Difference between revisions of "Hello Mario Engine"

From Mario Fan Games Galaxy Wiki
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*'''Shell Mario Sprites:''' ''Del''
 
*'''Shell Mario Sprites:''' ''Del''
 
*'''Penguin & Propeller Mario Sprites:''' ''Shikaternia''
 
*'''Penguin & Propeller Mario Sprites:''' ''Shikaternia''
*'''Boomerang Mario Sprites''' ''Dynamo128''
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*'''Boomerang Mario Sprites:''' ''Dynamo128''
  
 
*'''Super Mario Bros:''' ''Nintendo''
 
*'''Super Mario Bros:''' ''Nintendo''

Revision as of 13:00, 22 April 2017

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 thousands of code comments, and includes tons of different powerups, over a hundred different enemies, and much, much 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, with no restrictions whatsoever. 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.

FAQ

Question Answer
Am I allowed to make games with your engine? Yes, you can use my engine to release open and closed source games, and you can even release customized versions for other people to use.
What objects can be scaled in the room editor? Only the collision objects can be scaled, excluding the slopes. Scaling the slopes, or any other object may result in unexpected behavior.
What do I do if I want to change the size of Mario's sprites? Change the x origin to half the width of the sprite, and change the y origin to the height of the sprite minus 32.
Is there a guide for the Hello Mario Engine? Look at the included example levels to see how everything is used. These levels use every single feature in the engine for a reason!
How do I change the title that shows up on top of the game? Click on Global Game Settings > Windows > General, then change "Hello Mario Engine" to "Your Title Here".
Do you allow people to make "clones" using this engine? This engine was designed to be easy to expand upon in order to encourage you to add new things to it. Of course, if you want to make a clone, that is also allowed. What you do with this engine is up to you.
I found a bug! That means that your engine is buggy! Please report it on the Hello Mario Engine's issue tracker.
Can I ask you questions? If the question is something only I can answer, go for it! If you want to ask a general help question, you would be better off making a post at the Game Maker Community instead.
What version of GameMaker: Studio should I use? Using the latest version of GameMaker: Studio is recommended. This version of the engine was created in 1.4.1522, so use that if all else fails.
Can I use the Steam version of GM Studio? The Steam version is the same as the normal version, so you can.
Can you add Luigi to your engine? I normally don't take feature requests. Try adding him in yourself!

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

Old Screenshots

External Links

Mfggnewdownload.png

Download Hello Mario Engine from MFGG's main site

File Size: 3.62MB



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