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Full Version: [Engine, GM8] DragezeeY Engine VII
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[Image: r1HYrbb.gif]

Yeah, It's real. The seventh and final installement of my open-source engine is finished.



DOWNLOAD
http://www.mediafire.com/?ydm15151t8rvr0i

What's new!
Improved Coding (Every script is indented and commented.)
Mountables (Yoshi and the Kuribo Shoe.)
P-Meter (Run like a pro.)
SMB2 / SMB3 & SMW Holdable objects.
One Sprite Animation (Most of the objects uses only 1 sprite for it's animation.)

12 Powerups (Mushroom, Fireflower, Iceflower, Carrot, Leaf, Frog, Tanooki, Hammer, Boomerang, Super, Bomb, Blue Shell, Golden Flower and P-Wing)
No More Voices (No more annoying voices Wink)

Differences from the previous engine
Mario's movement has been improved. Now it will make you feel that you are playing an official mario game Wink
6 new powerups were added such as the Super Leaf, Frog Suit, Tanooki Suit, Blue Shell, Golden Flower and the P-Wing.
If I used GM I would give this a try right away. What happened to the Koopa at 0:42 though, he just disappeared without leaving a shell?
(03-02-2013, 06:58 AM)puggsoy Wrote: [ -> ]If I used GM I would give this a try right away. What happened to the Koopa at 0:42 though, he just disappeared without leaving a shell?

Every enemy that goes outside the room view is automatically deactivated. That's what happened with the koopa Smile
That sounds like an interestingly incorrect explanation. To me, it looks more like the twist jump from Super Mario World was used to stomp on the Koopa, thus the dust cloud and disappearing. Tongue
Oh, I got confused with the green parakoopa, sorry about that.

If you stomp an enemy with the spinjump, that enemy will dissappear permanently.

Note: Don't try to spinjump on spiked enemies, they will make you bounce.
I fixed some bugs on the engine involving walls.

PS: Sorry for double posting :V
Updated!

- Added fake turn blocks.
- Added pencil pillars.
- Added an object that freezes the screen when mario is defeated.