Difference between revisions of "Fangame Engine"
m (moved Engine to Fangame Engine: Engine is a term that refers to things like Unity or GameMaker. The correct term to call things like Hello Engine should be "Fangame Engine".) |
(updated the page in general and removed the clickteam movement engines section since it's not very related and it already has its own page) |
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− | + | A '''fangame engine''' is the base code that can be used to create other fangames. The term often gets confused with "Game Engine", which refers to the program the Fangame Engines were made in, such as [[Game Maker]] and [[Unity]]. Fangame Engines can be seen in a fairly isolated form as [[howtos]]. | |
− | + | Mario Engines usually expected to contain features normally seen in the official games, such as Mario like physics, [[collision checking]], Question Mark Blocks, and enemies. It is common to see other features implemented to help make the game feel more unique. | |
− | The abundance of full-featured open-source engines is a controversial issue; while they allow inexperienced or non-programmers to easily create their own games, in many cases the engines are barely modified, if at all. Bugs, annoyances, and a general "cookie-cutter" feel | + | The abundance of full-featured open-source engines is a controversial issue; while they allow inexperienced or non-programmers to easily create their own games, in many cases the engines are barely modified, if at all. Bugs, annoyances, and a general "cookie-cutter" feel tend to persist with games produced with these engines. The [[Hello Mario Engine]] in particular is often cited as being overused and generally unchanged. |
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== Various [[Mario]] Engines == | == Various [[Mario]] Engines == | ||
+ | [[File:HelloMarioEngineScreenshot.png|thumb|384px|right|[[Hello Mario Engine]] is one of the most commonly used Mario Engines.]] | ||
===[[Game Maker: Studio]]=== | ===[[Game Maker: Studio]]=== | ||
*[[Hello]]'s "[[Hello Mario Engine]]" | *[[Hello]]'s "[[Hello Mario Engine]]" |
Revision as of 15:42, 28 June 2017
A fangame engine is the base code that can be used to create other fangames. The term often gets confused with "Game Engine", which refers to the program the Fangame Engines were made in, such as Game Maker and Unity. Fangame Engines can be seen in a fairly isolated form as howtos.
Mario Engines usually expected to contain features normally seen in the official games, such as Mario like physics, collision checking, Question Mark Blocks, and enemies. It is common to see other features implemented to help make the game feel more unique.
The abundance of full-featured open-source engines is a controversial issue; while they allow inexperienced or non-programmers to easily create their own games, in many cases the engines are barely modified, if at all. Bugs, annoyances, and a general "cookie-cutter" feel tend to persist with games produced with these engines. The Hello Mario Engine in particular is often cited as being overused and generally unchanged.
Various Mario Engines
Game Maker: Studio
- Hello's "Hello Mario Engine"
- Gatete's "GMEAnniversary" (WIP)
- Gatete's "Super Leaf Engine"
- Gatete's "Fusion Engine"
Legacy Game Maker
- Hello's "Hello Engine 5"
- Hello's "Open Source SMB1 Engine"
- Gatete's "Gatete Mario Engine 8"
- Ultramario's "Ultramario Engine"
- djrellik's "Mario Bros. 3 Engine"
- Tri's "Trisoft Engine"
- Supernova's "Supernova Mario World Engine"
- VinnyVideo's "Bibby RPG Engine"
Clickteam
- Retriever II's "High Precision Movement Engine"
- Soniro's "Open Source Mario Engine"
- Xgoff's "COSINE" (in development)