Log In  

Cart #20364 | 2016-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

A port of the original super mario bros onto the pico-8. It's still very much a work in progress and lacks key features such as items, enemy AI, and falling into a pit crashes the game. But the basic engine and collision detection is all there, so feel free to play around with it if you want.

Let me know what you think, and what areas it can be improved upon.

P#20365 2016-05-09 13:41 ( Edited 2016-05-30 01:36)

The scrolling feels just a little wonky while changing direction. (sorry, no real input on that)

More usefully, I found I was able to punch two blocks at once instead of the normal 1-block-only.

P#20381 2016-05-09 21:39 ( Edited 2016-05-10 01:39)

Thanks for the input! I didn't notice the block thing.

And the scrolling is tricky due to the low resolution, but I'll play around with it some more.

P#20548 2016-05-13 15:16 ( Edited 2016-05-13 19:16)

Nice demo. For when you program enemies, just saying: the original game's check for killing an enemy is just if you're moving downwards when you collide with the enemy's hitbox. :P
You should probably base this mostly off Super Mario Bros. Deluxe for the GameBoy, which uses the same kind of zoomed in view.

P#20642 2016-05-16 11:11 ( Edited 2016-05-16 15:11)

Aww, no hidden block with a yoshi egg.

P#20672 2016-05-16 19:59 ( Edited 2016-05-16 23:59)

Good work. Be careful of Nintendo lawyers!

P#21623 2016-05-29 11:28 ( Edited 2016-05-29 15:28)

Awesome stuff!

have you ever though about using game boy style sprites, Super mario land graphics were a mini SMB and using that can get you a nice full screen nes like resolution and save you lots of space!

P#21687 2016-05-29 21:36 ( Edited 2016-05-30 01:36)

[Please log in to post a comment]

Follow Lexaloffle:          
Generated 2024-03-28 11:35:40 | 0.012s | Q:24