It was a just a concept back then but from time to time i added to it and changed methods of doing things and actually got something out of it. Most of the sprites are from Super Mario World on SNES.
So if you're on B.Net, search for "mario" and you'll see it. Right now, the uploaded version is just a test version so the only the you can do is run around.
Screen Shots
Development
The main goal of the map was to play around with the sprites and so far everything ran smoothly (for me at least). I switched between using triggers and data for them and some times even mixed them. The idea was just timing them to turn on and off in the form of texttags or actor text.
All the art, I borrowed from the internet and blizzard. What you see is a top down view of the map and the background is one solid texture on a square model. With this kind of background I have a hundreds of levels.
The movement is all my attempt at physics, but I don't know any so there's acceleration and stuff to give the illusion. Everything moves a little faster than the actual Mario games because when I started I wasn't planning to make a Mario game but sprites in general. So now I just don't feel like changing it.
So far the map has all the systems set up (movement, ai pathing, death, platform/items interaction, etc.) and I have to do for future level is make a new level texture and plug in the variable. There are new things I need to set up, but what I have here is a mess of a library of triggers for a basic sprite based platform map.
Limitations
- Lighting : It's best to play on low quality because the lighting wont affect the images. I don't know how to turn off the lighting.
- Input delay : Yeah, there's that...
Suggestions
If you had a chance to try it, if you like, give me some feedback or suggestions.
Actually, if you have any suggestions about any aspect of the game please tell me. I honestly have no creativity. Three things I would like help/suggestions on. First, a story line for this game. What I have so far is Mario stuck in the SC universe. Instead of Yoshi, he'll ride an infestor (because of the eggs and neural). Also level design. I don't want to just take the ones from Super Mario World. Lastly, sprites. I planned to have Mario be a ghost or a high templar.
I quickly tested in on battle.net. It felt pretty good (except the input delay of course), however the background was pink for me playing on ultra textures and high grahpics. Setting the graphics to low fixed the issue.
Ohhh man... you're a hero! I have mixed feelings about it, as I modded SMW before (using that LunarMagic tool) and I doubt SC2 can give us as good results as modding the game itself. But anyway, keep wqorking on it I definitely want to know how far you can go.
And if you go far enough I may help with some sprites ;-)
Looks cool. I'm not sure Blizzard will allow this map to stay if it reaches any sort of popularity though. They don't want to get into any legal issues with Nintendo.
Background
Hi everyone. This is not a new project but an update on one that was started two years ago.
http://www.sc2mapster.com/forums/resources/project-workplace/9192-super-mario-demo-with-sprites/
It was a just a concept back then but from time to time i added to it and changed methods of doing things and actually got something out of it. Most of the sprites are from Super Mario World on SNES.
So if you're on B.Net, search for "mario" and you'll see it. Right now, the uploaded version is just a test version so the only the you can do is run around.
Screen Shots
Development
The main goal of the map was to play around with the sprites and so far everything ran smoothly (for me at least). I switched between using triggers and data for them and some times even mixed them. The idea was just timing them to turn on and off in the form of texttags or actor text.
All the art, I borrowed from the internet and blizzard. What you see is a top down view of the map and the background is one solid texture on a square model. With this kind of background I have a hundreds of levels.
The movement is all my attempt at physics, but I don't know any so there's acceleration and stuff to give the illusion. Everything moves a little faster than the actual Mario games because when I started I wasn't planning to make a Mario game but sprites in general. So now I just don't feel like changing it.
So far the map has all the systems set up (movement, ai pathing, death, platform/items interaction, etc.) and I have to do for future level is make a new level texture and plug in the variable. There are new things I need to set up, but what I have here is a mess of a library of triggers for a basic sprite based platform map.
Limitations
- Lighting : It's best to play on low quality because the lighting wont affect the images. I don't know how to turn off the lighting.
- Input delay : Yeah, there's that...
Suggestions
If you had a chance to try it, if you like, give me some feedback or suggestions.
Actually, if you have any suggestions about any aspect of the game please tell me. I honestly have no creativity. Three things I would like help/suggestions on. First, a story line for this game. What I have so far is Mario stuck in the SC universe. Instead of Yoshi, he'll ride an infestor (because of the eggs and neural). Also level design. I don't want to just take the ones from Super Mario World. Lastly, sprites. I planned to have Mario be a ghost or a high templar.
Oh, and a new title too...
PM me or find me on B.Net : KHu.852
Thank you.
Amazing work, really.
I quickly tested in on battle.net. It felt pretty good (except the input delay of course), however the background was pink for me playing on ultra textures and high grahpics. Setting the graphics to low fixed the issue.
make it raynor instead of mario lolo and he would jump on zerglings and the mushrooms would be wisky
Ohhh man... you're a hero! I have mixed feelings about it, as I modded SMW before (using that LunarMagic tool) and I doubt SC2 can give us as good results as modding the game itself. But anyway, keep wqorking on it I definitely want to know how far you can go.
And if you go far enough I may help with some sprites ;-)
Suggestions
- Make it up to 4 players.
- Make the levels very challenging and difficult.
I think it could become popular and re playable then :)
Looks cool. I'm not sure Blizzard will allow this map to stay if it reaches any sort of popularity though. They don't want to get into any legal issues with Nintendo.
Looks awesome ^.^ Other than any potential legal issues, it could be a big success on battle net. I'd love to see an up-to-date video ;)
Any updates?