8-bit SMB1 Learning Project (Open Source)

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Clickteam.
  • Hey folks! I wanted to go ahead and show people what I've been working on for a while now and maybe other people could find some ideas in it. This is strictly a learning project and I have no intentions of making an actual fan game from it. Since I started working with fusion and game making about 8 months ago, this is pretty well what I taught myself with. Of course I've scrapped this and restarted things quite a few times, but it's all finally building up to something descent I think.

    Please keep in mind this is still in a completely unfinished state meaning lots of features aren't even implemented and some things that are are half working, which you will see if you decide to give it a shot.

    I'm hoping to update this over time and upload when I get more things added in.

    Here's some details and features I've got in already. The project makes a lot of use of the Platform Movement Object. You will also need ForEach object extension and the Window Control Extension.

    Things pretty well working so far are:

    • Slopes (WIP)
    • Sliding on slopes either up slopes or down slopes as well as breaking out of slopes.
    • Powerups: Super Mario and Fire Mario as well as Invincibility
    • Coin blocks and Multicoin blocks.
    • Breakable and bumpable blocks.
    • 1-UPs
    • Spring boards.
    • Horizontal and Vertical platforms with gradual direction shifting.
    • Vines from boxes
    • Goombas now only become active when Mario comes in range, and ones not killed will respawn back at their original locations.
    • Functional Flagpole with bonus point zones
    • Timer, Coin Counter and Score Counter
    • Leftover time at end of level now gets added to points as bonus with leftover time counting down and adding 500 points each cycle.
    • Functional Pirhana plants that go up and down pipes as well as become active when Mario goes so far away from pipes.
    • Bonus powerup mushroom from multi-coin blocks if player gets 10+ coins from the box before the box runs out.
    • Infinite rising and lowering elevators.

    Current Download Link:

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    Current Video Preview:

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    Edited 8 times, last by render8 (July 14, 2016 at 11:18 PM).

  • Just a little video update of some functional new stuff.

    - Pipe warping. Either to a new frame or pipe to pipe in the same frame.
    - Point combo system when stomping multiple enemies in a row without touching ground.
    - Bonus power-up mushroom from multi-coin blocks if you get 10 or more from the block before it runs out.

    Points and player status are now stored as global values since I quickly realized values don't carry from one frame to the next unless they are stored as global values.

    I still have a few things I want to add in and tidy up before I upload the .mfa file, but I just thought if anyone was interested in this project, I'd at least show the progress so far.

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  • decided to go back and convert the whole project over to Mario All-Stars instead of the 8bit. Lots of serious work has been put into this so far and I'm actually really proud of myself that most of this works. Just all the more reasons I love Fusion :).

    Flag pole finally works with proper bonus points depending on where you land on the pole. Also bonus points work for additional time on the clock. Still need to work out fireworks and the extra flags that pop up on the castle. Anyhow, just wanted to show you guys what I've got done and hopefully the next time I come back I can get the project file uploaded if anyone's interested.

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  • Looks really good. Will it have the ability for developers to specify NES or SNES engine like mario maker? That would be a nice touch. Or even the ability to switch between them on the fly.

  • funny how the graphics can completely change the feel of it. really nice work, cud fool me into thinking it was the real thing. & always interested in the project file if ur up for sharing :) really really impressive!

  • Looks really good. Will it have the ability for developers to specify NES or SNES engine like mario maker? That would be a nice touch. Or even the ability to switch between them on the fly.

    Man I don't know about that. I'm still just trying to get the basic engine working and being able to switch between styles seems like a rather massive undertaking. Trust me, I'm not that good with this stuff and I really don't have any intentions of doing something like a Mario Maker since I don't need the legal headaches. This project has pretty well what I've been teaching myself Fusion with for about the last 7 months and figured maybe others would enjoy toying around with it. I can keep something like that in mind, but no guarantee.

    Thanks so much to everyone else who enjoyed this and for the good words. I have updated the first post with the current video and a download link for the All-Stars version. I wasn't sure if Clickteam has a problem with using Mediafire for hosting links in the forums. I only did that because even with zipping the project up it said the file was too large to add as an attachment. The compressed file is only about 3 megs in size and Mediafire seemed my only option for the moment.

    Keep in mind the project file still has leftover stuff from the 8bit version and pipe warping is not really finished so things will act funky as far as that goes. I've been trying to reorganize and clean things up as I went but the big switch over to the 16bit version left a little mess lol.

  • render8, great job!

    Not sure if this will help much, but here is an old Super Mario World engine that I worked on. I put it together when I was trying to come up with my own custom platform movement. Some parts were designed by different people - credits in the comments on the first level.

  • Heya folks! Been a little bit since I've posted in here, but I wanted to show another video demonstration of some progress. I know on the outside, it doesn't look like much more since the last time, but I assure you, there's been a ton of work lol. Koopas are now functional which includes stomping, kicking, killing with fireballs, bumping from underneath and flipping the shell and kicking the shell while it's flipped. Also, if two koopa shells that are kicked collide head on, they will kill each other. I still need to add in the ability to kill the koopas with invincibility, but it should be fairly easy.

    LOTS of tweaks and fixes have been made which are probably so small you may not notice, but really make for a smoother experience. When I get a few more things added and get some other pesky bugs ironed out, I'll upload the source, but I thought for the time being you may enjoy the fruits of my labor, in video form. :P

    [New video in first post!]

    Sorry for so many videos but I think showing progress from time to time helps keep me going and more excited about this project. :)

    Edited once, last by render8 (July 14, 2016 at 11:22 PM).

  • That looks absolutely amazing! The engine definitely appears to be very true to the actual Mario games. :)

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • nice polishing....it's the little details that make all the difference. the spring gravity seems a lot better now. can't wait to dig into the mfa wen your ready :D

    if nintendo ever goes bust, we know who to come to XD

  • Hey everyone! Finally got around to uploading the Fusion file. First post has been updated with new download link and a slightly newer video. The video shows scanlines which I was only using to play around with but I've removed that for the upload just to keep anyone from having to hunt down any extra extensions. I started working on mario death sequence so I wanted to get that started. It's completely in an unfinished state so if you're Super Mario it will still kill you as if you were small Mario. Things will get finished over time but I thought folks would enjoy what I've got done so far.

    I do have to warn you though the way I do things probably will confuse the crap out of a lot of people, but I've included a text document noting what all the flags and alterable values do for everything. Without making notes I don't think I would have ever gotten this far lmao. So hope you guys enjoy so far!

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