True that, when I got hit in Super Mario World in the Advanced Version like in Nintendo Switch Online Gameboy Advance, I was able to still keep my Mushroom affect even if Fire or Cape Mario got hit by an enemy. Mario getting hit plays the same Role as he did in the US Super Mario Bros. 3 in order to become Small Mario in the Gameboy Advance Version of Super Mario World, Super Mario had to get hit in order to turn to Small Mario. Mario or Luigi couldn’t easily turn Small if they had a Fire Flower, or Cape on compared to the SNES Version Originally working like SMB1 except if you were Riding Yoshi.
Having the hit mechanic behavior from US Super Mario Bros. 3 in Gameboy Advance Super Mario World actually helped made the game a bit easier. That is why Gameboy Advance Super Mario Remakes feel special.
Very bold of you to say that this project will “never be cancelled,” I’ve never seen a indie developer with that much confidence before. Keep up the amazing work! I’d love to play this remake someday.
Aww, you changed the color of Mario's overalls. That was legitimately one of my favorite parts of the original game. Made it stand out so much more against the other Mario games.
I love how the video is in 240p, it feels like watching a W.I.P. video of an old mario fangame from the late 2000s. And about the fangame, can't wait to see the final result of the fangame completed! Keep it up!! 💪🍄
What I think is more suitable for all of your games is to make new damage by default. Then if you can add this feature in after the player beats the game they can unlock and have the option to play a more difficult version of the game where classic damage is utilized. Just a random thought for replay ability and to give advanced players a difficult but enjoyable challenge not a bullshit FU difficult challenge like Dark Souls but something of a happy medium.
@@ZonalJump97 Yes to everything you said but with a small twist. What I was thinking was add in what you mentioned plus a sprinkle in a few new enemies here and there in each level that way you would not anticipate or think about them popping up until you encounter them on the first playthrough of the new difficulty. Then on the second playthrough and after you can test your skills with these new enemies and old school rules in place making it enjoyable but not super tough to where you dont want to play that difficulty or the game ever again….but since Super Mario Bros. 40th Anniversary is coming up. Why not add an Anniversary Mode with the New damage in place and Classic Mode with the Old damage system in for longtime players but just random ideas.
Make A Coins unlock the features as you collect them. Like your first 15 A Coins unlock Retro Damage mode, 25 A Coins let's you change the screen scroll lock, 35 could unlock the "lost levels" as post game, collecting 50 could unlock some of the e-reader content from SMA4 (like the option to put veggie sprouts in levels, or the Cape Feather (and now Super Leaf). Gives an incentive to collect the A coins.
A couple of methods I've tried out for this sort of thing: * refactoring the collision of an object to first account if a character's position is wthin the block's width, AND if their vspeed is greater than zero (falling). If so, round their y and then move them upwards in a while loop until outside of a block. * storing a "previous x"/"previous y" property on some sort of End Step (end of frame) event set to the current x/y. Then during a collision event, comparing the position of those values instead to determine where to set a character. If you ever want to make a project with ludicrous speeds (as in, pixel movement per frame exceeding the width of player/block collision), what you'll likely want to do is taking the second method, and casting a collision line for any blocks between the player's current position, and their position from the last frame. If it hits a block, set the player back to their previous x/y, reset their hspeed or vspeed to zero, and finally with a while loop, move them towards where they were going until 1 pixel away from a block. Not that you'd need to, the fall speed here looks servicable enough, and there's no reason to fix what isn't broken. But maybe to keep in mind if you experiment in future projects.
New damage, it's in line with Mario Advance 2 and 4. Maybe with the new quest where Goombas are replaced with Buzzy Beetles, then you can put in the old damage
So the high speed falling issue is an easy fix. Just divide movement calculation into chunks. Instead of calculating a maximum movement of 8 once, calculate a maximum movement of 2, 4 times. It's a trick developers use all the time for finer collisions at inoptimal frame rates/speeds.
It’s wonderful to see even a bit of the development process here!! I’m throwing in another vote for new damage, but I was thinking; if it’s at all possible, are you able to make a toggle for classic damage or new damage? Definitely begin with new damage, but perhaps include classic damage as an option? Only if you’re able to do that, though; if not, new damage all the way!!
Great project! If I remember correctly, all the Mario Advance games have the new damage form, so I would logically say Mario Advance 5 should have it as well. If I may suggest something else, I think if Nintendo made a Mario Advance 5, it would be released in 2004, since Mario Advance 4 was released in late 2003. I also think 2005 would be unrealistic, since the DS was already launched.
Nowadays I know why these collision bugs happen. Hello Engine never had proper collision ejection code using loops, so it's always finicky when you try to increase the movement speed of any object beyond what it was originally designed for.
I think the only way to be able to increase falling speed is to rewrite collision, atleast for Mario since its probably the only entity youd want to fall faster. Adding vspeed into a loop checkinh every single pixel as it moves would let you process speeds with no limits, but keeping it at 4 seems good, its not too floaty to make platforming bad. Looking nice, I love to see these updates!
I tried using the newer version and not only did it not work very well, it was also extremely difficult. If they had made Game Maker Studio with the same type of coding as Game Maker Legacy, it would have been a good opportunity for me to use the newer version in the future, but from what I saw, it was as if they had made the program from scratch again.
I think what you should definitely change is remove the screen lock cuz frankly that's just bad design from OG game and try to fix the block breaking behavior that All-Stars screwed up (there's a hack that does it on Romhacking)
Itd be cool if you started with New damage, but if you collect enough A Coins you unlock a toggle that let's you turn it on (same for the screen scrolling, let it go both ways, then obtain they way to turn it on/off) The more A Coins you collect the more changes you could make to the game!
What engine are you using, and how are you applying speed to the characters? I assume you're applying the speed, checking if Mario's colliding with a solid, and then move him backwards until he's not. If Mario's falling too fast, he might be moving past the solid ground in one frame. You could apply the speed in smaller increments, or check if there are solid objects between Mario's new position and old Position.
I'd prefer the original damage because I always go for the OG, but since this would be a remake of a remake made "recently" players would be used to the new damage so... new damage
4:20 i apologize but i'm having trouble finding the exact romhacks featured at this timestamp. i found "Super Mario Bros. Prototype Remix (2024)" and "Super Mario Bros. Wonderland 1987" which I believe are NES hacks, but they seem slightly different than the ones here. Are these 4 GBA hacks? I can't identify the last 2 games. "super mario bros wonder for classic players" doesn't seem to return any google results. If anyone has the exact titles of what to google for, links, or info on these 4 featured I'd appreciate it!
These are not romhacks. All my projects are aimed at PC fan games. I only imitate the art style of the console (NES, SNES, GBA, etc) which confuses many people who always think that the game is a hack or a homebrew. XD These games shown are all made from scratch without using the original. All my Mario fan games only have me working (no team).
Só eu acho que a Nintendo fez errado de ter colocado Super Mario World no Advance 2, Yoshi Island como o Super Mario Advance 3 e finalizar essa serie no Advance 4 com Super Mario Bros 3? era melhor Yoshi Island sendo o 4, Mario World o 3 e Super Mario Bros 3 o 2.
Novo dano e uma ideia, que tal você colocar um minus world japonês, só que acessível com a flauta do Super Mario Bros 3, o minus world se chamaria world 9, as peaches seriam toads em cima de uma plataforma que o mario não conseguisse ficar de pé nelas e um final diferente pra quem passasse das fases.
Since BS Mario Collection Part 1 (a rare Satella-View/Super Famicom game) came before SMBDX, and Super Mario Advance 1 uses stuff from BS Super Mario USA, then based on my analysis Nintendo would take the map format from BS Mario Collection Part 1, which gives maps to Super Mario All-Stars version of SMB1. Searching on UA-cam you will still find rare clips of someone playing this relic.
@@nimaginendogames2293 hey, I made 3 new versions of the sma5 music. underground, bowser battle 1, and choose a game! drive.google.com/drive/folders/1KAZyClD6uPzrctGgTxAzJ3ZWLdOvXunF?usp=drive_link
I know you probably won't notice this comment, but why are your windows for 95/98?! also if possible something similar to star coins could be nice, I feel just adding star coins may take away from it being a NSMB series thing I know this may be hard but you could add some vertical scrolling for extra bonus areas in levels not there before EPIK PROJECT!
New damage. Mario Advance 2 made that change, so this can too.
True that, when I got hit in Super Mario World in the Advanced Version like in Nintendo Switch Online Gameboy Advance, I was able to still keep my Mushroom affect even if Fire or Cape Mario got hit by an enemy. Mario getting hit plays the same Role as he did in the US Super Mario Bros. 3 in order to become Small Mario in the Gameboy Advance Version of Super Mario World, Super Mario had to get hit in order to turn to Small Mario. Mario or Luigi couldn’t easily turn Small if they had a Fire Flower, or Cape on compared to the SNES Version Originally working like SMB1 except if you were Riding Yoshi.
Having the hit mechanic behavior from US Super Mario Bros. 3 in Gameboy Advance Super Mario World actually helped made the game a bit easier. That is why Gameboy Advance Super Mario Remakes feel special.
I think I'd prefer it as a sort of difficulty setting...
@@RaceBandit Then do I have good news for you from the next video on the channel lol
Very bold of you to say that this project will “never be cancelled,” I’ve never seen a indie developer with that much confidence before. Keep up the amazing work! I’d love to play this remake someday.
Mario is so heavy that he plunges through the ground if he jumps high enough
CaseOh:
Never thought mario would be comparable to caseoh
Never thought mario would be like caseoh
I love the new damage we can hear Mario talk!
Aww, you changed the color of Mario's overalls. That was legitimately one of my favorite parts of the original game. Made it stand out so much more against the other Mario games.
Remember when you used to make TF2 videos before you went woke:(
I remember ovulating to your voice
@@seronymus "this thing i don't like is woke"
@@nck9755 did I trigger you, snowflake?
@@seronymus you mean before you drank the poisoned kool-aid?
0:37 Mario: I'm a out a here!
Super Mario Advance 5 - Mario CD Edition XD
@@nimaginendogames2293 i want this game
Mario is out of here
XD
😂😂😂😂😂
I love how the video is in 240p, it feels like watching a W.I.P. video of an old mario fangame from the late 2000s. And about the fangame, can't wait to see the final result of the fangame completed! Keep it up!! 💪🍄
What I think is more suitable for all of your games is to make new damage by default. Then if you can add this feature in after the player beats the game they can unlock and have the option to play a more difficult version of the game where classic damage is utilized. Just a random thought for replay ability and to give advanced players a difficult but enjoyable challenge not a bullshit FU difficult challenge like Dark Souls but something of a happy medium.
That's a good idea
Basically have the new quest with the buzzy beetles and old damage system
@@ZonalJump97 Yes to everything you said but with a small twist. What I was thinking was add in what you mentioned plus a sprinkle in a few new enemies here and there in each level that way you would not anticipate or think about them popping up until you encounter them on the first playthrough of the new difficulty. Then on the second playthrough and after you can test your skills with these new enemies and old school rules in place making it enjoyable but not super tough to where you dont want to play that difficulty or the game ever again….but since Super Mario Bros. 40th Anniversary is coming up. Why not add an Anniversary Mode with the New damage in place and Classic Mode with the Old damage system in for longtime players but just random ideas.
Make A Coins unlock the features as you collect them. Like your first 15 A Coins unlock Retro Damage mode, 25 A Coins let's you change the screen scroll lock, 35 could unlock the "lost levels" as post game, collecting 50 could unlock some of the e-reader content from SMA4 (like the option to put veggie sprouts in levels, or the Cape Feather (and now Super Leaf). Gives an incentive to collect the A coins.
@@marcstutsman4861 great idea love it!!
A couple of methods I've tried out for this sort of thing:
* refactoring the collision of an object to first account if a character's position is wthin the block's width, AND if their vspeed is greater than zero (falling). If so, round their y and then move them upwards in a while loop until outside of a block.
* storing a "previous x"/"previous y" property on some sort of End Step (end of frame) event set to the current x/y. Then during a collision event, comparing the position of those values instead to determine where to set a character.
If you ever want to make a project with ludicrous speeds (as in, pixel movement per frame exceeding the width of player/block collision), what you'll likely want to do is taking the second method, and casting a collision line for any blocks between the player's current position, and their position from the last frame. If it hits a block, set the player back to their previous x/y, reset their hspeed or vspeed to zero, and finally with a while loop, move them towards where they were going until 1 pixel away from a block.
Not that you'd need to, the fall speed here looks servicable enough, and there's no reason to fix what isn't broken. But maybe to keep in mind if you experiment in future projects.
It seems a little complicated to me but I'll try it here.
New damage, it's in line with Mario Advance 2 and 4. Maybe with the new quest where Goombas are replaced with Buzzy Beetles, then you can put in the old damage
Wait, I thought the original SMB3 (base for Advance 4) let you keep Mushroom after losing stuff like Fire Flower and Raccoon Leaf...
@@RaceBanditonly internationally, the original Japanese version of Mario 3 is the same as in the first game and super Mario world
New damage is better because SMA2 and SMA4 are also using the new damage. I think feature parity is important here
i think smb3 already had the new damage to begin with back onthe nes
@laserninja2027 the US version did, but not the Japanese one
SMB3 already had new damage, except the Japanese version.
So the high speed falling issue is an easy fix. Just divide movement calculation into chunks. Instead of calculating a maximum movement of 8 once, calculate a maximum movement of 2, 4 times.
It's a trick developers use all the time for finer collisions at inoptimal frame rates/speeds.
Yes this project is back!!
this feels like a video from 2013 and i love that
It’s wonderful to see even a bit of the development process here!! I’m throwing in another vote for new damage, but I was thinking; if it’s at all possible, are you able to make a toggle for classic damage or new damage? Definitely begin with new damage, but perhaps include classic damage as an option? Only if you’re able to do that, though; if not, new damage all the way!!
You are definitely gonna become a legend for making this.
This video is really interesting and detailed! You are great
Great project! If I remember correctly, all the Mario Advance games have the new damage form, so I would logically say Mario Advance 5 should have it as well.
If I may suggest something else, I think if Nintendo made a Mario Advance 5, it would be released in 2004, since Mario Advance 4 was released in late 2003. I also think 2005 would be unrealistic, since the DS was already launched.
The fact that this is really realistic is awesome
New damage since sma2 does the same also hoping the project doesn’t get cancelled this would be amazing even if it’s just a remake of smb1
I cant wait for this to release
"I'm outta here!" [jumps off screen]
- Super Mario, probably.
This is a really good project! I look forward to seeing the final product
Nowadays I know why these collision bugs happen. Hello Engine never had proper collision ejection code using loops, so it's always finicky when you try to increase the movement speed of any object beyond what it was originally designed for.
Im honestly so mad they didnt make the original mario bros in the mario advance style
New Damage.
Thanks god this project it's back
I like this idea
Classic Damage! Can't go wrong with that!
new damage for sure
I think the only way to be able to increase falling speed is to rewrite collision, atleast for Mario since its probably the only entity youd want to fall faster.
Adding vspeed into a loop checkinh every single pixel as it moves would let you process speeds with no limits, but keeping it at 4 seems good, its not too floaty to make platforming bad.
Looking nice, I love to see these updates!
Are you using freaking GM8!?
You're a legend
I tried using the newer version and not only did it not work very well, it was also extremely difficult. If they had made Game Maker Studio with the same type of coding as Game Maker Legacy, it would have been a good opportunity for me to use the newer version in the future, but from what I saw, it was as if they had made the program from scratch again.
Keep new damage so people won’t have any trouble with the game (when it comes out)
New damage cuz that sounds better (it’s also similar to SMB3 US Version)
Keep A Good Work For A New Project
I hope this project keep going! I wanna play this so bad!
When you think about it, this is just Super Mario Bros. Deluxe, or I guess advance zero
With Game Maker
I wish this Will release bc we haven't got this game in years
wow this is looking amazing!
mario noclipping into the ground after jumping reminds me of sonic saying "i'm outta here" and falling off the stage in cd
New damage!
Fantástico Viniiiii eu prefiro o new damage mesmo. E eu quero saber qual é esse jogo que vc tá quase completandooo
i love the underground theme from 3:41
if its from another game pls tell me the song of it
At this time 3:41, the music from Castlevania Portrait of Ruin (Gears go awry) is playing.
thanks very much @@nimaginendogames2293
Nooo it's Castlevania look like you played The wrong video time 😂😂😂 @@nimaginendogames2293
Music from castlevania portrait of ruin
I think what you should definitely change is remove the screen lock cuz frankly that's just bad design from OG game and try to fix the block breaking behavior that All-Stars screwed up (there's a hack that does it on Romhacking)
Itd be cool if you started with New damage, but if you collect enough A Coins you unlock a toggle that let's you turn it on (same for the screen scrolling, let it go both ways, then obtain they way to turn it on/off) The more A Coins you collect the more changes you could make to the game!
Para combinar com toda a série Advance acho que o novo sistema de dano é o melhor.
What engine are you using, and how are you applying speed to the characters?
I assume you're applying the speed, checking if Mario's colliding with a solid, and then move him backwards until he's not.
If Mario's falling too fast, he might be moving past the solid ground in one frame. You could apply the speed in smaller increments, or check if there are solid objects between Mario's new position and old Position.
It's Game Maker with the source Hello Engine 4.
New Damage, for sure.
New damage ❤
Are you using Game Maker and merely replicating the GBA style? Or is there a GBA Game editing engine with a similar UI to Game Maker's GML editor?
New damage. Even the Japanese games started following it
Nimaginedo Games, when will you export the game people are so excited for the real Super Mario Advance 5 in game maker 8.0
WE GETTING SMA5 WITH THIS ONE 🔥🔥🔥
New damage def feels better
This looks like it was recorded in 2007
The sprites from these games were oftenly used in flash games.
Very well super mario
Amazing! I Like This FanGame.
The new health damage like the others SMA
Super Mario Bros. Deluxe Advance!!! :D
Vida, quando sai essa maravilha pra podermos baixar e jogar? s2
4:13 I had a similar problem with my game, fortunately I understood how to fix it
Why do I actually want this on the gba
Have you considered adapting the world map from SMB Deluxe? That might look less out of place.
New damage.
I'd prefer the original damage because I always go for the OG, but since this would be a remake of a remake made "recently" players would be used to the new damage so... new damage
4:20 i apologize but i'm having trouble finding the exact romhacks featured at this timestamp. i found "Super Mario Bros. Prototype Remix (2024)" and "Super Mario Bros. Wonderland 1987" which I believe are NES hacks, but they seem slightly different than the ones here. Are these 4 GBA hacks? I can't identify the last 2 games. "super mario bros wonder for classic players" doesn't seem to return any google results. If anyone has the exact titles of what to google for, links, or info on these 4 featured I'd appreciate it!
These are not romhacks. All my projects are aimed at PC fan games. I only imitate the art style of the console (NES, SNES, GBA, etc) which confuses many people who always think that the game is a hack or a homebrew. XD
These games shown are all made from scratch without using the original. All my Mario fan games only have me working (no team).
0:55 Song name?
Also new damage system
1:10
Mind = BLOWN
Will you add lost levels? Also, new damage.
This game is will be a gba rom or a pc game?
So I was wondering if you accept custom boss : Mario land 2 Wario boss in sma5?
Can you put Super Paper Mario Damage Effects into this game? Just asking.
This is my avatar & galaxy hunter survivor for ever in dest Time
le estas arreglando la velocidad del salto?
This should have been named Mario Advance Deluxe
Is the source code based off of the disassembly of the original SMB?
When are you releasing a ROM of this?
Só eu acho que a Nintendo fez errado de ter colocado Super Mario World no Advance 2, Yoshi Island como o Super Mario Advance 3 e finalizar essa serie no Advance 4 com Super Mario Bros 3? era melhor Yoshi Island sendo o 4, Mario World o 3 e Super Mario Bros 3 o 2.
Why does this look like GML? Now that I think about it, the GBA never did have an SMB1 port!
i think new damage Super Mario Advance games are slightly more accessible so i think new damage also could SMA5 fit on a GBA?????
I can't remember, Is this project a windows executable, or is this a .GBA file that can be played on an emulator, or an actual GBA via a flashcart?
Novo dano e uma ideia, que tal você colocar um minus world japonês, só que acessível com a flauta do Super Mario Bros 3, o minus world se chamaria world 9, as peaches seriam toads em cima de uma plataforma que o mario não conseguisse ficar de pé nelas e um final diferente pra quem passasse das fases.
Honestly you should let players choose which type of damage system is used. Some like the Old One, some like the New One.
I swear to god, I feel like they fucking do this on purpose during the development of these GBA remasters…
Will this be a romhack or a pc game? And i will be waiting for the full version ❤
Man I wish this was a rom so I could play this on delta Also you should use the damage system from SMA4 to keep in line with the advance games
It's a PC fan game.
@@nimaginendogames2293yea I know I was just stating that I wish this was a rom Lol
Super Mario Advance 2 had new damage, so how about adding it to Super Mario Advance 5?
New damage
Will it be available in the Nintendo Switch
would you try re-create the map screen of super Mario bros deluxe
Since BS Mario Collection Part 1 (a rare Satella-View/Super Famicom game) came before SMBDX, and Super Mario Advance 1 uses stuff from BS Super Mario USA, then based on my analysis Nintendo would take the map format from BS Mario Collection Part 1, which gives maps to Super Mario All-Stars version of SMB1. Searching on UA-cam you will still find rare clips of someone playing this relic.
what if there was super mario advance 7: super mario land 2: 6 golden coins
A question: When will you do the Super Mario Bros Prototype levels
There are already other levels done. But to not lose the surprise, I'm avoiding showing them. But remember, the project has not been canceled.
@@nimaginendogames2293 y cuando los mostrarás?
@@nimaginendogames2293 hey, I made 3 new versions of the sma5 music. underground, bowser battle 1, and choose a game! drive.google.com/drive/folders/1KAZyClD6uPzrctGgTxAzJ3ZWLdOvXunF?usp=drive_link
@@nimaginendogames2293 oh and uh the mario bros title for SMA5 drive.google.com/file/d/1C9CsJq0xJIWIOeZVfMKYxBuBeUFsAUhe/view?usp=drive_link
This is a fangame for PC right?
I think old damage is better, its how the game was designed to be played and if you dont have it the levels are way easier.
I know you probably won't notice this comment, but why are your windows for 95/98?!
also if possible something similar to star coins could be nice, I feel just adding star coins may take away from it being a NSMB series thing
I know this may be hard but you could add some vertical scrolling for extra bonus areas in levels not there before
EPIK PROJECT!
New Damage
Cool!
Hi ..how can download this game
Is this project or whatever it's called going to do for PC or gba?
PC
Ya quisiera jugar el SMBA5😊