We won’t be able to get the new version of Super Mario Bros. Crossover done by June 30th. I’m sorry! In order to make up for this disappointing news, let me show you some cool new features coming to version 3.0.
Changing skins in previous versions of the game was a chore, and many people didn’t even know it was possible. In version 3.0, it’s very easy. Whenever you select a character, you’ll now see a skin selection screen like the one below.
Changing map skins was also difficult and was hidden away in a menu. Now, you can do it directly on the character select screen.
The map skin selection menu shows you a preview of what each skin looks like before you select it.
The difficulty settings in previous versions didn’t work well. They either made the game too easy or too hard, and there was no customization. Now, all of the options for difficulty can be adjusted separately, so you can choose exactly how you want to play the game.
We also finally got around to adding one of the most requested features:
Cheats are always a fun way to change the experience of the game. We added a few new ones that have been requested for a while. Here is one of my personal favorites:
It’s really fun on water levels.
And I realize that people don’t want to have to unlock the cheats by playing through the game every time, so we added a simple way to unlock them. Retro gamers should be able to figure out how to do it.
And of course, there’s also all of the new stuff shown in the trailer, which includes 32 new levels and easy/hard versions of every level. So basically, there are 192 levels in the game.
Even with all of these new features, we would have had the game done in time if we weren’t working on Super Retro Squad at the same time. When we release version 3.0, we’re also going to be releasing some new information about Super Retro Squad. We want people to think of Super Retro Squad when they think about Super Mario Bros. Crossover, so we’re working on some different ways to make that happen.
This release is a big deal for us, so we want to make sure we take the time to get it right. Please be patient and look forward to it. I can personally tell you that this version of the game is magnitudes better than the previous versions. My favorite new feature is the hard versions of levels. You will die a lot, but don’t worry… we provide plenty of extra lives for you!
I don’t like giving specific dates because it’s stressful to get the game done in time, but I am pretty sure it will be out before the end of July. Please accept my sincerest apologies and understand that this delay is for the best. Thanks for your understanding!
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 […]