Super Mario Bros. NES Game Builder
preview
By: AirmanAJK [E] [W]
This allows users to create their own Mario games, with all of the complexity that the original NES game had. From beanstalks to Bowser battles, this is a faithful recreation of the original classic that even a die hard Mario enthusiast can appreciate.
Completion: Full Game Genre: Other
Franchise: Mario

Update History
No History
 
[O] Created: Aug 13 2013, 5:25 AM
[O] Updated: Never
[O] File Size: 3.08MB
[O] Views: 59651
[O] Downloads: 14301
[O] Plays: 0
[O] Favorites: 4
Download!

Reviews


Comments
No Icon
TiKi
Aug 14 2013, 8:54 PM
Oh, Airman.
This game... well you can tell it wants to be that end all be all Mario maker, but it just doesn't stick.
It has a retry level setting, a enemy color matcher, different test settings, it's all here. (well except for the grey goombas. :() but the editor itself could be a bit more inituitive to use.
Plus, why are the Bowser battles hard coded? Why not allow us to select the settings that you lay out in the key, or even place that as an enemy if we for example wanted to pair him with Firebars or Hammer Bro's.
Make the room size draggable instead of placing and "unplacing" columns.
I sincerely hope that you could do something bigger - This is such a good idea, but Mario 1 is such a simple game. Mario 3 maybe?
 
User Icon
Gate
Aug 14 2013, 8:59 PM
Is it possible to create bonus areas on a single level?

EDIT: Found how :3
 
No Icon
radel999
Aug 14 2013, 9:55 PM
I Suggested adding change pipe colors and water/lava bottom.

P.S.
this is a beta version?
 
User Icon
Yingchun Soul
Aug 14 2013, 10:54 PM
Need Java Runtime
 
No Icon
WreckingGoomba
Aug 15 2013, 9:04 AM
Quote (radel999 on Aug 14 2013, 9:55 PM)
I Suggested adding change pipe colors and water/lava bottom.

P.S.
this is a beta version?

The description says 'Full Game', do I don't think so.
 
User Icon
Dollarluigi
Aug 16 2013, 2:43 AM
It's really simple to figure out and my only problem with it is the tiling.
 
User Icon
lu9
Aug 17 2013, 1:29 AM
Really nice editor, but there are some stuff you should've done to make it more "complex"
-add castle colour enemies
-bring "The Lost Levels" stuff (poison mushroom, red piranha, etc.)
-luigi
-change the checkpoint flag to a "checkpoint zone" as of the original SMB had.
 
No Icon
AirmanAJK
Aug 17 2013, 10:36 AM
Quote (TiKi on Aug 14 2013, 8:54 PM)
Oh, Airman.
This game... well you can tell it wants to be that end all be all Mario maker, but it just doesn't stick.
It has a retry level setting, a enemy color matcher, different test settings, it's all here. (well except for the grey goombas. :() but the editor itself could be a bit more inituitive to use.
Plus, why are the Bowser battles hard coded? Why not allow us to select the settings that you lay out in the key, or even place that as an enemy if we for example wanted to pair him with Firebars or Hammer Bro's.
Make the room size draggable instead of placing and "unplacing" columns.
I sincerely hope that you could do something bigger - This is such a good idea, but Mario 1 is such a simple game. Mario 3 maybe?

You talk about this program like it's a pathetic attempt, and the only complaints were gray Goombas and custom Bowser battles? What's more intuitive than point and click? The parts you praised were simple level options, ignoring the stability, robust warp mechanisms, limitless levels/sprites, and carefully matched physics to the original. Not much of a critique from someone who clearly knows nothing of game design.
PS Drag the mouse while inserting columns, don't just click.
 
No Icon
AirmanAJK
Aug 17 2013, 10:38 AM
Quote (liangliyuan on Aug 14 2013, 10:54 PM)
Need Java Runtime

It sounds to me like you haven't updated java since 1998.
 
No Icon
radel999
Aug 17 2013, 12:12 PM
Quote (lu9 on Aug 17 2013, 1:29 AM)
Really nice editor, but there are some stuff you should've done to make it more "complex"
-add castle colour enemies
-bring "The Lost Levels" stuff (poison mushroom, red piranha, etc.)
-luigi
-change the checkpoint flag to a "checkpoint zone" as of the original SMB had.

Don't forgot about

-Lava and Water Bottom
-Change Color Pipe and Flag Poles (ex. Gray Pipes on Day level (5-1,5-2,7-3) (And Normal Game)
-Change Pipe Warp Zone Color (Not Only Red)
-Add Red Clouds from 6-3
 
No Icon
AirmanAJK
Aug 17 2013, 1:33 PM
Quote (radel999 on Aug 17 2013, 12:12 PM)
Don't forgot about

-Lava and Water Bottom
-Change Color Pipe and Flag Poles (ex. Gray Pipes on Day level (5-1,5-2,7-3) (And Normal Game)
-Change Pipe Warp Zone Color (Not Only Red)
-Add Red Clouds from 6-3

Including every possible pallete combination is tedious and simply not worth it. This program isn't meant to be indistinguishable from the NES. I'm also reluctant to add things that weren't in the original, like longer water/lava.
 
No Icon
Double Agent Luigifan
Aug 17 2013, 2:17 PM
I love it, but the max length of levels are too short.
EDIT: NVM found out you can max it how much you want
 
No Icon
radel999
Aug 17 2013, 7:25 PM
Quote (AirmanAJK on Aug 17 2013, 1:33 PM)
Including every possible pallete combination is tedious and simply not worth it. This program isn't meant to be indistinguishable from the NES. I'm also reluctant to add things that weren't in the original, like longer water/lava.

Hmm
but i hope is you are updating game

is game really good
 
User Icon
onpon4
Aug 17 2013, 11:11 PM
Cool, Java.

Any chance I could convince you to release the source code under a free/libre/open-source license, like the GNU GPL? I'm a free software[1] advocate and refuse to run proprietary software on my computer,[2] but I'm interested in this game and would play it if it were free. Releasing the source does no harm to you, and it immortalizes the game in a sense.

[1] http://gnu.org/philosophy/free-sw.html

[2] If you want to know why, you can read the pages at http://gnu.org/philosophy/
 
User Icon
CrazyRiverOtter
Aug 18 2013, 6:03 AM
Quote (AirmanAJK on Aug 17 2013, 4:36 AM)
You talk about this program like it's a pathetic attempt, and the only complaints were gray Goombas and custom Bowser battles? What's more intuitive than point and click? The parts you praised were simple level options, ignoring the stability, robust warp mechanisms, limitless levels/sprites, and carefully matched physics to the original. Not much of a critique from someone who clearly knows nothing of game design.
PS Drag the mouse while inserting columns, don't just click.

1.) No, he said nothing about it being pathetic. He was simply stating that he didn't really like the game.

2.) Those weren't his only complaints. He just thought that grey Goombas and custom Bowser fights would be neat. However, if you don't think they are worth adding, you don't have to.

3.) Point-And-Click isn't always intuitive. Here, you did a pretty good job, though there are some things that a person could regularly get stuck on.

4.) Sure, the parts he praised were simple level options. That's the sheer point of the game, is it not? If there are no complaints or praise about something, that typically means it's done right. Had this game been an original fangame with new levels, graphics, etc., then the "robust mechanics" and "accurate physics" would have been totally important. However, this is a level editor designed to emulate the original Super Mario Bros. While I will say that you did a darn fine job replicating the game, that's only to be expected. It's like a chef expecting praise because his/her soup didn't give someone a terminal illness. The mechanics go without saying. Same goes for the limitless sprites/levels.

5.) "Not much of a critique from someone who clearly knows nothing of game design." Game design is irrelevant here, as the overall design of the levels is up to the player, and only the mechanics are there. You likely mean just general interface design. Like I said, the reason he didn't mention the design/mechanics is because there was nothing wrong with them, nor was there anything life-changingly brilliant. They are functional, and they are simple. Nothing beyond that.

Stop reacting to criticism with such childish hostility. If you are told by someone that your game has a problem, either fix it, or politely explain why it can't/wont be changed, even if you think their problem with the game is stupid. Rule number one of art is to not seek praise, as it will set you up for disappointment.
 
No Icon
AirmanAJK
Aug 18 2013, 6:28 AM
Quote (CrazyRiverOtter on Aug 18 2013, 6:03 AM)
1.) No, he said nothing about it being pathetic. He was simply stating that he didn't really like the game.

2.) Those weren't his only complaints. He just thought that grey Goombas and custom Bowser fights would be neat. However, if you don't think they are worth adding, you don't have to.

3.) Point-And-Click isn't always intuitive. Here, you did a pretty good job, though there are some things that a person could regularly get stuck on.

4.) Sure, the parts he praised were simple level options. That's the sheer point of the game, is it not? If there are no complaints or praise about something, that typically means it's done right. Had this game been an original fangame with new levels, graphics, etc., then the "robust mechanics" and "accurate physics" would have been totally important. However, this is a level editor designed to emulate the original Super Mario Bros. While I will say that you did a darn fine job replicating the game, that's only to be expected. It's like a chef expecting praise because his/her soup didn't give someone a terminal illness. The mechanics go without saying. Same goes for the limitless sprites/levels.

5.) "Not much of a critique from someone who clearly knows nothing of game design." Game design is irrelevant here, as the overall design of the levels is up to the player, and only the mechanics are there. You likely mean just general interface design. Like I said, the reason he didn't mention the design/mechanics is because there was nothing wrong with them, nor was there anything life-changingly brilliant. They are functional, and they are simple. Nothing beyond that.

Stop reacting to criticism with such childish hostility. If you are told by someone that your game has a problem, either fix it, or politely explain why it can't/wont be changed, even if you think their problem with the game is stupid. Rule number one of art is to not seek praise, as it will set you up for disappointment.

It was condescending from its start of "O Airman" to its closing of "I hope you could do something better". This game is not simple. It's tens of thousands of lines of code written from scratch and hundreds of hours of work. My first comment was pure ignorance and it annoyed me. I admit I was butt hurt about it.
 
User Icon
onpon4
Aug 18 2013, 2:17 PM
Looks like my comment was missed in that. For what it's worth, people generally don't express that they value good quality; you have to learn to deal with the fact that there will always be nitpicks overshadowing the good parts. Also, lashing back at any criticism makes you look like the bad guy. It sounds harsh, but you need to just grow a thick skin and not take anything as a personal insult.

Airman, could you release the source code to this under a free software[1] license, such as the GNU General Public License? As I said before, I like the look of this, but I refuse to use any proprietary software[2] I can avoid, no matter how small. There is no downside to releasing the source code under a free license, and it would even immortalize this tool/game in a sense (no program is truly dead if other people have the ability to pick it up again and resume development).

[1] http://gnu.org/philosophy/free-sw.html

[2] https://en.wikipedia.org/wiki/Proprietary_software
 
User Icon
CrazyRiverOtter
Aug 18 2013, 5:09 PM
Quote (AirmanAJK on Aug 18 2013, 12:28 AM)
It was condescending from its start of "O Airman" to its closing of "I hope you could do something better". This game is not simple. It's tens of thousands of lines of code written from scratch and hundreds of hours of work. My first comment was pure ignorance and it annoyed me. I admit I was butt hurt about it.

Ah, well don't stoop, I guess. Also, it is simple, though apparently the coding is not. It being simple is good, though. I don't want it to be overly confusing. People don't play a game for the coding. People don't play it for the hours spent. They play it because it's fun, and like it because it's fun. Eventually they might, just might, appreciate how complex the coding is.
 
No Icon
Double Agent Luigifan
Aug 18 2013, 6:11 PM
Quote (onpon4 on Aug 18 2013, 10:17 AM)
Looks like my comment was missed in that.

It was probably missed because nobody cares
 
No Icon
AirmanAJK
Aug 18 2013, 6:56 PM
Quote (onpon4 on Aug 18 2013, 2:17 PM)
Looks like my comment was missed in that. For what it's worth, people generally don't express that they value good quality; you have to learn to deal with the fact that there will always be nitpicks overshadowing the good parts. Also, lashing back at any criticism makes you look like the bad guy. It sounds harsh, but you need to just grow a thick skin and not take anything as a personal insult.

Airman, could you release the source code to this under a free software[1] license, such as the GNU General Public License? As I said before, I like the look of this, but I refuse to use any proprietary software[2] I can avoid, no matter how small. There is no downside to releasing the source code under a free license, and it would even immortalize this tool/game in a sense (no program is truly dead if other people have the ability to pick it up again and resume development).

[1] <a href="http://gnu.org/philosophy/free-sw.html"&gt;http://gnu.org/philosophy/free-sw.html

[2] https://en.wikipedia.org/wiki/Proprietary_software

I'm reluctant to release the source. First, because while I'm proud of its organization and documentation, I could do some more refactoring. Also, this might sound lame, but this game is like my baby, and I'm not quite ready to let it slip away. I'm surprised you don't use any proprietary software. I understand releasing libraries as open source, but the links you sent make private software seem selfish, unless I'm misunderstanding. Maybe I'll do open source, but not just yet. Thanks for your interest.
 
User Icon
CrazyRiverOtter
Aug 18 2013, 7:24 PM
Quote (AirmanAJK on Aug 18 2013, 12:56 PM)
I'm reluctant to release the source. First, because while I'm proud of its organization and documentation, I could do some more refactoring. Also, this might sound lame, but this game is like my baby, and I'm not quite ready to let it slip away. I'm surprised you don't use any proprietary software. I understand releasing libraries as open source, but the links you sent make private software seem selfish, unless I'm misunderstanding. Maybe I'll do open source, but not just yet. Thanks for your interest.

I think it's fine as it is, and that it's way too early to release the source, IMO.
 
User Icon
onpon4
Aug 18 2013, 10:13 PM
Quote (AirmanAJK on Aug 18 2013, 2:56 PM)
I'm reluctant to release the source. First, because while I'm proud of its organization and documentation, I could do some more refactoring.

That's fine. Sloppy source is better than no source. The source code to Star Control II was originally horribly sloppy with almost no comments, and much of the current effort of The Ur-Quan Masters project is cleaning that up. It was still a great contribution to free software nonetheless.

Quote (AirmanAJK on Aug 18 2013, 2:56 PM)
Also, this might sound lame, but this game is like my baby, and I'm not quite ready to let it slip away.

It doesn't go away when you release the source code. On the contrary, using a copyleft license like the GNU GPL will ensure that any derivatives which are published can be taken straight back; others can never keep that source code from you unless they never publish their derivative at all. At the same time, if someone does this, your work will grow.

Quote (AirmanAJK on Aug 18 2013, 2:56 PM)
I'm surprised you don't use any proprietary software. I understand releasing libraries as open source, but the links you sent make private software seem selfish, unless I'm misunderstanding. Maybe I'll do open source, but not just yet. Thanks for your interest.

Private software isn't selfish, but if I don't control the software running on my computer, I don't control my own computing. If I run a proprietary program, the developer of that proprietary program controls my computing through it; proprietary software is an instrument of unjust power over the users.

I hope you change your mind about releasing the source code.
 
User Icon
CrazyRiverOtter
Aug 19 2013, 12:14 AM
Something I think would make this better is the ability to switch the size of the grid between 8 and 16 pixels, instead of the usual 8. It isn't a big issue, though.
 
No Icon
TiKi
Aug 19 2013, 1:58 AM
AirmanJK
"pathetic" I'm sorry for the conscending tone. I had come off Super Mario Uprising's dev blog, and that game has more scope than this. As such, I had wrong expectations for the game's capabilities. The quasi review was derived from 15-20 minutes of exploring the editor, and as such I didn't make a full review. So, I'm sorry for slamming you.
Although, custom Bowser battles could actually mean that, since there's more options for the end of world battle, there could be a longer game than 8 worlds made. Thus, more levels.
I do like the hammer rotaion system, I forgot to mention it in the first comment.

Also, could you please make a detailed warp tutorial so I could make a test-game in this? And do warps work in the Test Level setting?
And where is the music setting?
 
User Icon
N-Mario
Aug 19 2013, 4:33 AM
To be honest, this looks pretty well done for a Java applet. I actually would love waiting to see what levels that people can come up with and share with the community. Because this thing is completely empty. It needs at least one example level to go with the archive that shows everything that this level making thing is capable of. :)
 
No Icon
AirmanAJK
Aug 19 2013, 6:44 AM
Quote (N-Mario on Aug 19 2013, 4:33 AM)
To be honest, this looks pretty well done for a Java applet. I actually would love waiting to see what levels that people can come up with and share with the community. Because this thing is completely empty. It needs at least one example level to go with the archive that shows everything that this level making thing is capable of. :)

Totally agree. I had actually submitted an update that packaged the program with a game that is a close recreation of the classic game with all 8 worlds. It doesn't seem to have gone through though as it was weeks ago. I accidentally left the update reason blank so maybe it was rejected. I'm in Thailand all week so I can't resubmit now.
 
No Icon
AirmanAJK
Aug 19 2013, 6:56 AM
Quote (TiKi on Aug 19 2013, 1:58 AM)
AirmanJK
"pathetic" I'm sorry for the conscending tone. I had come off Super Mario Uprising's dev blog, and that game has more scope than this. As such, I had wrong expectations for the game's capabilities. The quasi review was derived from 15-20 minutes of exploring the editor, and as such I didn't make a full review. So, I'm sorry for slamming you.
Although, custom Bowser battles could actually mean that, since there's more options for the end of world battle, there could be a longer game than 8 worlds made. Thus, more levels.
I do like the hammer rotaion system, I forgot to mention it in the first comment.

Also, could you please make a detailed warp tutorial so I could make a test-game in this? And do warps work in the Test Level setting?
And where is the music setting?

Warps do work in testing, it just starts you at the selected level instead of always one. Music is determined based on the level type, meaning no underground levels with star music for example. Warps are essentially done by clicking pipes/beanstalk blocks with the selector tool and setting properties. Pipes can't be warped to until their "Can warp" box is checked. This assigns it an ID that can be selected as a destination in whatever level the pipe is in. Level properties also have warp sertings.

Thanks for noticing the real-time rotations. As the NES couldn't handle such complex math, it did fixed positions. Not very smooth. The same goes for firebars, and springs have non-fixed positions as well.
 
No Icon
AirmanAJK
Aug 19 2013, 11:28 AM
Quote (CrazyRiverOtter on Aug 19 2013, 12:14 AM)
Something I think would make this better is the ability to switch the size of the grid between 8 and 16 pixels, instead of the usual 8. It isn't a big issue, though.

I could do alternating colors in the grid to distinguish 16x16 blocks as those are a standard of the game. Would that suffice? I think I will do an update. It will include gray goombas (I didn't realize they would be missed so dearly), water/lava bottoms, and the original game levels packages in a zip file, as well as a basic tutorial on warps, etc.

If anybody really wants something else, now is the time to make a case for it. Custom Bowser battles
would be hours of coding so I'm not feeling motivated to do that, plus I start school in a week.

PS I'm thrilled that there is yet to be a bug reported. I know the sound is flaky on linux, but Java sound is known to be crap on linux.
 
No Icon
TiKi
Aug 19 2013, 10:16 PM
Adding a "upload your own" music would probably be hard, so all I can ask for is to make any music selectable in any level type for example underwater music in overland levels.
I was thinking of using said music for those "flying fish" stages in my game.
 
User Icon
N-Mario
Aug 20 2013, 3:15 AM
Quote (AirmanAJK on Aug 19 2013, 6:44 AM)
Totally agree. I had actually submitted an update that packaged the program with a game that is a close recreation of the classic game with all 8 worlds. It doesn't seem to have gone through though as it was weeks ago. I accidentally left the update reason blank so maybe it was rejected. I'm in Thailand all week so I can't resubmit now.

Well whenever you do upload an update, is there any noticeable way I can tell if it has been updated or not? I would love to see a complete package, maybe a small tutorial, maybe a written text that says how to use this thing. I'm sure people can figure it out by themselves, but it would help others though. :)
Anyway, looking forward to an update. :)
 
No Icon
StrikeForcer
Aug 20 2013, 10:44 AM
<a href="http://www.spriters-resource.c...os/sheet/52571/">;http://www.spriters-resource.c...os/sheet/52571/ You know the link radel99 on YouTube gave you? Well, utilize more of the tiles from there into your game since this is a rather comprehensive rip of the tiles and its known palette combinations.

That's my suggestion for the update. I will have to be needing more tiles because im trying to simulate the scenery not seen in SMB, but when you hack it. ex: http://s21.postimg.org/6kfnf1c0n/Screen_Shot157.png which is one of the many that didn't appear in SMB, but is possible to do when hacking SMB.
 
User Icon
N-Mario
Aug 21 2013, 5:41 AM
Hey, I was messing with the game, and was wondering. Maybe in the next update, we can modify where the flag's end is, and what comes after it? Ya know, maybe instead of just a strait road to the castle, I would either want to add a pit after it for joke levels, or some elevators going up and down, and maybe modify the position of where the end castles are after the flag? Just to make ending the levels more interesting rather than your regular everyday walking toward a castle. :)
 
No Icon
AirmanAJK
Aug 21 2013, 6:19 AM
Quote (N-Mario on Aug 21 2013, 5:41 AM)
Hey, I was messing with the game, and was wondering. Maybe in the next update, we can modify where the flag's end is, and what comes after it? Ya know, maybe instead of just a strait road to the castle, I would either want to add a pit after it for joke levels, or some elevators going up and down, and maybe modify the position of where the end castles are after the flag? Just to make ending the levels more interesting rather than your regular everyday walking toward a castle. :)

A big problem with making a level builder is dealing with people designing crazy things. Programming languages just let your computer crash when you do something wrong, but polished programs should always handle situations gracefully. Your suggestion opens a huge can of worms where people can make so many impossible situations. Even so, dynamically making animations that use artificial intelligence to determine a route to the castle (if there even is a possible one) is complex. What if someone just makes a wall in the way? What if there is a wall with a space near the top? Can Mario jump that high? What if he can't? What if the castle is 1000 tiles away? Especially since the game loop I wrote isn't deterministic, short of keeping the user in control after catching the flag, there is no even remotely simple way to animate Mario walking to some custom castle ending.
 
User Icon
N-Mario
Aug 21 2013, 7:48 PM
Yea that's kind of the point. A Level editor/maker should be fully customizable given the opportunity. Not limited to. It's the level creators fault for making such an abomination, not the programmer who made the level editor/maker.

Also, doing more experiments, I feel there are a few things off. I liked doing a stair case with a few koopas on them to try and re-create the infinite 1-up trick, but no go. Maybe I was a little off, or I'm unsure of this game is programmed to do so. But that's how you know the difference between the real deal, and a recreation of a game is that something works in the original, but does not in a recreated fan game.
 
No Icon
AirmanAJK
Aug 21 2013, 11:55 PM
Quote (N-Mario on Aug 21 2013, 7:48 PM)
Yea that's kind of the point. A Level editor/maker should be fully customizable given the opportunity. Not limited to. It's the level creators fault for making such an abomination, not the programmer who made the level editor/maker.

Also, doing more experiments, I feel there are a few things off. I liked doing a stair case with a few koopas on them to try and re-create the infinite 1-up trick, but no go. Maybe I was a little off, or I'm unsure of this game is programmed to do so. But that's how you know the difference between the real deal, and a recreation of a game is that something works in the original, but does not in a recreated fan game.

I didn't program any classic known bugs into the game. It's the same reason you can't jump through walls. Also, it isn't my goal to try and fool people into thinking this
Is the original game. This is obvious in things like springs, Lakitu's motion, firebar animation, winged koopa timing, and beanstalk climbing animations. They are close and adequate, but a comparison shows they aren't quite the same.
The rule I'd been following is let people design what can be seen in the original game. This is why there aren't custom length platforms with adjustable speed. I think if I abandoned this principle, this project would get sloppy with random things being custom and others not. It could be customized into a new game even. What exactly is "fully customizable"? Lakitu should be able to throw Bowsers instead of spinys? The Princess should be a playable character? It can rain coins in levels?
This would also require a tutorial instead of one just being helpful if, for example, people needed to be warned about game-ending problems in level flags.
 
No Icon
Anchantia
Aug 22 2013, 5:43 AM
At the moment I work with this little tool and make a little game with 16 levels. I think the "limitations" are okay. Because: it's challenging to make levels with the material from the original game.

But I have some suggestions:

- The trampoline is a litte buggy. You can stand in the trampoline if you jump don't on this but left or right in the trampoline.

- I would prefer the original checkpoint from SMB. This flag has not even seen in the original. ;-)

- And for me it's a little dificult to make underground levels with many blocks. Because I must set every each block. It would be better do have a "paint" feature like in SMBX: you set a block and make quickly a greater field of it.


And: is it planned to make a "publisher tool" for own games? Without editor point, just with "start game" and "options" and the own game title on the start screen? And a little text on the end self-written text on the end screen?


Sorry for my bad english but I hope you understood my comment.
 
No Icon
AirmanAJK
Aug 22 2013, 9:13 AM
Quote (Anchantia on Aug 22 2013, 5:43 AM)
At the moment I work with this little tool and make a little game with 16 levels. I think the "limitations" are okay. Because: it's challenging to make levels with the material from the original game.

But I have some suggestions:

- The trampoline is a litte buggy. You can stand in the trampoline if you jump don't on this but left or right in the trampoline.

- I would prefer the original checkpoint from SMB. This flag has not even seen in the original. ;-)

- And for me it's a little dificult to make underground levels with many blocks. Because I must set every each block. It would be better do have a "paint" feature like in SMBX: you set a block and make quickly a greater field of it.


And: is it planned to make a "publisher tool" for own games? Without editor point, just with "start game" and "options" and the own game title on the start screen? And a little text on the end self-written text on the end screen?


Sorry for my bad english but I hope you understood my comment.

I had no problem with your English. Here we go:
First, that behavior of the spring is intentional. If you jump in it from the side, you can stand on the base of it. Enemies can't bounce on springs and only walk on this base part.
Second, I did make up these checkpoints because the ones in the original were invisible. Restarting from last checkpoint wouldn't mean much if the player didn't know where that was, and wouldn't know if they could retry a spot without starting all over. Also, invisible checkpoint fields would require the designer to specify where Mario restarts (unless you want him respawning inside a block or over a cliff). This starts to shift to more complication over ease of use, so I decided on flags.

Third. You can rapidly add blocks! Control+A toggles the auto-scrolling function. Simply hold the mouse down at the right side of the screen with a block and no auto-scroll, and then press Ctrl+A. As the level scrolls, it will rapidly insert blocks in a row. You could just carefully drag the mouse while holding the button down and let the scrolling speed up also. Note: not all items can be dragged for multiple insertions.

Last, I hadn't considered doing that. I envisioned games being made and shared. Are you asking for a kind of stand-alone version?
 
No Icon
StrikeForcer
Aug 22 2013, 8:33 PM
So I find my earlier comment ignored... I was suggesting you use more of superjustinbros's rips of the tiles, enemies, and items from SMB/SMB2J instead of using what was seen when you play the game without opening it at SMB Utility. Since the level editor is the defining point of the game, they would be reasonable additions to put on than what the others were suggesting.

Another thing is that I would want to use said tileset, sprite, and item palette combinations to make some things in this editor that wasn't possible when hacking SMB.
 
No Icon
AirmanAJK
Aug 27 2013, 1:37 PM
OK! I just submitted an update, but these seem to take a while to actually show up. Here are the major changes:
-Gray Goombas & Gray Beetles
-Water & Lava Bottoms
-New "Unlimited Fireballs" in testing (more than two at a time!)
-Now packaged with the original game remade
-Now packaged with a warp tutorial to get started
-Mario can now move while crouching in a jump (my bad)
-Minor bug fixes
-Older games are still compatible, but lava bottoms will now have to be filled in (shouldn't take long to do).

In the meantime, the game can be downloaded on my web server at http://supermariobros.dyndns.info
 
No Icon
radel999
Aug 29 2013, 9:30 AM
Cool update :D
but you are planned adding custom pipe color?
ex. in World 6-1 or 5-1 Gray pipes in day time or Green pipes in night day
or warp zones pipes green not only red.
 
Pages: (2) 1 2 | Last Unread