It’s been about 10 months since I’ve released an update for Super Mario Bros. Crossover, but that doesn’t mean it’s dead. Now that I have help, it’s possible to keep this game alive while still working on other projects like Super Retro Squad.
This update ended up being bigger than I thought it would. I was planning on just having a few new skins, but I was never quite happy with the upgrade system from the last update, so I revamped it a bit. Adobe also finally released Flascc, so I implemented that and it improved music emulation speed by about 4.5 times. The game still doesn’t run as smoothly as I would like, but optimizing it further would require a huge amount of time and this project is no longer my top priority. A few of the character skins have also been customized to play differently than the original, like Quick Man and Pit.
I really like all the new skin sets, but there are also a lot of new character skins. Some of my personal favorites are Quick Man for Bass (fastest walk speed in the game), Old Man for Link, the Super Mario World skins for Mario and Luigi (added extra sprites for them), Shadow for Ryu (awesome music), Pit for Samus (modified to play more like Pit), Whip Skeleton for Simon, and Tetrimono for SOPHIA. I personally never thought I’d be playing Super Mario Bros. as a block from Tetris, but I’m happy to be doing it.
Thanks to Blaine (sbq92) and Zach (Ryuza) for their help with the update. Blaine did a huge amount of work on it and it probably never would have come out if it weren’t for him. Having a team makes me happy. As always, I’m sure some new bugs have appeared, so please report them and I’ll be fixing them over the next few days.
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 […]