Super Mario Bros. 1-1 remake

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Post » Sun Aug 24, 2014 9:17 am

You have the superior clone. No doubt about it.

Do you use default platform behavior? Do you use the real x, y vel? You have really nice details. Having point popups following Mario's x is a nice one.

We still have similar issues:
- Big Mario should slide off the box, not bounce against it when not breaking it.
- The star does not bounce against "brick" boxes. It needs it own family to collide against.
- Even the flag pole shares the same issues when hit with low x-vel.
- Just watching the gombas for a while makes them stick together. I fixed this with a separate box for turning.
- Contiguous walking to the left when big Mario on an edge with around 16 pixels of gap will kill Mario. Does Mario die when ofscreen?

Too bad that playing stuff in the wip "REALLY bothers" you. But maybe you got something out of it. Maybe a better feel for c2. Else you gonna waste a lot of weeks.
Last edited by zomis on Sun Aug 24, 2014 11:32 am, edited 1 time in total.
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Post » Sun Aug 24, 2014 11:22 am

Wow, good start man :)

Of course there are some things that don´t work 1:1, but hey...it´s a work in progress :)
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Post » Sun Aug 24, 2014 6:15 pm

zomis wrote:Do you use default platform behavior? Do you use the real x, y vel?


Yes, that is the built in platform behavior. I just use some events to tweak some numbers (such as max speed, gravity, jump strength, and acceleration) under the right conditions.

zomis wrote:- Big Mario should slide off the box, not bounce against it when not breaking it.


This is one of those things where the amount of effort spent trying to fix it would be better spent developing a custom platforming behavior where you can easily tweak the fine collision details, but at that point, I may as well not use Construct.

zomis wrote:- The star does not bounce against "brick" boxes. It needs it own family to collide against.


I did kinda rush this one because I wanted to post the game, but getting it exactly right would require a lot more studying it, and I really wanted to get this done within a week.

zomis wrote:- Even the flag pole shares the same issues when hit with low x-vel.


I'm not really sure what you are talking about here. I zero the player's X velocity and set their X position when they touch the flagpole anyway, so I'm not sure how a low X velocity could affect it. if you mean it gets activated before you actually touch the pole, that can be fixed with a simple X position compare.

zomis wrote:- Just watching the gombas for a while makes them stick together. I fixed this with a separate box for turning.


Fixing this wouldn't be too hard if I could reliably reproduce it.

zomis wrote:- Contiguous walking to the left when big Mario on an edge with around 16 pixels of gap will kill Mario. Does Mario die when ofscreen?


???

All I do is adjust the player X position if they are outside the bounds of the screen.

zomis wrote:Too bad that playing stuff in the wip "REALLY bothers" you. But maybe you got something out of it. Maybe a better feel for c2. Else you gonna waste a lot of weeks.


Considering the goal here was to clone a Mario game, and the core aspect of Mario games is the platforming, I really think you should have spent more time on it. Getting other minor details wrong doesn't bug me nearly as much as getting the core gameplay wrong. I didn't even bother making anything else work until the platforming was just right, because it's so monumentally important in a Mario game.

If you don't want to spend that much time on the platforming, perhaps you should try cloning a game with easier platform controls? Like Megaman? No X acceleration to worry about, no differing numbers based on how fast you are moving. All you need to work out is jumping higher by holding the jump button, and that's pretty easy once you know the trick (reduce player gravity immediately after jumping and while the jump button is still held). I don't know the exact mechanic Megaman uses to determine when the jump-hold effect should forcefully end, but Mario 1 ends it once you start falling, and Mario 3 ends it once your Y speed is high enough (above -2 pixels per frame, or -120 pixels per second). Figuring out how Megaman does it should be pretty easy with an emulator that lets you view the game RAM in real-time. Also stepping frame by frame. Lots of stepping frame by frame.
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Post » Fri Nov 11, 2016 11:39 pm

404 - File or directory not found. ?
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Post » Sat Nov 12, 2016 1:09 pm

Link broken scirra arcade
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Post » Sun Dec 11, 2016 9:07 pm

thezakman wrote:404 - File or directory not found. ?


I'm a month late on this, but the Mario clone I made has been re-uploaded here. You can download the source from MFGG if you want to see what makes it tick.

I don't know if the other one has been re-uploaded.
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Post » Thu Dec 22, 2016 10:33 pm

Sometimes Mario bumps a block, but the block does not work, how can it be fixed?
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Post » Mon Dec 26, 2016 8:31 am

yojona wrote:Sometimes Mario bumps a block, but the block does not work, how can it be fixed?


In the cases where this happens, what is supposed to happen is Mario continues upwards, passing through the block, while also being pushed to the left (or right) to get him out of the block. Construct 2's built in platform behavior does not allow for such fuzzy collisions (nor do I expect it to). Working around this would defeat the purpose of using Construct 2 to begin with.
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