Hello Mario Engine

From Mario Fan Games Galaxy Wiki
(Redirected from Hello Engine 4)
Hello Mario Engine
HelloMarioEngine.png
Developer(s) Hello
Announce Date May 3, 2013
Release Date May 3, 2013
Genre Platform
Players 1
Input Standard Keyboard, Gamepad
Medium GameMaker: Studio
Platform Windows, Mac OS X, Ubuntu, HTML5, Android, iOS, Windows Phone 8, Tizen, Xbox One, PS4, PS3, PS Vita
Status Released

The Hello Mario Engine is an open source Mario engine for GameMaker: Studio that is feature packed, and designed to be easy to expand upon with user friendliness as a priority. The engine is fully documented with code comments, and includes a lot of different powerups, over a hundred different enemies, and more.

As of version 6.0, the engine is licensed under the New BSD License. This license gives users permission to make whatever they want with the engine, without any restrictions. It also requires that users give credit for use of the engine.

History

The first release of this engine was called Hello's Mario Engine, and was released in early 2007 for Game Maker 6. The source for this was available open source at one point on the MFGG main site, but the links have all been taken down because it used messy Drag&Drop code, and had numerous glitches and physics problems. The only game Hello released using this version was Super Mario Bros.: Mushroom Journey. Hello did show off an earlier version prior to this one, but never actually made anything with it. That engine was quickly scrapped after the first demo was posted.

The next release, also released in 2007, was called Hello Engine 2, and was created with newly re-written Drag&Drop code, which allowed for climbing, swimming, and slopes that weren't terrible. It originally ran at 30fps, but was converted to 60fps after the release of Super Mario Bros: Koopa Chaos. This version was never actually released open source, and the last game to use it was Super Mario Bros. Shine Pursuit. This version's code was scrapped and rewritten from scratch because the messy Drag&Drop code made it exceedingly difficult to modify.

Near the end of 2007, the Hello Engine 3 was released. This version was built off the Open Source SMB2 Engine, but with all Hello Engine 2 features ported over. This allowed for all the Drag&Drop code to be replaced with GML. This version ended up being used in a popular fangame titled Mushroom Kingdom Fusion. The first and last games Hello made with this version are Super Mario Bros.: Revenge of Bowser and Super Mario Bros.: Seeking Sunshine.

Propeller Mario riding Yoshi

On the Christmas of 2009, the Hello Engine 4 was released. This version was the first to be released for Game Maker 8, and was widely criticized for its messy code, bad variable names, and lack of comments and indentation. This version included an improved world map, and an assortment of powerups, enemies, items, and improved game mechanics. The only games Hello made using this version were Hello Winter Mario Games 2009, Super Mario Bros. Restless Reality, and Super Mario Bros. Game Master.

During the summer of 2011, the Hello Engine 5 was released. This version included tons of new features, and the code was finally indented properly, making it readable for the first time. Later on, the Hello Engine 5.1 was released, which finally dealt with the engine's physics problems, giving Mario proper physics. Both Super Mario Bros: Mythical Mushrooms and Super Mario Bros: Ztar Turmoil used these versions of the engine. On May of 2013, the engine was updated to 5.2, which renamed it to Hello Mario Engine and ported it to GameMaker: Studio. This port was used in the creation of Super Mario Eclipse.

Finally, on the summer of 2014, version 6.0 was released, and included a complete code overhaul. All the engine's code was fully commented, and was optimized for user-friendliness by fixing the engine's duplicate code problem and making it easier to add new features with minimal code. This version of the engine was used to create Super Mario Dynamo. On February 2015, version 6.1 was released, which changed the default aspect ratio to 16:9 widescreen, added a wall jump shroom powerup, and various additional features and bug fixes.

Controls

  • SHIFT/X: Jump/Enter Level/Menu Selection
  • SHIFT+UP/X+UP: Spin Jump
  • CONTROL/Z: Run/Pick Things Up
  • ARROW KEYS: Move/Duck/Slide Down Slopes
  • SPACE BAR: Reserve Item/Map Inventory
  • ENTER: Pause/Unpause
  • ALT+R: Restart Game
  • ALT+ENTER: Full Screen
  • ALT+F4: Quit Game
  • ALT+1 Turn Off Filtering
  • ALT+2 Turn On HQ2X Filtering
  • ALT+3 Turn On HQ4X Filtering
  • ALT+V VSync
  • ALT+F FPS Display

Credits

  • Hello Mario Engine: Hello
  • SMW Enemy Sprites: Icegoom
  • Bomb & Ninja Mario Sprites: Guinea
  • Bee Mario Sprites: SLB12
  • Shell Mario Sprites: Del
  • Penguin & Propeller Mario Sprites: Shikaternia
  • Boomerang Mario Sprites: Dynamo128
  • Super Mario Bros: Nintendo

External Links

  • Hello Mario Engine - The official website, with download links, and a place for bug reports.


Hello Creations
Games
Minigames
Editors
Engines