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Author Topic: Free Open 3D Mario Platformer  (204,390 Views)
Offline (Unknown gender) time-killer-games
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Reply #15 Posted on: October 27, 2013, 08:13:03 PM
Blender is a royal pain for creating precise / linear models. At least for me. I like sketch up better personally but I can't afford to buy pro for commercial use so in the meantime I'm tolerating blender

PS sculptris is perfect for natural, organic shaped models. The high polygon count can be an issue when loading the models into enigma, but it's nothing blender's decimate modifier can't solve.
Offline (Unknown gender) db

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Reply #16 Posted on: November 05, 2013, 09:27:08 PM
This is insane. How the hell...you are a wizard!
Offline (Unknown gender) aFoxNamedMorris

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Reply #17 Posted on: December 03, 2013, 05:22:37 AM
Hiya! I've been trying to find a Linux-compatible version of GM for ages... ENIGMA is the first real answer to that that I've found. I tried to play your game using both versions of the project file, but I can't get the game to load due to the engine complaining about ini related calls in the scripts. Any help getting this to work would be great.

Thanks in advance,

~a nerd

EDIT:>> After some tinkering, I discovered the API settings and enabled ini support. The game compiles, but the window comes up for only a frame and I get the message "Game returned 0". Any suggestions?
Offline (Unknown gender) Sslaxx

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Reply #18 Posted on: December 03, 2013, 11:58:59 AM
Good question. Had it working here. Might be the version of OpenGL you're compiling with?
Offline (Unknown gender) AsuMagic

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Reply #19 Posted on: December 03, 2013, 03:07:28 PM
Actually Project Mario has been tested on OGL 1.0 .
Offline (Unknown gender) Goombert

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Reply #20 Posted on: December 04, 2013, 10:27:28 PM
QuoteThe game compiles, but the window comes up for only a frame and I get the message "Game returned 0". Any suggestions?
Yes, finish the Unix Mac/Linux ini extension :P The Windows version works perfectly since it just uses the Windows API from windows.h, DaSpirit wrote the Linux ini functions and they probably aren't quite finished.

Also, thanks you guys for the nice comments. And yes it is confirmed working in all 3 graphics systems on Windows as of the latest repository.
Offline (Unknown gender) aFoxNamedMorris

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Reply #21 Posted on: December 05, 2013, 12:15:32 AM
Quote from: Sslaxx on December 03, 2013, 11:58:59 AM
Good question. Had it working here. Might be the version of OpenGL you're compiling with?

I tried both of them (1.1 and 3.0). No dice. I'm going to wait a bit till ENIGMA gets a little more done on the 'Nix side of things. Very few project files work for me out of the box.
Offline (Unknown gender) polygone

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Reply #22 Posted on: December 10, 2013, 05:46:22 AM
Still a few bugs to iron out in DirectX, and it isn't running very fast for some reason? It's working nice in GL1 though (after I remove water object due to surfaces). The collisions seem a little buggy though fro some reason? If you try jumping on one of the platforms with coins on it's buggy not the same as in GM.

As for the the game it would be neat to develop it further, iron out the bugs in the engine and make the controls smooth.
Offline (Unknown gender) Goombert

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Reply #23 Posted on: January 10, 2014, 09:32:13 AM
I have now fixed the random crash in the ENIGMA version, the issue was my code causing an out of bounds on a data structure list. The ENIGMA version now works exactly the same as the GM version without crashing, better performance and much less memory usage. You can redownload from the link in the original post.
Offline (Unknown gender) schmeidlerDev

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Reply #24 Posted on: May 12, 2014, 12:42:52 AM

EDIT: well that was a fail. I quoted the wrong post. But it said that you are a wizard lol


Yeah so basically this guy said what I was going to say. You are a wizard man. Well done!!!
Offline (Unknown gender) darkhog

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Reply #25 Posted on: May 23, 2014, 12:58:43 PM
Pretty cool! Actually this is first fan-made 3D Mario game that I've seen (not counting those silly first person mario projects). Can someone make video of it? Also how is gameplay? It is good?
Offline (Unknown gender) Goombert

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Reply #26 Posted on: May 23, 2014, 06:03:37 PM
Darkhog, there is a video, I host them on my personal Youtube.  (Y)
https://www.youtube.com/watch?v=phxxMPSLqC4
Offline (Unknown gender) fervi

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Reply #27 Posted on: June 02, 2014, 10:21:22 AM
http://gmclan.org/up6184_0_enigma_mario.html

I got error when I compile mario
Report it?

Fervi
Offline (Unknown gender) Goombert

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Reply #28 Posted on: June 02, 2014, 02:53:34 PM
Fervi, it is unlikely to build for Linux right now because there are no working INI functions for XLIB yet.
Offline (Unknown gender) sorlok_reaves

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Reply #29 Posted on: June 14, 2014, 12:52:21 AM
I was able to get Project Mario to build and run on Linux with the Ini Extension. There's a few problems with it though:

1) Some random bugs. I'll file a pull request with my fixes.

2) Textures (or more likely polygons?) loading improperly:



3) Filename case sensitivity issues. I've edited the project file to fix these:
https://drive.google.com/file/d/0B1P7NepPcOslQXZHMEVkZVBtb0E/edit

Basically, here are the things I changed:
//Replace all backslashes with forward slashes in path names in the following files/objects:
./Objects/obj_map.obj:d3d_model_load(model, working_directory + "\maps\koopafalls\map_mod.d3d");
./Objects/obj_map.obj:texture = background_get_texture(background_add(working_directory + "\maps\koopafalls\texture.png", 0, 0));
./Objects/obj_map.obj:fname = working_directory + "\maps\koopafalls\map_col.d3d";
./Objects/obj_gamestate.obj:    path = working_directory + "\screenshots";
./Objects/obj_gamestate.obj:    path += "\";
./Objects/obj_gamestate.obj:    file = file_text_open_read(working_directory + "\maps\koopafalls\objects.dat");
./Objects/obj_tree.obj:    sound = sound_add(working_directory + "\Audio\Ambience\bird1.wav", 0, 1);
./Objects/obj_waterfall.obj:file = file_text_open_read(working_directory + "\maps\koopafalls\waterfall.d3d");
./Objects/obj_water.obj://surface_save(texturesurface, working_directory + "\test.png");

//Rename *.WAV to *.wav for the following files:
./ProjectMario/audio/ambience/bird1.WAV
./ProjectMario/audio/ambience/bird2.WAV
./ProjectMario/audio/ambience/bird3.WAV
./ProjectMario/audio/boing.WAV
./ProjectMario/audio/boo.WAV
./ProjectMario/audio/bowser/bowser_die.WAV
./ProjectMario/audio/bowser/bowser_fire.WAV
./ProjectMario/audio/bowser/bowser_grab.WAV
./ProjectMario/audio/bowser/bowser_inhale.WAV
./ProjectMario/audio/bowser/bowser_something.WAV
./ProjectMario/audio/bowser/bowser_step.WAV
./ProjectMario/audio/boxbreak.WAV
./ProjectMario/audio/bubble.WAV
./ProjectMario/audio/cannon1.WAV
./ProjectMario/audio/cannon2.WAV
./ProjectMario/audio/cannon3.WAV
./ProjectMario/audio/cannon_fire.WAV
./ProjectMario/audio/chomp.WAV
./ProjectMario/audio/crank.WAV
./ProjectMario/audio/movement/crawl.WAV
./ProjectMario/audio/ambience/cricket.WAV
./ProjectMario/audio/door_close.WAV
./ProjectMario/audio/door_metal.WAV
./ProjectMario/audio/door_open.WAV
./ProjectMario/audio/door_wood.WAV
./ProjectMario/audio/enter_painting.WAV
./ProjectMario/audio/explosion.WAV
./ProjectMario/audio/fuse_lite.WAV
./ProjectMario/audio/fuse_loop.WAV
./ProjectMario/audio/gunshot.WAV
./ProjectMario/audio/invalid.WAV
./ProjectMario/audio/lakitucam.WAV
./ProjectMario/audio/laser.WAV
./ProjectMario/audio/mario/mario_boing.WAV
./ProjectMario/audio/mario/mario_cough.WAV
./ProjectMario/audio/mario/mario_die.WAV
./ProjectMario/audio/mario/mario_doh.WAV
./ProjectMario/audio/mario/sleeping/mario_dream.WAV
./ProjectMario/audio/mario/mario_drown.WAV
./ProjectMario/audio/mario/mario_fire.WAV
./ProjectMario/audio/mario/mario_gameover.WAV
./ProjectMario/audio/mario/mario_haha.WAV
./ProjectMario/audio/mario/mario_hello.WAV
./ProjectMario/audio/mario/mario_herewego.WAV
./ProjectMario/audio/mario/mario_hoo.WAV
./ProjectMario/audio/mario/sleeping/mario_imtired.WAV
./ProjectMario/audio/mario/mario_itsme.WAV
./ProjectMario/audio/mario/mario_letsgo.WAV
./ProjectMario/audio/mario/mario_lift.WAV
./ProjectMario/audio/mario/mario_lowonhealth.WAV
./ProjectMario/audio/mario/mario_mamamia.WAV
./ProjectMario/audio/mario/mario_okiedokie.WAV
./ProjectMario/audio/mario/mario_oof.WAV
./ProjectMario/audio/mario/mario_pain.WAV
./ProjectMario/audio/mario/mario_presstart.WAV
./ProjectMario/audio/mario/mario_pullup.WAV
./ProjectMario/audio/mario/mario_scream.WAV
./ProjectMario/audio/mario/sleeping/mario_snore1.WAV
./ProjectMario/audio/mario/sleeping/mario_snore2.WAV
./ProjectMario/audio/mario/mario_solongbowser.WAV
./ProjectMario/audio/mario/mario_theend.WAV
./ProjectMario/audio/mario/mario_ugh.WAV
./ProjectMario/audio/mario/mario_ungh.WAV
./ProjectMario/audio/mario/movement/mario_wa.WAV
./ProjectMario/audio/mario/movement/mario_waha.WAV
./ProjectMario/audio/mario/mario_whoa.WAV
./ProjectMario/audio/mario/movement/mario_woo.WAV
./ProjectMario/audio/mario/movement/mario_woohoo.WAV
./ProjectMario/audio/mario/mario_ya.WAV
./ProjectMario/audio/mario/mario_yah.WAV
./ProjectMario/audio/mario/mario_yahh.WAV
./ProjectMario/audio/mario/movement/mario_yahoo.WAV
./ProjectMario/audio/mario/sleeping/mario_yawn.WAV
./ProjectMario/audio/mario/movement/mario_yippee.WAV
./ProjectMario/audio/mips-hop.WAV
./ProjectMario/audio/monkey1.WAV
./ProjectMario/audio/peach/peach1.WAV
./ProjectMario/audio/peach/peach2.WAV
./ProjectMario/audio/peach/peach3.WAV
./ProjectMario/audio/peach/peach4.WAV
./ProjectMario/audio/peach/peach5.WAV
./ProjectMario/audio/peach/peach6.WAV
./ProjectMario/audio/peach/peach7.WAV
./ProjectMario/audio/peach/peach8.WAV
./ProjectMario/audio/peach/peach9.WAV
./ProjectMario/audio/penguin.WAV
./ProjectMario/audio/pokeoutofsand.WAV
./ProjectMario/audio/movement/slide/slide1.WAV
./ProjectMario/audio/movement/slide/slide2.WAV
./ProjectMario/audio/movement/slide/slide3.WAV
./ProjectMario/audio/movement/slide/slide4.WAV
./ProjectMario/audio/movement/slide/slide5.WAV
./ProjectMario/audio/movement/slide/slide6.WAV
./ProjectMario/audio/movement/slide/slide7.WAV
./ProjectMario/audio/movement/splash.WAV
./ProjectMario/audio/movement/step_floor.WAV
./ProjectMario/audio/movement/step_grass.WAV
./ProjectMario/audio/movement/step_longgrass.WAV
./ProjectMario/audio/movement/step_metalcap.WAV
./ProjectMario/audio/movement/step_wetwood.WAV
./ProjectMario/audio/movement/swim_above.WAV
./ProjectMario/audio/movement/swim_below.WAV
./ProjectMario/audio/thwomp.WAV
./ProjectMario/audio/timer.WAV
./ProjectMario/audio/tinyzap.WAV
./ProjectMario/audio/vulturewound.WAV
./ProjectMario/audio/warp1.WAV
./ProjectMario/audio/warp2.WAV
./ProjectMario/audio/water.WAV
./ProjectMario/audio/ambience/waterfall.WAV
./ProjectMario/audio/ambience/waterfall2.WAV
./ProjectMario/audio/ambience/wind.WAV


I've only tested this with the Open GL 1.1 backend at the moment.
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