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A feature packed and fully commented Super Mario engine for GameMaker: Studio 1.4.

Home Page: http://hellofangaming.github.io/HelloMarioEngine/

License: Other

NSIS 9.08% Game Maker Language 76.87% GLSL 14.05%
engine mario-engine gamemaker game-maker-language mario-bros platformer gamemaker-studio

hellomarioengine's Introduction

Hello Mario Engine

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!

The engine is open source, and is licensed under the New BSD License. This license gives you permission to make whatever you want with my engine, with no restrictions whatsoever. It also requires that you give credit for use of my engine. Please give credit to Hello Fangaming for use of the Hello Mario Engine. Thank you.

Before importing the Hello Mario Engine, make sure that your copy of GameMaker: Studio has been updated to at least version 1.4. Otherwise, things will not work properly. Do not report any errors you get from using older versions unless they also occur after you update. This engine is not tested on mobile platforms. If you are using the free version of GameMaker: Studio, make sure you upgrade it to the Standard version before importing.

Find out more about this engine's features on its official website, hosted on GitHub!

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hellomarioengine's Issues

Flagpole P-Meter Error

What steps will reproduce the problem?
1. Touching a flagpole while the P-Meter is full.

What is the expected output? What do you see instead?
The P-Meter should reset and the level ending sequence should continue as 
normal, as it does in previous Windows versions of the engine, instead it 
causes this error:
___________________________________________
################################################################################
############
FATAL ERROR in
action number 1
of Alarm Event for alarm 8
for object obj_camera:

Push :: Execution Error - Variable Get 0.isrun(100032, 0)
 at gml_Object_obj_camera_Alarm_8 (line 4) - and obj_mario.isrun = 1
################################################################################
############

What version of the product are you using? On what operating system?
5.2, on Windows 7.

Please provide any additional information below.
I was able to fix this by clearing both lines 4 and 5 in the code, though the 
P-Meter didn't empty until it naturally does by releasing Ctrl/Z in normal 
gameplay.

Original issue reported on code.google.com by [email protected] on 26 May 2013 at 7:50

Why isn't there a gamemaker file and a gmz file? (Read This)

What steps will reproduce the problem?
1.Making the source a game maker file
2.Putting Instructions on how to open the gmz
3.Keeping things simple

What is the expected output? What do you see instead?
A Game maker file, instead, I see a gmz!

What version of the product are you using? On what operating system?
Hello Mario Engine Source 6.1

Please provide any additional information below.
 What is a GMZ? (I am new to gamemaker)


Original issue reported on code.google.com by [email protected] on 2 Mar 2015 at 1:46

Block collision

If you have a high enough hspeed and the correct angle it is possible to hit a block/brick by falling into the trigger from the side. To fix this you can add the following to the "obj_blockparent" Step event under line 4

and obj_mario.vspeed <= 0

This will make the event check if Mario is moving up or if he has already stopped because of collision. It will not return true if Mario falls and fix the issue that way. Alternatively you could also check with "and not".

and !obj_mario.vspeed > 0

Classic Bowser audio problem

I don't know if this happens only to me or to other but when I defeat Classic Bowser the music may not stop and continue playing. It is playing when I am in another level or when I am in the World Map. So I hope a fix will come fast.

Some stuff

Hello, I am having issues with forcing the filter off whenever I edit the variables to turn off filtering the game won't display. Do you have any suggestions? Thanks! (P.S. do you have any interest in adding the cape feather from SMW? I'd like to know)

Flagpole and castle do not beat level

What steps will reproduce the problem?
1. Beat Crazy Sands or Pipes at Dusk
2. See Mario go into the castle
3. Nothing happens

What is the expected output? What do you see instead?
The level being beaten and fading out to the map

What version of the product are you using? On what operating system?
Hello Engine 6.0.3 Windows 7 64-bit

Please provide any additional information below.
It is possible to pause and exit as that counts as level completion

Original issue reported on code.google.com by [email protected] on 16 Oct 2014 at 11:39

Sliding under blocks while big breaks them

While messing around with a gamepad fix I made, I noticed blocks break when sliding under them. Naturally, that's a thing that can easily happen in normal gameplay, and as such is a somewhat major bug, so I went ahead and recorded it for you to see the issue as it is. I promise, I did not mess with any code at all besides fixing gamepad support.

Cant even work on my fangame

I always get this error message that says "The following resources reference a missing background resource named bg_tileset" with the name of the room and everytime I select ok or try to close it, it would display another variation of the error message except with a different room and if you selected okay or try to close that error message, it would display another and it keeps repeating until I go on task manager and close game maker. Is there a way to fix this?

Speed is too fast

I have a problem with the speed.
I use gms 1.4.9999 and whenever i open the game the fps is way too high and unplayable.
any clue why this happens or how to fix it?

Feature Request: co-op with netplay?

I think it will great if I could play with friend over internet. New character: Luigi - just recolored Mario's sprites. I added Luigi in 6.0.2 version, but I absolutely dont know how to add netplay. So if its possible then no matter how it will realized. Split Screen or individual screen for each. Both variants will good.

Solid blocks

mario vertical solid position must be in a -1 height fall

[SOLUTION] Walk sprite bug

If you tap the right arrow key just for a short time Mario will just slide over the ground for a few pixels without changing his sprite to the walking animation. If you press left very shortly this does not happen and he instantly changes his sprite. Can you post a small fix for this issue, because im not able to identify what causes the issue.

Koopa does hurt Yoshi when spitten

What steps will reproduce the problem?
1. Grab a koopa shell with yoshi.
2. Spit it
3.

What is the expected output? What do you see instead?
Yoshi gets scared after spitting it.

What version of the product are you using? On what operating system?
Hello Mario Engine v6.0.3

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 22 Oct 2014 at 8:52

Analog stick does not act as the D-pad on a gamepad controller

Hello! I've encountered a small inconvenience with the Hello Mario Engine. As it seems, it is not possible to use the left or right analog stick to control Mario - it only works with the D-pad. Unfortunately, the D-pad is awful on the Xbox 360 controller and it makes it really uncomfortable to play the game that way. Is Analog stick support something that is coming soon? It would be very much appreciated.

-Henriko

Not really a bug; but gameplay issue.

There are 3 bug/gameplay inconsistencies I've noticed that are more blatant than not.

When I try to jump on a turtle, the hit box on the turtle usually kills me instead of killing it (which I've never had a problem doing in Mario before).

When I beat a level, it shows a red "m" for mario showing I beat the level, then the marker is immediately removed.

When I run, the deceleration process doesn't happen quickly enough. I can get a running start and just hit the jump button a bunch of times (not even holding forward once I sprint and do my first jump) to jump across a large portion of the level because my momentum doesn't really stop quickly at all.

These are my initial findings. I'll report more if I find anything :)

Broken Gamepad controls

I have found an issue with the game pad controls in Hello Mario Engine (the latest release). It appears that, when using a game pad, Mario won't jump correctly all the time. Specifically, sometimes he will jump really short even though I've long pressed the button, and sometimes he won't even jump at all. He also sporadically jumps about even when I'm not pressing the jump button at random, which becomes very annoying when you're trying to complete tight platforming sections.

I would love for this to get fixed ASAP! ๐Ÿ‘

In object obj_persistent, event Create, action 1 at line 59: Unknown function or script: application_surface_draw_enable

What steps will reproduce the problem?
1. Import "GMZ" project from engine source download into GMS.
2. Try to create executable. 
3.

What is the expected output? What do you see instead?
Expected created executable, like normal.
Instead this compile error pops up.

What version of the product are you using? On what operating system?
GameMaker Studio v1.2.1279 on Windows 7 x64 SP1.

Please provide any additional information below.
This compile error makes me unable to see if Mario can walk past solid-top 
slopes/stairs if they begin/end on floor, like stairs in various ghost houses 
in SMW and NSMB series.

Original issue reported on code.google.com by [email protected] on 13 May 2014 at 4:53

Red Palace Varaible crashes the game

What steps will reproduce the problem?
1. Compile HE6.0.3 in GMS Standard 1.4.1451
2.
3.

What is the expected output? What do you see instead?
The game to compile successfully
Fatal Error
What version of the product are you using? On what operating system?
HE6.0.3 in GMS Standard 1.4.1451
Win7 64
Please provide any additional information below.
http://imgur.com/rsSsdGJ

Original issue reported on code.google.com by [email protected] on 18 Oct 2014 at 8:23

World Map

Today, i think i have found a bug. I am trying to create a custom world map and i place Mario and the start object where I want them. When i run the game though, Mario spawns way off of the start object. He even proceeds to do this with every new map i make. Is there somehow a solution to this "bug"?
Also, i would like to restart files

How can save I checkpoints

I would like to save checkpoints so that if the player exits the game, they can go back to the checkpoint after re-entering the game! Thanks!

Source code of mario editor for project opensource

hello I send this with the reason for you to share the source code of mario editor, the reason I want to create a multiplayer mario and that you can use the maps that are hosted on the page where they upload maps, so it will be more attractive for users , at the same time if I could finish my project clearly I hope to share it as an open source so that you can modify it. I await your response and thank you very much. for your time.

Multiple

I'll just be listing them off:
-Sluggish movement
-Robotic/control free actions
-Confusing physics
-Lack of jumping while sliding down slopes
-Ear busting noises

These should be fixed before you decide to pull a Powerup update.

Mapmario and cardgame variables crash the game

What steps will reproduce the problem?
1. Test the game
2. Select a file

What is the expected output? What do you see instead?
To go to the map
This error pops up
What version of the product are you using? On what operating system?
6.0 AND 6.0.3 in newest GMS standard version make the error
Win7 64bit

Please provide any additional information below.
Picture:
http://imgur.com/xUOnKhT

Original issue reported on code.google.com by [email protected] on 21 Oct 2014 at 5:13

I cant make the Hello-mario engine fullscreen

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 18 Oct 2014 at 2:27

I have a small problem with the Saves Files

@HelloFangaming I am using the legacy version of Hello Mario Engine, and my problem is that when I save the game in the Worldmap, it seems that it is saved correctly without any problem, but later when I try to load it, it does not open, Mario sounds are heard but the slot saved does not open. And I have not altered any of the menu codes, or the saved or anything.

please help,someone help (โ•ฅ๏นโ•ฅ)

Red Yoshi cannot put the key in his mouth in fort hello without throwing an error!

What steps will reproduce the problem?
1.Go to fort hello
2.Climb to the top part where the key and mechakoopa are
3.Get the Yoshi from the ? block
4.Jump to the key and try carrying it with Yoshi's tongue
5.You will see the error that I have provided at the bottom

What is the expected output? What do you see instead?
> I expected to continue playing the level with Yoshi carrying the key in his 
mouth, but instead, the game froze and I saw the error.

What version of the product are you using? On what operating system?
> I am using the newest - Hello Mario Engine 6.0. It was on Windows 8.1.

Please provide any additional information below.
> While I was playing, I was big Mario with about 10 lives and no item in 
reserve. I had the red Yoshi and tried taking the key.
> Here's the error that occurred:
___________________________________________
################################################################################
############
FATAL ERROR in
action number 1
of  Step Event0
for object obj_phanto:

Push :: Execution Error - Variable Get 373.fullmouth(100131, -1)
 at gml_Object_obj_phanto_StepNormalEvent_1 (line 24) -         and obj_yoshi.fullmouth = 1
################################################################################
############


-FB-Productions

Original issue reported on code.google.com by [email protected] on 24 May 2014 at 3:23

Xbox 360 Controller - Works then Fails

Okay so let me start by saying thank you so much for making this. All gratefulness aside the controller worked for about 20 secs then Mario started auto bouncing after a few more seconds and hitting everything I could it worked again. After about 10 secs of working it failed again at this point I get pissed and quit.

Not really a issue... but i need help on this

Im trying to add walljumpshroom physics to mario instead of using the powerup make it happen...

but the problem is.... how i do that? (since i dont want to make any mistakes editing objects...)

can you help me?

GamePad support not working on PSVita Console

The up/down/left/right and D-PAD Buttons work no problem. i can choose between file A/B/C
however when i go to press gp_face1 (mapped to X button on console) it doesn't do anything infact none of them do :?

another thing is that it immediately crashes unless your using YYC

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