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Grzybek Engine
Grzybek Engine | |
Developer: | Xykij |
Programs used: | Clickteam Fusion 2.5+ b295.10 |
Is public? | Unknown |
Last version: | See #Release Versions |
Grzybek Engine is a Mario Forever engine based on its predecessor, Vanilla Engine, developed by Xykij with Clickteam Fusion 2.5+. Its development has started the 29th February of 2024.
Etymology
"Grzybek" means "Mushroom" in Polish, and prior to the Dash Mushroom from Mario Kart series, the name was chosen after this item because it boosts Vanilla Engine by pushing it to its limits in terms of optimization, mainly concentrating the codes in global events[1]. In addition, it was adapted for a fast and efficient work.
The Polish word for "Mushroom" is a reference to Buziol Games' nationality.
Evolution
Backstory
Its developer has spent a lot of time making levels with Vanilla Engine in the past, mainly because he was forced to copy and paste events from frame to another one each time he added a new element. Plus, for each glitch found, he had to fix it in every frame. Such time-consuming process caused by the impossibility to properly use global events and qualifiers, as well as inexplicable issues starting to pop out more and more at random for various users, made its author moving on with the software and create a more efficient game engine.
Author's perspective
The main coding from original Mario Forever is still present, yet with the smallest amount of objects and coding as possible. As a consequence, it has an extremely light file size. The level frame displays a simplification of mechanics, mainly about level specifics such as timer, music, scrolling and generators with a lot of variables.
Moreover, the engine was made to make the user's task easier and especially less time-consuming. It's yet user-friendly to anyone who masters Clickteam softwares, the beginners will have a harder time figuring it out. The user will indeed need to understand its logic, plus being able to test events relative to the player's position, for instance.
Specifics
Inherited quirks from Vanilla Engine
- Engine is written in Polish, the same way marioforevereditorv1.0.cca[2] is.
- Sprites reworked a bit to look better ( Removing pixels off, keeping consistency in between enemies variations, simplifying colour palettes ).
- Brighter colours in general.
- Features Polish and English languages.
- Features the possibility to play with the traditional Mario Forever display ( From version 1.16 to version 4.4 ) or with a mode with numerous graphical effects.
- Greatly enhanced the warp pipe system, with two qualifiers and a few alterable values only, ending up removing plenty of events ( The system made by Xykij was later added to Cloud Engine ).
- Created more advanced alpha-transparent effects ( E.g. fireball's glowing flare ).
- Improved a lot the interaction between enemies and player's projectiles, star shield, shells.
- Stopper-less Red Koopa Troopa algorithm.
- Several enemies existing in various colours created as full-fledged objects, to remove some markers and patching glitching out.
- Brick block's sprite containing brown and grey colour, and easy colour switch.
- You can switch in between regular Piranha Plant movement or its slower movement ( Like in Mario Forever's Worlds 1 to 5 ).
- Added Anti-cheat System ( Against hack of lives, coins and timer ).
Exclusive Grzybek Engine quirks
- Light-sized, an empty level frame contains 142 objects ( 2 backdrop objects + 11 counters + 4 extensions + 125 active objects ), and only 1 of the actives is alpha-transparent. Some enemies were removed from the main frame because they are rarely used in levels, in an attempt to reduce a little the file size.
- The empty level frame is slightly over 2 Mo.
- Qualifiers dedicated to "layering", in other words, to ensure that objects are placed the right way accordingly to the others ( For instance, particle effects going in front, decoration going behind, et cetera ).
- Modified the game's look when the Effects are "ON". When disabled, it will look like the original Mario Forever. When enabled, some of the GFX, SFX will change, and advanced graphical effects will be visible.
- 60 FPS only ( 50 FPS removed. Nonetheless, it doesn't need extra coding to put it back ).
- "Hardcore" variants of Lakitu, Fire-shooting Piranha Plant and Artillery of any kind are available to use, via checking flags or entering an alterable value.
- Enhanced auto-scrolling system, based on scroll locker's alterable values. Once again, it was modified to greatly simplify the mechanic, judged fairly messy by its author.
- Improved Anti-cheat System ( Against hack of lives, coins, timer and even soundtrack ).
- Removed the Ice Flower, the Superball Flower and the Great Vegetable.
- Removed the Springboard edit with added brick layer underneath.
- Removed the Softendo's Mario Worker display.
- Removed unlockable options.
- Greatly simplified options, more particularly towards display.
- Thanks to the global events and qualifiers, the user needs minimal work to add a custom element.
Release Versions
Version | Release Date | Logs |
---|---|---|
1.0α ( Unofficial ) | 03/04/2024 | First version. Made with CTF2.5+ Build 295.10.
Contains the bare minimum for making any simple level. |
1.0β ( Unofficial ) | 03/17/2024 |
Made with CTF2.5+ Build 295.10. |
To be determined | To be announced |
|
References
- ↑ Multimedia Fusion uses a system of events as a mean of programming. "Global events" means that the core of the game engine applies in every frame of the game, thus sparing a lot of time when it comes to fixing codes.
- ↑ The filename of Mario Worker 1.0's source file. This file left by Buziol is the origin of Mario Forever Custom games creating.