hello Mario Engine v6.0.2

Posted: 08 Jun 2014, 02:41
by AlchemistHohenheim
It's not "currently" free from the sound of it - it's more like they've upgraded the old Free version to be more or less equivalent to the old "Standard" version, but with the "Made with Game Maker" splash screen, and they also took out Mac and Windows 8 support (which I assume refers to WinRT/Metro stuff).

Re: Hello Mario Engine v6.0.2

Posted: 08 Jun 2014, 03:14
by Rixithechao
Ah, my bad, I just saw a post about it on my Tumblr dashboard and passed it along. Yoyo's done promotional deals in the past where they gave out Standard for free, so I assumed this was another one of those things.

But still, the feature limitations were the major things getting in the way of folks using this engine, right? So if those are no longer an issue then... yeah.

Re: Hello Mario Engine v6.0.2

Posted: 08 Jun 2014, 03:38
by AlchemistHohenheim
It's cool. I was just mentioning it so people know that they don't need to feel any pressure to get it "while the offer lasts", since it appears to be a permanent thing.

Re: Hello Mario Engine v6.1

Posted: 16 Feb 2015, 03:42
by Hello
A new version is available for download!

What's new in 6.1?
16:9 Widescreen Default Resolution
New Powerup: Wall Jump Shroom
Various New Features: Bomb Bricks, Propeller Blocks, Blue POW Blocks, New Net Koopa and Piranha Plant Variations, etc.
Various Bug Fixes: This includes all YoYoCompiler related issues, so you can use YYC export options without encountering any problems.

Re: Hello Mario Engine v6.2

Posted: 10 Nov 2018, 01:31
by Hello
New update available: v6.2
  • Seven New Powerups: Added Acorn, Cloud Flower, Rock Shroom, Pyre Flower, Swooper Suit, Karate Suit, and Super Crown.
  • All Seven Koopalings: Added Morton, Iggy, Roy, Lemmy, and Ludwig.
  • Various Bug Fixes and Tweaks
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