Fangame Engine
An engine is the coding for a computer application, particularly one of entertainment, such as a video game. Fangames of Mario Fan Games Galaxy, use this term to refer to the coding used in the actual gameplay, although it can refer to any aspect of the coding or all of it as a whole. Engines can be seen in a fairly isolated form as howtos.
Contents
Engine Taxonomy
Static Engine
Primarily a Klik term, static engines are created without using the programming environment's default movement, if there is one. Instead, any and all movement on the object is done by manually changing the X and Y positions -- by how much is what the engine determines.
Ball Movement Engine
Almost exlusively a Klik term, these engines use the Bouncing Ball default movement in combination with principles and techniques of static engines, which in some situations is preferable. This is a popular choice for Sonic fangames.
Platform Movement Engine
Again exlusively a Klik term. The platform movement is a built in engine that comes with all clickteam products with minor changes depending on which program used. It is very glitchy and is lined with bugs, however it has on occasion been used to produce good fangames. Static engines are usually favoured over it as it is easier to start from scratch rather than fix the built in problems, however some still make use of the Y-axis features as it is easier than implanting manually.
Open-source Mario Engines
Clickteam
- Retriever II's High Precision Movement Engine
- Soniro's Open Source Mario Engine
- Xgoff's XMODEL (in development)
Game Maker
- djrellik's "Mario Bros. 3 Engine"
- Guinea's "The All-Mario Engine" (AME)
- Hello's "Hello Mario Engine"
- Tri's "Trisoft Engine"
- Ultramario's "Ultramario Engine" (UME)
- OniLink10's "Oni-Link Mario Engine"
- Darkyoshi's "DarkYoshi Engine Source"
- RetroX's "PIPEMAN GAMMA"