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hjhylander

8
Posts
A member registered Apr 05, 2019

Creator of

Recent community posts

What a fun week it was to  learn about Reverse Engineering games!
I learned a great deal and have a very much newfound respect for the original programmers and game designers.  I ran into some issues yesterday with my collision and I am uploading what I have so far, though I am going to keep updating and working on this project. In retrospect, I  thought more or less that it would be straight forward. I felt like I had been making progress, but it usually came with a bug  and backtracked me a few steps. Ah the life of a programmer. 
I had started on building the following levels, but my mechanics for the first level still need refinement so I will continue with them as I make changes and progress. 

4-24-2019

Today I tweaked Mario's jump and collision mask so that it  is more accurate to the original game and he does't get (as) stuck on tiles. Most of the mechanics needed for the game are developed, though they need some refinement. The green tubes (pipes ;) are working for the bonus room in level one. I also started creating level 2. Tonight I will work on the finishing touches for the breakable bricks/ coins/ and (?) boxes as well as the finishing pole. Tomorrow I will work on creating power ups and big Mario, as well as finish the remaining levels.

(1 edit)

Mario is working great, though I may need to tweak the jump and collision mask a little bit more. Level 1 enemies are added, and have functionality. They disappear when Mario jumps on their head and vise versa, kills Mario when he runs into them. However, the animations that accompany those are still not showing up.  Question box blocks were made and change animations after they have been 'hit'.  Still needs work with collision. Coins were added as well as the hidden bonus room for level 1. Tomorrow I will work on adding  events for the green tubes, other levels, and overall game mechanics and play-ability. 

(1 edit)

4-22-2017  I worked more on Mario's movement and basic mechanics of running and jumping.  The first level is laid out and complete. Today I will work on adding functionality to the green tubes that Mario slides down, breakable blocks(coins) as well as adding enemies to the first level. 

April 17, 2019

Today I completed all of the various sprite animations for both the big and baby Mario. I also completed grabbing the tiles and enemies and blocks needed for the first level. I began working on adding in Mario's basic movements including jump, left, right and the animations that accompany them.

Sounds sourced below:

From SoundImage.org
Music by Eric Matyas
MORNING DOCTOR WEIRD: background loop

SYNTH CHIME 7: power-up sound

From freeSound.org
LloydEvans09
jump1.wav : player jump sound

ProjectsU012
8-bit "failure" sound: player lost life sound

Motion_S
Squeak FX.wav: gun sound

spookymodem
Goblin Death.wav: enemy death sound

LittleRobotSoundFactory
Jingle_Win_01.wav: win-screen jingle

Today we worked on the dragon's movement, and created an powerup objects. 
We decided that a double jump would work best for our character and game design.  
Now if the player acquires the new Wings of Valor powerup he is given a 4X jump capability. It really works well for the game!
We spent some time reworking our movement code which shows potential but needs more development.
We also added custom graphics to our tileset. Our world is going to begin as ice themed. 
Tomorrow we are going to add an glide powerup, more graphics for our tileset and further develop the background and levels. 

  
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Today we tweaked the viewport of the game to make it follow the character around more closely.  We worked more on the dragon's movements including shooting fire and direction. We also created some enemy players that continuously move around and cause damage to  the dragon. The dragon's fireballs will also destroy the enemy players as well as jumping on them. Also the dragon will now die if he falls off the screen or is hit by an enemy player and the game will restart. Tomorrow we will work more on the functionality of gliding and building levels.