AgentTer's Super Mario Bros. fan game test update 3





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Published on Aug 13, 2012

Version 1.0.228. After taking long break from coding this, I just recently started working on it again; about 2 months ago. I'm currently mainly trying to get the game to be as stable and fluent as possible. Much of the game's physics (except for Mario/Luigi's, which I will do next) and collision detections have been improved. I have added many new items, powerups, and objects. There has been so much background coding to fix glitches, bugs, and to improve the overall quality and visual appeal. I have also replaced many of the sound effects with much higher quality ones.

This game is being made in VISUAL BASIC 6.0, NOT GameMaker. I am also not using any of the 'visual' parts of visual basic to create this, it is being done purely hard-coded. I am also not distributing the game at this time. There is no download link provided on purpose.

If something randomly happens in the video (like Mario randomly powering up or Mario randomly obtaining a vegetable or boomerang) I have a bunch of debug commands that I use for testing or demonstration purposes. They will be taken out of the final product.

The golden super leaf and invincibility tanooki suit (For white raccoon Mario/Luigi) which are showcased in this video will not be used in normal play. This game is for all of the classic old-school Mario fans, I don't intend on making this game too easy, don't worry. I might make them an unlockable after the game is completed or something.

There are 3 more main things that i need to do until I'll be able to start creating levels:

1.) I need to fix Mario/Luigi's jumping and running physics.
To give a better overall feel with the controls. I want to make it as close to SMB3/SMW's physics engine as possible. It will also enable me to fix and create more things such as cape Mario's ability to fly or creating bump blocks or sliding and ducking at the same time.

2.) I need to organize the code and make it more dynamic for level creation.
Even though i CAN create new levels now if i wanted to, it wouldn't be optimized. I need to make the code more dynamic to not only make it easy to create them in the long run but also for performance boosts (To maintain a higher and more stable 60 FPS). The biggest problem with this one is i kinda of dug myself into a hole... when I first started coding this project, I had no idea what i was doing lol. So many-a-times I find myself going back and having to fix older code that isn't that optimized.

3.) I need to either update the Directx7 to Directx8 or fix the current Directx7 problems that I currently have with blitting and clippers. OR I need to just scrap Directx7 completely and upgrade my entire project to a newer Visual Basic .NET along with Directx9. But something like that is much easier said than done... I'm really not looking forward to this one... However, i think i'd rather upgrade it to Directx9 (if i can) so it has native support with Windows Vista and Windows 7. My game CAN currently be tweaked to work on these operating systems but since Microsoft decided for some reason not to support Directx7 or Directx8 in them, there are more steps that need to be taken in order to run the game.

I'd like to thank everyone for the support and I hope eventually, I'll be able to create an amazing Super Mario Bros. fan game.

Click here to see part 1: http://www.youtube.com/watch?v=EJDw5-...
Click here to see part 2: http://www.youtube.com/watch?v=VCTexb...

UPDATE: For people asking if i can send them the New Super Mario Bros. Wii sound effects, i have uploaded a ZIP file containing some of the ones that i ripped to MFGG.net. Here is the link:


This is a non-profit fan-made game. I do not claim ownership of the characters, sound effects, or music; characters, sound effects, and music belong to Nintendo.


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