Today seemed like just another day, but then a bunch of people started saying stuff like “congratulations on two years of success” and “I can’t believe it’s been two years” and then I realized today is the two year anniversary of Super Mario Bros. Crossover‘s release. It seems that quite a bit has happened since that simple day two years ago, and there are many more big things to come.
I figure now is a good time to update people on what’s been going on with Exploding Rabbit. I know I usually do videos to update people, but I’ve been working so much and having so much fun that I haven’t taken the time to do it. I feel like I hit a really nice flow with working on the game. This is probably the smoothest workflow I’ve ever gotten into, and I’ve been making very rapid progress.
But “what am I making progress on” you may ask. I mentioned on the forums recently that I’m porting Super Mario Crossover to the Unity Game Engine. There are many reasons for this, but it’s mainly because it’s more powerful, easier to work with, and most important of all, more fun to work on. This will allow many more possibilities for the game, and I’ve already mentioned on the forums I’ll be adding multiplayer. I have not decided if it will be local or online, but I plan on doing online eventually. Progress on the port is going extremely well. I have all of the sprites, animations, colliders, and most of the palettes imported, so I can start writing game logic soon. It is going much faster than I thought… maybe because I work on it for like 12 hours a day.
I also have another exciting announcement. The Exploding Rabbit team has expanded yet again. We have recruited sbq92 from the forums to help us with the game. I have always been impressed with sbq92’s graphics and suggestions for improving the game, and he just seems like a nice guy, so I brought him on board. Sbq92 will mostly be doing graphics for Super Mario Crossover and adding new skins to the game. Zach’s duties are mostly concentrated on other games we’re working on, so I thought it made sense to get someone specifically to work on SMBC graphics. Sbq92 will also mostly be in charge of looking at the skins made by the community and suggesting which ones we should add to the game.
Hopefully the team will continue to expand (I’m praying for a sound/music person to fall out of the sky… if only I was more organized at the beginning when people volunteered to do music), and hopefully I’ll eventually make enough money to pay people. Wouldn’t that be crazy? It may happen soon since we’re finally working on original content.
So things are going very well right now. I feel like after 2 years I finally made some solid plans and am moving smoothly towards them. I’m very thankful for how helpful the community has been during all this time (most of them ). There are many things I learned about games and many awesome ideas I’ve heard that have helped to improve the quality of SMBC and any future games we make. I’m sure the community will continue to expand in positive ways and will continue to be a cool place to talk about games and other stuff.
That’s all for now. I’m very excited about the future of Exploding Rabbit, SMBC, and our future games. I am very confident that we will not disappoint. Happy anniversary everyone!
Early on, you should decide on a game unit that is simple and intuitive.
I implemented sprite flipping in the level editor and game engine. The image above shows flipping on hill. Those are both the same sprite. I also built the first level of Super Mario Bros. There is a toad there because the story takes place after Mario beats Bowser, so he has freed the toads. Speaking of that… does […]
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]