Super Mario Programming Contest

This engine has been in the works for about 2 years (on and off, as a hobby). It’s actually a revision of a more advanced one that I couldn’t get to work right :-[ . I planned on having an engine that could handle any abstract polygon collisions with rotation and all that, but there was just ONE bug that I couldn’t fix: when vertices collide. This engine just uses lines, and not polygons so the logic is much simpler :slight_smile: .

The source code for the current game engine is available on my site (but I haven’t kept up with updating it). After the contest (heh heh) I’ll update it. I’d still like to finish that polygon engine… maybe after this contest I’ll start a topic about it and someone can help me out ( and themselves since, it’ll be open-source :smiley: ).

Are there any regulations on the music?
I wanted to know becuase I want to record my own stuff :slight_smile: .

hell if I care! just use the required graphics! the “getting started guide” points this out :wink:

update: nothing huge, but the spriter’s resource site totally remapped their entire site, so if you bookmarked any links to that site, you might as well delete them. the updated links can be found on the getting started guide. also, because the spriter’s resource have released the sprites, you are now allowed to use sprites from the original arcade mario bros! perfect for those who really wanna go retro!

keep the entries coming! :slight_smile:

Is it allowed to change the colors in the sprites, as long as the basic outline is still there?

From the starter Guide:

If you can change the hue, you can change the colors.
But the question is:
Can I change the color palette?? (many turtles with the same skin, but distinct shell color)

Rafael Carvallo.-

hmm, no i dont think so. changing the hue and all that is changing the image properties [e.g. it could be passed through a filter]. changing the palette itself is more like manually editing the pixel data beyond the allowed transforms/translations…

so keep it to properties, hue changing etc. your example can be done with hue changing. not to mention different colored koopa shells are provided on the sheets [super mario world if i remember] :wink:

any other input on this? i dont wanna seem all tight about it [cuz im not] but i’d like to kinda keep the graphic altering to a bare minimum if I can [to catch that classic mario feel of it]

As long as you can change the hue on portions of the sprite sheet - seems fine to me.

Kev

I am going to attempt to make a game in time for the deadline… however with work commitments as well as looking for a house AND organising an engagement party there is very little time left over!

My game makes use of the tiles from the “worldmap.png” sprite sheet. however there are some missing map tile types which i have “constructed” using the existing sprites and layering them on eachother to create the missing tiles. Is this acceptable?

i don’t have a problem with that. that’s pretty much the same as just drawing two sprites on top of eachother at runtime. but who’s to know if you did it at runtime or in photoshop, yes? :wink:

I construct portions of the level by making scenes in mspaint using the given sprites (without altering color, ect.) and then outlining the collision detection in the program.

This is within the rules right?

I guess it is.

of course. you’re talking about development strategies… things that aren’t “noticable” when the game is played. most will assume you’re drawing the individual sprites at runtime, even if you had done it in mspaint yourself.

as long as the final outcome is using the allowed graphics [with the allowed modifications of the sprites]… you’re in the clear. I’m not really concerned with how you develop it to be honest :wink:

As i feared I will not be able to devote the time needed to get an entry in by the due date… work, my engagement and other factors all conspire against me :slight_smile:

I will however continue to work on the project to a state where it is play able and release to the public.

To keep with the spirit of the competition I will continue to honour the rules of the comp. i.e. no user made sprites etc.

I have decided to create a much more powerful level editor than initally anticipated that will be similar to that of Blizzard’s Starcraft’s map editor. This is to help facilitate the making of levels. It can also mean that other people can make levels with ease.

The game concept:

Title: Super mario (a pun from Superman)

The perspective will be top down and mario will be able to move in 360 degree freedom.

Mario will have two modes of movement: walking and flying.
When walking he is vaunerable to most enemies.
When flying he is able to fly over some obstacles and gain access to parts of the levels which are blocked by cliffs etc.
He is only able to fly for limited time and needs mushrooms to replenish this flying power.

The enemies will be varied of land/air based, fixed/non fixed with different levels and types of “intelligence”.

It is envisioned that the levels will be combination of puzzles and action based.

title screen

flying mario

walking mario

inital level editor

woogley requested some screens/playable demo/stuff/news/whatever …
so here it is:

Freakario

webstartable, using LWJGL, so have a OpenGL enabled graphics card at hand.

hope that’s enough, woogley :wink:

My entry for the contest will be:

Mario Dash

Play (web start)

A Boulder Dash-style game with mario graphics. I would really like your feedback about how it runs on different systems and Java versions (especially on how it runs on a Mac (if it runs at all))

http://www.freeweb.hu/danieleff/smallshot.jpg

(Java 5 required)