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nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Nouveautés, projets, mises à jour.

nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 13 Oct 2022, 23:55


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Latest update (1.2.x The Mechanics Update I): Warp pipes, scroll stop and more! And many new decorations:

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nSMM (short for Super Mario Maker for TI-Nspire) is a project I've been working on for a while, but for some reason never shared with an actual active forum until now.
This game allows you to play, share and edit mario levels, directly on your calculator! It's currently at the point where I would consider it to be a "ready" version.
This is a list of just some of the stuff you can do, you can discover everything by checking out nSMM:
  • Many enemy types, such as goombas, koopas, piranha plants, buzzy beetles and bullet bills
  • Many tile options, including ground, one way gates, platforms, spikes and lava!
  • Warp pipes, with different options for entrances and exits
  • 4 themes: overworld, nighttime, underground and castle, each with their own decor (multiple themes can be used in one level)
  • Combine warp pipes, scroll stops and themes to make different areas of a level and make it truly unique
  • A competent editor, complete with selecting, viewing the player's trail and an eyedropper tool
  • Unique title screen which scrolls to pages, laid out like a level
  • Level saving system, accessible in the local levels list in the main menu
  • Working course world, which acts as a separate file that can be loaded by the game!

LINKS:




https://discord.gg/yadDQBwMyc (contact me here if you want to contribute or you have a query)
nSMM on ti-calc.org
Old Omnimaga Thread


DOWNLOAD:


RECOMMENDED: Join the Discord server for the latest updates! Updates are also posted to GitHub, along with all the source code.
Super Mario Maker for TI-Nspire

Course World
Source Code
Previous Versions

nSMM README: (appears broken as it is formatted for the TI-Nspire display - view it in the game for the correct version!)
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nSMM INFORMATION PAGE
Discord Server: bit.ly/nSMM (case sensitive!)
NOTE: Due to a bug in the Nspire's programming, the program can freeze if the handheld is turned off. To helpmitigate this, pause the game before turning off, so that the 'Safe Sleep Mode' icon is present.
1. Controls 4. Sharing Levels 2. Playing Levels 5. Course World 3. Creating Levels 6. Credits
1. CONTROLS
NOTE: Lua programs (such as this) do not support holding down buttons. To maintain an input (eg running) you must press the button repeatedly. The arrow keys can be held down, but only after a delay - making it awkward. PLAY MODE
4/Left - Move Left 6/Right - Move Right 5/Up - Jump 2/Down - Crouch (–)/Space - Fireballs Esc - Pause DEBUG SHORTCUTS: 0 - Power Down, 1 - Power Up, 8 - Move 1 Pixel Left, 9 - Move 1 Pixel Right, R - Randomise, F - Frame by Frame, D - Disable Debug Mode, C - Print Level Code to Console, S - Copy Level Code to Clipboard, L - Load Level Code from Clipboard (ADVERSE BEHAVIOUR HAPPEN WHEN USING THESE!) CREATE MODE (EDITOR)
4/Left - Pan Left 6/Right - Pan Right 5 - Reopen Group Del - Eraser/Delete Selection (–) - Show Trail = - Eyedropper (Clone Tiles) ^ - Hide GUI Menu - Open Menu S - Save Level O - Open Level Click - Place Tile/Fill Selection/Select Tile Ctrl+Click - Select Area TITLE SCREEN D - Enable Debug Mode
2. PLAYING LEVELS
To play levels, the idea is the same as any other Mario game - run, jump and stomp enemies. To find levels to play, you can either look in the Local Levels screen (from the title screen: Play▸Local Levels) for levels you have imported (see section 4) or created (see section 3). You can also import levels from the Course World (see section 5).
3. CREATING LEVELS
To create a level, you can simply start by pressing 'Create' at the title screen. You can then open a file by pressing Menu▸File▸Open. To save a level, press Menu▸File▸Save. Any future saves once a file is open will automatically go to it's slot.
Click on the touchpad to place a block, or press ctrl then click to create a selection. All blocks/entities occupy one grid tile. It is not possible to stack anything.
To apply a theme, press on the themes group in the tilebar and select one. Then, apply it to the area you want it (you can fill a selection to make this much faster).
To stop the player jumping over the top of a level, place a ground block or hard block at the top of the screen (these are ceiling blocks).
To change some level behaviour, see the Modifiers tab in the Menu:
· disableBackScrolling - makes scrolling work like SMB1 · allowBidirectionalSpawning - mushrooms can spawn to the left like SMB3 · enableGlobalEntities - entities don't despawn and always run their logic (lag possible) · enableShellBouncing - an old feature of nSMM which is now off by default, allows mario to bouce on moving shells · enableCoinOnKill - you get a coin every time you stomp something · enablePowerupBouncing - another old nSMM feature, allows powerups to be bounced when coming into contact with a moving shell · showCeilingBlock - duplicates the block visually above a ceiling block (ground/hard block)
Other things can be changed in the Menu tab too, such as enabling autoscrolling and automoving, changing the time limit and the stage length.
4. SHARING LEVELS
To share levels, you can export them as level codes. From here, you can send it to a friend or submit them to the level repository in the Discord server. If the levels are good, they can also be added to the Course World ☺.
5. COURSE WORLD
To access Course World, download the latest 'nSMMCourseWorld' file from the Discord server, or from one of the forum threads. Place this file into a folder called MyLib at the root of the file system. Then, press DOC, then 6.
→(My Documents/MyLib/nSMMCourseWorld.tns)✓
Course World does not work in Student Software.
6. CREDITS
This program is (almost) entirely coded by onlypuppy7 — with references to Jens' Minecraft 2D, wiki.inspired-lua.org/ and http://www.lua.org/ for using Lua and some borrowed functions from Love2D.
Contact: onlypuppy7@gmail.com
If the Discord links are dead, check the omnimaga and ti-planet threads too (google 'mario maker nspire').

An old, more extensive list of stuff but doesn't include newer things:
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Entities:
  • goombas, koopas, piranha plants, shells, bullet bills and their launchers
  • mushrooms, fireflowers, stars, 1ups
  • effects such as points
  • moving platforms
  • springs
  • flagpoles and ? orbs
Blocks:
  • hard blocks such as ground, bricks etc
  • semisolids
  • mario only & entity only blocks
  • barriers
  • coins
  • invisible blocks
  • spikes,
  • multicoin blocks

Editor:
  • erase tool, eyedropper tool
  • set start pos
  • set autoscroll, automove, level length, time limit
  • select one of three themes (overworld, underground, night)
  • save level code to clipboard
  • choose from a variety of level modifiers!
    • disableBackScroll - scrolling works like SMB1
    • allowBidirectionalSpawning - mushrooms spawned can go to the left like SMB3
    • enableGlobalEntities - items don't despawn offscreen and continue executing logic (at the cost of performance!)
    • autoScroll - screen scrolls automatically to the right, crushes mario if caught on the edge. speed can be varied
    • autoMove - mario automatically moves to the right, can be set to walking or running max speeds. going left is prohibited
    • enableShellBouncing - re-enables the bounce that occurs when landing on an idle shell that used to be default nSMM behaviour
    • enableCoinOnKill - gives a coin when killing an enemy by stomping, star or hitting a block
    • enablePowerUpBouncing - re-enables the bounce that occurs when a powerup is hit by a shell that used to be default nSMM behaviour
  • see mario's trail

There's probably a lot more I am missing....

Old screenshots:
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Screenshots:
Image Image ImageImage Image Image
Animated GIFs - NOTE these are from outdated versions :):

These are some OLD versions of nSMM:
nSMM.zip
(2.04 Mio) Téléchargé 178 fois
nSMM_1.0.0a.tns
(98.98 Kio) Téléchargé 252 fois
nSMMCourseWorld.tns
(25.22 Kio) Téléchargé 205 fois

CHANGELOG: (if you're interested)
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[[==-- Changelog: --==]]
NB: Dates are in DD/MM/YY format.
1.2.2a (31/08/23): The Mechanics Update I (Expanded)
- added new exit type: teleport
- added new blocks: brick (1-up), mystery box (multicoin), invisiblock (multicoin)
- added entity respawning when going in pipe
- added scrolling in tile groups (supports many more blocks!)
- added many new decoration blocks: trees, bowser statues, night stars, underground skeletons, castle fences, toad, peach, underground mushrooms, arrows, arrow signs, castle posts
- fixed being able to warp back into pipes midair
- fixed being unable to correctly warp on the far left side of a scroll stop area
1.2.1a (27/08/23): The Mechanics Update I (Hotfix)
- fixed camera showing areas meant to be offscreen (scroll stopped) when warping
- added new stage modifier: showCeilingBlock. this duplicates the block visually above if it a ceiling block (hard block/ground block)
- fixed being able to warp back into pipes midair
- fixed clipping into walls after warping
1.2.0a (24/08/23): The Mechanics Update I
- added warp pipes! use the button in the top left to open the warp menu. from here you can create a new pipe or edit existing ones. currently has three different types, but more may come
- added scroll stops! select in the level config group and the screen will not scroll past the dotted line
- added impassable barriers, by placing ground/hard blocks at the top, mario can no longer jump over them
- level codes updated (v8, old codes remain compatible)
- camera improvements (sped up and lower bounds)
- fireball improvements
- block preview now shows how block will look in current theme
- fixed spikes killing mario while he has a star
- fixed collision issues with spikes
- fixed being unable to clear a level while bouncing on a spring after collecting orb
1.1.0a (20/06/23): The Koopa Update I
- added koopa paratroopas with many variations: green (jumping), red (vertical flying), red (horizontal flying), red (horizontal wavering flying) and red (stationary)
- added more shell options: green slow moving shells and red fast moving shells that automatically move
- added buzzy beetles and their shells
- added highlighting platforms to show their path
- added usage of hyphen "-" in level names... now finally "SMB 1-1" is a legal name... (level code version v7)
- added showing level length on level lists
- readded pausing while dead
- fixed shells knocking themselves out on bricks and ? blocks
- fixed weird layering for knocked out enemies
- fixed weird scrolling stuff when dying and clearing
- fixed crash that occurs while pressing "Close File" while nothing is open
1.0.1a (12/05/23):
- improved screen scrolling: camera now wil have biases towards the left or right side of the screen depending on where you are running
- added smooth scrolling
- improved texture management: now reuses the same string to recolour and flip images... and saves a meagre 4kb...
- added new themed colour palettes for question mark blocks and empty blocks
- added springs bouncing when the block underneath it is hit
- added textures for brick particles in castle theme
- added disabling automove at end of level
- fixed being unable to disable automove
- fixed autoscroll not always showing tick when off
1.0.0b (15/04/23):
- fixed being able to scroll offscreen in editor whilst a level list is open
- fixed icons not showing up every time in level lists in editor
- fixed naming issue with castle theme
1.0.0a (14/04/23):
- added course world!! (only works on handheld/firebird) see page 2.2 for more information about how to set it up
- added springs! interacts with most objects, including itself. comes in three variations: orange (regular jump height), blue (small jump height) and red (big jump height)
- revamped the information page with better styling and more relevant information (it was horribly outdated)
- added the castle theme!
- added lava, instant kills mario upon touching. both bottom and surface available
- added spike traps, hits mario
- added one way gates, in all 4 directions
- added iframes when playing from a selected point
- made adjustments to the iframe duration
- added new decoration: bridge railing
- improvements to level list code
- added 'ultrawide support', kinda. computer view on student software now renders everything. not recommended for actual use, it just looks cool.
- fixed recent changelogs having 2022 instead of 2023... oops
- fixed shells giving infinite points while interacting with unkillable objects
- fixed fireballs going over enemies by increasing AoE
- fixed inconsistent powerup hitboxes
- fixed fireballs destructing when they hit unkillable objects
- fixed mario not being able to collect the ? orb while under the influence of a star
- fixed shells being able to collect coins while stationary
- fixed big mario crouching automatically when on the right side of a block
- fixed iframes making mario completely invisible
- fixed prioritisation when collecting both a mushroom and a fireflower on the same frame
- disabled the orb from bouncing - it's too jank
- fixed crash when enabling mario's trail while mario had iframes
- fixed crash when pressing edit on an empty data slot in the level list
- fixed inconsistent main menu positions when quitting editor/play
0.9.3a (22/03/23):
- added saving/opening courses from the editor! once a file has been selected by opening or saving a slot, any further saves will save to that slot! no more copying level codes to the title screen...
- added changing level name from the editor
- added notifications to the editor to confirm saving or opening was successful
- fixed being able to walk during clearing animation
- fixed some timer related freezes
- fixed disappeared of buttons at local levels screen when clearing level and exiting to title screen
- fixed inconsistent loading with local levels screen (visual)
- fixed menu being accessible outside of the editor
- fixed stars spawning to the left when not forced to
0.9.2a (20/02/23):
- added clearing levels, after all animations finish the timer will count down quickly and distribute points
- added flagpoles; slide down them then walk towards the right. mario will then walk into castles (from the decoration group) if present, otherwise stay still after walking a short distance
- added magic orbs (from smb3/smw); two different options, whether there is an animation (like the flagpole) and if the orb can move
- added scrolling with arrow up/down to level list
0.9.1a (09/02/23):
- fixed some issues with movement: getting stuck in walls (cannot confirm if 100% fixed but is at least less frequent) and not being able to fit into spaces you probably should be able to
- added co-ordinates to menu (SMB Utility compatible co-ords are toggleable too)
- added comma and apostrophes to font1 character set
- added OP7 logo to corner of loading screen
- fixed falling below blocks when no room (semisolids)
- fixed no collision with other powerups if powered up with star
- fixed not being able to jump while on platforms
0.9.0a (05/02/23):
- added the local level list! currently can: store levels, copy levels to clipboard, paste from clipboard, play levels, deleting levels and allows editing. saving from the editor not yet added. up to 99 level slots. up and down arrows for navigation. displays the name, version it was created in, author and compatibility estimation
- added the options screen! change author name, clear stored levels or clear all data from here
- added debug information button to homescreen when debug mode activated
- changes to title screen "level" layout
0.8.4b (24/01/23):
- fixed goombas not dying
- removed old/redundant functions
0.8.4a (23/01/23):
- fixed going through solid blocks while on a platform
- fixed walking through entity only blocks
- fixed crash when extending level length
- added setting custom lengths and time limits
- fixed bumping blocks when being on the side of an obstructing block
- improved loading animation
- fixed koopa shells not turning back into koopas when needed
- added right clicking to fill a selection (like regular clicking would)
- code rework to EVERY entity; standardised functions
0.8.3a (08/01/23):
- added prompts when importing and copying levels from clipboard
- added some semisolids: green and red mushrooms with stems, and the tree-like one
- beginning of movement code overhaul, fixes going through semisolids while standing on a platform, hitting multiple blocks at once is now possible, better performance
- fixed improbable chance to fire over 2 fireballs at once
- made ground the initial editor default
- at last added death by running out of time
0.8.2b (06/12/22):
- fixed level code issues
- fixed not being able to import courses
- disabled entering a blank name
0.8.2a (06/12/22):
- improvements to gui boxes
- loading between editing and playing should be faster
- fixed themes shifting (i think?)
- added support for prompts, pause menu system replaced
- confirmation dialog for quitting
- added input forms
- added prompt to enter username upon first startup
- added splash screen text
- added a second font - tiny size
0.8.1a (18/11/22):
- added safe sleep mode: when the game is paused an icon on the left will indicate that it's safe to turn off the handheld without it freezing
- added mario's trail to the editor - see the player movement history
- changed the start position icon to one with a white outline to distinguish it from trail
- major improvements to level codes (v5)
0.8.0a (06/11/22):
- added cloud block
- fixed circle indicators not hiding when minimise rope active
- removed dev commands being normally accessible, removed default levels that were included in past versions to reduce filesize. they'll return at some point
- added title screen! the screen scrolls to new areas to show areas that will house options for future modes - currently they just display a "coming soon" message ;)
- added a button api, kinda. allows for easy creation of buttons that are in the style of the rest of the game's gui. i dont expect anyone other than myself will understand how it works
- added pause menus to play mode and edit mode! this allows you to quit to the title screen, resume or edit the current stage
- removed the version number being displayed in play mode
0.7.4a (05/10/22):
- added stage settings:
~ disableBackScroll - scrolling works like SMB1
~ allowBidirectionalSpawning - mushrooms spawned can go to the left like SMB3
~ enableGlobalEntities - items don't despawn offscreen and continue executing logic (at the cost of performance!)
~ autoScroll - screen scrolls automatically to the right, crushes mario if caught on the edge. speed can be varied
~ autoMove - mario automatically moves to the right, can be set to walking or running max speeds. going left is prohibited
~ enableShellBouncing - re-enables the bounce that occurs when landing on an idle shell that used to be default nSMM behaviour
~ enableCoinOnKill - gives a coin when killing an enemy by stomping, star or hitting a block
~ enablePowerUpBouncing - re-enables the bounce that occurs when a powerup is hit by a shell that used to be default nSMM behaviour
- added context menu to editor! (press menu):
~ Modifiers - change flags relating to the level
~ Autoscroll - manage if it's on and what speed
~ ▶Automove - manage if it's on and what speed
~ ⇥Length - modify length of level
~ Time - modify the time limit
~ Save/Load - copy/paste level codes
- fixed being stuck against a wall when riding a platform
- fixed being able to squash enemies while idle and in a powered state
- added shortcut '5' to editor, reopen last group
- temp fix to pasting something
- fixed misaligned start pos
- fixed misalignment when starting from a selected area
0.7.3b (30/09/22):
- fixed crash when deleting a selection
- fixed fireballs sometimes going through semisolids (AGAIN! why does this keep happening?!)
0.7.3a (27/09/22):
- added theme tile group
- added setting the start position
- added the platforms group, select one and then drag to adjust it's length - looping platforms can also have their distance adjusted
- fixed dying when descending on a stompable enemy on a falling platform
- fixed falling through platform when descending while on the inside of a semisolid
- improved crouch moving when in a 1 block high space
- optimisations to certain areas
0.7.2a (19/09/22):
- added support for tile groups
- fixed issues surrounding random levels
- added fences
- added the tilebar, a search function will be added once the groups begin overflowing the available 12 slots
0.7.1a (13/09/22):
- added buttons to the editor: play, eraser, eyedropper, minimise rope
- added text that appears when hovering over certain areas (button prompts)
- added create button to play mode, if the session was started from an editing session
- added more characters to text function
0.7.0a (10/09/22):
- added editor, press 'e' to edit level. in an early state, but quite robust so far. just a gui is needed. see readme for controls. currently in place is: eyedropper tool, eraser, selecting areas, theme painting and more
- improved level codes so that they fill areas that are blank
- added night theme
0.6.4a (04/09/22):
- added startup loading screen
- added level start transition
- added level load screen
0.6.3a (03/09/22):
- added moving platforms!! working with all objects affected by gravity, with inherited velocity (they move with the platform)
- fixed brick break particles not having a theme accurate colour palette
- made jumping in a one block tall space look less weird
- updated physics of most entities for moving platforms
- press esc to cycle through 5 levels: demo stage, 1-1, 1-2, blank level and a debug stage
- fixed multicoin blocks not replacing the block if camera has scrolled
- rgb block selecter: cool
- added some more pipe blocks: connectors and accurate tops for north, south, east and west
- fixed bug where koopas would crash the game when falling into a pit
- fixed bug where stars spawned from blocks at y level 8 or above would immediately despawn
0.6.2a (29/08/22):
- added themes! certain blocks will change appearance when placed inside a designated theme zone. currently only underground is present
- minor rendering optimisations
0.6.1a (28/08/22):
- fixed enemies not giving points after being killed by fireballs
- fixed definitively all 'framesPassed' related bugs
- much improved bumped block boundary processing
- added 1-up mushrooms
- improved gravity physics for: shells, koopas & goombas
- added invisible blocks
- major reshuffling of block ID's
- more accurate death anims for when hit by fireball/star
- added piranha plants with variants for 4 directions: up down left & right
- added multi-coin blocks
- made the block bounce animation twice as fast (4 frames) to give the illusion that it is less clunky (it isn't)
- fixed 50/50 chance of being invisible when powering up during iframes
- fixed despawing (...not actually despawning)
0.6.0a (22/08/22):
- added fireflowers and progressive fireflowers
- added power up and down animations (for fire)
- added fire mario
- added full support for star anims
- vastly improved drifting
- rewritten shell hits
- rewritten input handling
- added fireballs
- fixed shells sometimes not going into holes
- added star powerup
- improved smoother y axis movement for: powerups
- many new blocks:
~ pipes
~ decoration: hills, bushes, clouds
~ star bricks and ? blocks
~ hard block
0.5.1a (26/07/22):
- added layer: background
- added bullet bills
- added blasters, with three shooting variants (L,R,L+R); they do not shoot if a solid block is in the way
- added two new blocks: blaster top and blaster body
0.5.0a (19/07/22):
- improved despawning
- added shell function: respawn koopa after time
- fixed some shell bugs
- updated level-code format to v2: start pos added
- fixed stuttery jumps when bumping a row of blocks
- fixed stuttering when running into blocks
- debug strings disabled by default - massive performance increase! pre-included drawString sucks
- added new default level
- added a hud finally! coin counter, points and timer are all implemented
- added coins
- added points from shell kicking, successive enemy kills, powerups, breaking bricks and coins
- added points particles
- added coin collect animation
- improved bumped block animation
- added collecting coins by hitting below
- new blocks:
~ entity only block -> solid to mario but lets everything else through
~ mario only block -> reverse of entity only block
~ coin ? block -> get coins
~ coin brick block -> get coins
0.4.0a (11/07/22):
- fixed jerky snapping to ground
- added scrollstop to end of stage
- support for exporting and importing levels as codes!
- fixed goomba squish animation issue
- added red and green koopas (red loops, green falls off ledges)
- added shells! features: bounce powerups, kill other enemies, hit blocks, kill mario etc
0.3.2a (07/07/22):
- streamlined code (adding blocks is simpler and finally the mess at the beginning is categorised)
- added semisolids support
- added bridges
0.3.1a (04/07/22):
- added brick blocks and breaking animations
- even more boring API stuff
- fixed (certain) crap textures
- fixed favouring left side of bumped blocks
0.3.0a (28/06/22):
- added power down animation
- added death
- added endless pits killing you finally
- added goombas - hit you, can be jumped on
- added iframes after being hit
- fixed issue where only one entity could be destroyed per frame
- made flashing faster on emulator (pc) but slower on hardware to accomadate refresh rate
- added a lot of new functions to the engine
- fixed objects not despawning when going to the left
- added killing goombas from hitting blocks below
- added bouncing mushrooms from hitting blocks below
- I should have split this one up more tbh
0.2.2b (12/06/22):
- fixed despawning when offscreen
0.2.2a (12/06/22):
- added mushroom spawn variation: mushroom goes to left when block hit from right and vice versa
- added offset level by 8 pixels (half a tile) downwards to fit future stats
- added smoother entity movement
- entities despawn when trapped in block
- entities now fall off edge of screen
- certain entities despawn when out of view
- all entity logic and drawing suspended when out of view
0.2.1a (10/05/22):
- added mystery block bumping + animation
0.2.0b (09/05/22):
- attempt to fix freeze issue
- fixed object logic running during pause
0.2.0a (08/05/22):
- added mario power up animation
- fixed weird drift animation
- added support for animated blocks
- added question mark block
- fixed crouch sliding again
- fixed powerup block clipping
- added mushrooms and object API
0.1.2c (06/05/22):
- fixed crouch sliding
0.1.2b (06/05/22):
- increased max running speed
- physics pausing (construction for powerups)
- big mario and crouching added
0.1.2a (04/05/22):
- fixed drifting momentum (it was set to up/down instead of left/right for some unknown reason #_#)
- finer controls for precise movements
- support for half frames (unused)
- added the changelog
- more accurate turning requirements
- refactored mario functions into class
- frame cycles for making walking more accurate
0.1.1a (04/05/22):
- fixed block clipping issues (no more walljumps)
0.1.0a (03/05/22):
- switched to old api (2.2)
- left facing textures added
- better walking animation
0.0.2b (02/05/22):
- momentum for higher jumps added
0.0.2a (02/05/22):
- test level added
- y axis headbump collision added
- basic animations added
- drifting added
0.0.1d (02/05/22):
- basic jumping (no y axis collision)
- x axis collision in all four points
- gravity added
- blue background
0.0.1c (01/05/22):
- x axis collision in two points
- move up and down
0.0.1b (01/05/22):
- x axis collision in one point
0.0.1a (30/04/22):
- x acceleration added
- basic block rendering
0.0.0a (28/04/22):
- initial fps test


MORE LEVELS:


Download Course World for 50+ new levels, or see these:
https://tiplanet.org/forum/archives_voir.php?id=3128627
https://tiplanet.org/forum/archives_voir.php?id=3147766
https://tiplanet.org/forum/archives_voir.php?id=3407687
OR post your own level codes in this thread! :)
Dernière édition par chalex0 le 10 Sep 2023, 17:01, édité 24 fois.
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude Adriweb » 14 Oct 2022, 08:54

Congratulations, it really does look awesome, and there's tons of features, it's clearly one of the biggest Nspire Lua games out there :)

I've been following the development a bit on Discord, but it's nice getting more visibility in the forums :)
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude critor » 14 Oct 2022, 08:58

It looks fantastic ! :favorite:
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 15 Avr 2023, 10:45

Updated the thread - nSMM 1.0.0a is out now, with course world and many other new features (check the changelog)
Also made the formatting much better
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude Adriweb » 15 Avr 2023, 10:50

Thanks for the update, definitely a great amount of improvements, good job :)
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 12 Juil 2023, 18:32

Uploaded a trailer to youtube :)
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 10 Sep 2023, 17:30

Main post updated, to reflect recent updates, ie Mechanics Update I which adds very powerful features; specifically warp zones and scroll stops. Also lots of new decorations :)
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude clevor » 10 Sep 2023, 18:13

[copied from chat]
I tried to play the SMB 1-1 level on nSMM, but it was too slow for me to play, despite using a CX II CAS. Mario's movement felt slippery as I almost died due to sliding on the tiles, despite my attempt to move the opposite direction. This would be better to play if it were written with Ndless, in my opinion. It is a good demo, but it is not in a playable state for me, as of today. I hope it can get better as time goes on, but I think the project should focus on performance.
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 10 Sep 2023, 23:11

clevor a écrit:[copied from chat]
I tried to play the SMB 1-1 level on nSMM, but it was too slow for me to play, despite using a CX II CAS. Mario's movement felt slippery as I almost died due to sliding on the tiles, despite my attempt to move the opposite direction. This would be better to play if it were written with Ndless, in my opinion. It is a good demo, but it is not in a playable state for me, as of today. I hope it can get better as time goes on, but I think the project should focus on performance.

Thank you for your feedback :) . Yes, these concerns are valid. Truthfully, I don't know how to code in Ndless (I maybe have become too comfortable in Lua). I think I myself have just gotten used to how it controls/performs which can be a problem for new players. The performance in Lua was never good, from the beginning. It is one of it's major limitations, the others being the controls and framerate. There are some advantages though, like it being more accessible and integrated with other Nspire features (namely the external course world, copying levels to the clipboard and being in a document). It's a difficult thing, since many people who already play cannot use Ndless, but it may be too ambitious for its own good. 🤔
I have noted one improvement I can make to performance though, where the level is stored in two identical tables. It is a remnant of old versions, but I'll make it a priority to remove it to see if it improves anything. Maybe also make some adjustments to Mario's sliding, but this is something hard to get right. For now, I could recommend to you that you press the reset button before playing it, I found that this always significantly boosts the performance - if you hadn't done so already
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Re: nSMM - Super Mario Maker for TI-Nspire CX (Lua)

Message non lude chalex0 » 10 Sep 2023, 23:19

Another option I suppose would be to speed the game up artificially, by running the logic twice every frame, or every other frame. I haven't actually tried this, so it may or may not be good. The game currently is (hard)coded so that at full 30fps it is at full speed. But at 10fps, maybe it could go a little faster.

EDIT:
You can play around with this version. You can press menu to change the speed the game runs at. Higher speeds are more choppy, so maybe set it to 1.25x or 1.5x as these make it less unbearably slow whilst still maintaining the visuals

nSMM [MASTER].tns
(113.97 Kio) Téléchargé 205 fois
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