[WIP] SMB1 Minigame Project

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hey folks. Been some time since I've toyed with Fusion, but got this idea based on an older fangame I saw some time back and decided to go for a more smaller scaled project. It's pretty barebone, but a lot of work has already gone on under the hood. The idea I have in mind will be basically stay alive as long as possible while trying shooting for the highest score possible by use of coins, powerups and enemy kill combos. I'd even eventually like to implement an online high score system to compete with other players, but I've never tried that before. Also, I'm hoping in time, when the game comes together better, to design more stages to play on with more assortments of enemies and obstacles.

    No enemies have been put in place yet as I've just finished up a pretty basic random spawning system as you can see from the coins. My hope is to have the enemies spawn in a similar fashion in different ways. I'm also shooting to do a 3 heart life system so every time you get hit, you lose a heart. Lose all 3 it's game over. However, the coins will serve as a heart replenisher (hope I spelled that right). I'm thinking for every so many collected, you get a refilled heart. If you have full hearts already, then maybe award a powerup of some sort. Lots of ideas but just taking small steps and trying to pay attention to details first.

    Also, in case if anyones confused on what I'm trying to do with the P-Switch and POW blocks, basically in time, the bumpable mystery blocks will contain a randomly generated objected. So it can be a coin one time, a powerup the next, or even an enemy of some sort. The P-Switch serves two purposes. The switch will reactivate any dead mystery blocks an unlimited amount of times while also shaking the screen an collecting up any free roaming coins. The P-Switch will not affect enemies though. Also, the P-Switch will reactivate after so many seconds of being stomped on, so essentially it will be unlimited in use with the exception of waiting in between reactivating times.

    The POW block in a sense acts the same except it will not reactivate dead mystery blocks and it has a 3 use limit and it will be dead until the next game. It will however kill enemies that are on the ground and also collect any free roaming coins on the ground.

    Just a quick mashed together video to see it in action so far. Nothing mindblowing though, fair warning. :P

    Please login to see this media element.

  • Always nice to see your video updates! Are you going to use the regular SMB. enemies with their behaviors or do you plan to create other enemies? The first enemy that came to mind was the crabs from Mario Bros. on the NES.

    My project: Please login to see this link.
    - vSv

  • Sorry I took a little bit to respond vSv. Thanks and glad you like so far. It's really bare right now but coming along quite a bit since posting this. My plan in the end is to incorporate a good part of the original enemies but possibly use enemies from different mario games styled in the SMB1 if that works and creating more types of one screen levels with different challenges in each screen such as fireball chains, pits, etc. I suppose it does have a bit of a Mario Bros. vibe to it. I'm not sure exactly what direction I'm heading with this though. Just kind of making it up as I go lol.

  • Just a little animation showing random powerup spawning in place and functional. Poison mushrooms, stars, fire flowers, and powerup mushrooms are now active. Heart system is actually functional for the most part and dying is also functional. Working on implementing full controller support as well as keyboard support. This animation was done using an xbox one controller which eventually I do plan on going back and adding mappable keys at some point.

    I'm hoping before too much longer I can get the ball rolling on gradually adding enemies and getting a combo system in place.

    Please login to see this picture.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!