Super mario 3

if you share the project, i can copy the sprites into makecode. I don’t mind spending time copying pixel art.

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Here’s the game: https://arcade.makecode.com/S69768-84741-24644-73924

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btw do you want the nes colors? I also made this pallete and sprites for one of my old smb3 projects.


for now, i’ll stick with the nes pallete

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Here are the duties:

@CodePerson - you can make the sprites and tilemaps and backgrounds and all the art related stuffs

@spacemakecodenugget - you can help in the physics and solidification and the power ups coming in and out of the box and All Marios being able to hit the power block

@viny1234 (me) - will create levels, implement the code and , most important, to obtain the leaf power up, MAKE THE KOOPA SHELL HIT THE BLOCKS and also making the songs and effects etc.

If anyone else like @labfox29 or @Jedi wants to join, Im all for it.

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I want the colors to be like gameboy advance just like the one you have shared me the image of.

By the way, there is a problem in the project where The small mario sprite can hit question blocks but the racoon and big mario can’t. I have been trying to fix that problem for over 2 years but the code messes with my mind. Also, can we get the koopa to hit the block?

I would be really grateful if someone helps me in this.

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@viny1234 the most consistent way to manage sprites I found is using a hitbox instead of a sprite, the collision would be the same throughout the animations. Basically, add all the movement script to a hitbox and add the invisible property to it, and make the sprite’s position always the hitbox’s position in the game update section. Also make the sprite ghost. However, with this, you will have to code your own state machine for the animations, because the grey animation exension won’t work.

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probably not gonna help but a great way to prevent animation-collision glitches especially with tilemaps is to create a separate hitbox sprite and make a display sprite which goes on top of the hitbox sprite

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yea use that it looks great

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BTW your art style is very very impressive!

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hey there. can i help you work on this as well? I got semisolid platforms working and I cleaned up some unnecessary code regarding power ups. I now have a forever loop set up so that the game knows what animations to perform when the power up variable reaches a specific number. I’m currently working on fixing mario and goomba interaction, as a powered up mario instakills goombas by running into them. I also have two questions: 1. How come there are random spots with walls on the map? 2. Is there any way to progress to the next level? if not, I can code this in if you’d like. Here’s my version with semisolid platforms and cleaned up code:

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That’s so so much better

I was working on semisolid platforms since the previous day and couldn’t get it to work.

I was releasing a new update with better textures and now i’ll use this instead of my old project.

I have a link that im waiting for it to be approved but it also messes with some of the goomba demage and it adds damage boosting from the original games

Okay so I have started working on fixing the goombas and I have made some legitimate progress. Currently, normal mario and big mario kill a goomba by jumping on it and the take damage from running into it. Super leaf mario can kill goombas but cannot recieve damage, and fireball mario can deal and recieve dameg with goombas. It seems like there are some hitbox issues especially with super leaf mario. Also I added an immunity phase like in other mario games so that when mario takes damage, he is immune temporarily. A side effect of this is that it seems my code does not allow mario to deal damage during this time period as well. If anyone could take a look at that, it would be most appreciated. Also, i noticed a small issue regarding my earlier edit to the semisolid platform in which the koopa is slightly lower and has clipped into the semisolid wall. here’s the link, feel free to take a look and let me know what you think!

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Aight, so i’m currently making a better level design and it will be released tomorrow, so tell me how you like it!

Ill help

Here is the test version currently in progress.

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really nice! I love how you got the mushroom physics working!

Ok, so, here’s the gameplan:

First of all I work on a segmented update on the game

Update 1 - Incomplete test 1 (Fixes random bugs and glitches, improving the aesthetics, physics) (Released)

Update 2 - Incomplete test 2 (Improves the art style and textures) (Incoming)

Update 3- Incomplete test 3 (Work on making the levels, world map, the title screen) (Incoming)

Update 4 - Incomplete test 4 (Working on sounds, effects, and music) (Incoming)

Update 5 - Incomplete test 5 (One final check and go through and fixes of bugs) (Incoming)

Now we combine these updates and turn them into….Release 1.0

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here is your physics, sorry im so late!

by the way if you press “up up down down left right left right” then you will taken to the chest room

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Incomplete test 2.0 will be released tomorrow.

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