GET THE DEMO AT: http://www.megaupload.com/?d=DEKIX31N
Demo Alternate Link: http://www.sendspace.com/file/ayr481
GET THE SOURCE (REQUIRES GAME MAKER 7 PRO): http://www.sendspace.com/file/10ru77
Source Alternate Link: http://www.megaupload.com/?d=ZQ6A0FLT
Thanks to Axel Night at Attacked by Gorillas for the link to Joy2Key, which coverts keyboard input to joystick input: http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm
Here’s another joystick-to-keyboard emulator: http://www.freewareweb.com/cgi-bin/archive.cgi?download=1&ID=1625
1. Halo graphics are from HALO ZERO by Dobermann Software, which includes Dobermann, Chainsaw, AlexTheBlind, 58, and Atomik. Used by permission.
2. Yes, I have coded in the ability to discard your weapon.
3. I know I suck. I am not playing for skil, but to show off the level layout.
3. I will delete any comments that consist of the following: “It’s not Mario.” “Halo sucks.” (any flame comments or non-constructive criticisms).
Super Mario Fusion is a crossover Mario fan game made in Game Maker 7 Pro using a heavily modified version of the Super Mario Bros. Hello Engine III. I expect to release the demo and source by the weekend of January 11-13.
Halo will be its own world in this crossover Mario fan game. I’ve developed three Halo weapons into the game: Plasma Pistol (with charge shot), Assault Rifle, and Covenant Plasma Rifle; Mario can use them all!
The most significant aspect of the Halo levels is that THERE IS NO TIME LIMIT. Many enemies will be strategically placed throughout the levels, so you are required to work your way through the enemy fortifications at your own pace. Also, Halo weaponry will make certain sections easier, but Mario can still use his own weaponry (shells, fireballs, hammers, invincibility) to kill the Covenant. The Covenant cannot be stomped.
The level featured will be in the demo release. Believe it or not, this level is only 40% complete. I still have one more sublevel planned after the checkpoint, and additional level design tweaks are needed for all areas of the level. As it stands, this is a very difficult level because of the timely pace and patience required for most sections of this level.
Here is the full changelog for this fan game from the original Hello engine:
New features to the Hello engine:
*Implemented own easily customizable parallax scrolling functions.
*Animated backgrounds function.
*Improved customizable music player function.
*New powerups based on those found in the different worlds (Castlevania and Halo weaponry, for example)
*New custom enemies.
Fixes to the Hello Engine for this game:
*Greatly improved basic platforming engine, including:
**Drastic renovation of basic platform engine, utilizing “collision markers”.
**Eliminated getting stuck in walls in mid-jump.
**Movement while swimming fixed.
**Run animation speeds fixed.
**Basic physics (defeated enemies’ initial vertical speed and shattered brick shards) fixed.
**Moving Platform handling greatly improved.
Fixed problematic stomping detection (Mario would still get hurt even after stomping a normally stompable enemy).
*Game mechanics changes:
**Hitting a shelled creature with the tail or a block (Koopa, Buzzy Beetle, Spiny) will leave the shell instead of killing it completely.
**Ducking while in Hammer Suit renders Mario impervious to fire attacks.
*Major code structure overhaul (removing about 500 kilobytes of redundant code!):
**Moved common events (like points for stomping enemies and hurt mario) into separate single function call scripts.
*Removed all of Mario’s voice clips. The constant repetitive speech gets very annoying quickly.
*Made Mario’s Hammers destroy most enemies that he cannot destroy with Fireballs.
*All Hammers (Mario’s suit and the Bros’) had their physics fixed.
Fixed the trajectory of Mario’s Fireballs so that he can hit enemies up front and close to him.
*Increased speed of kicked/thrown shells.
Score fonts cleaned up, initial vertical speed slowed down, and deceleration decreased.
*Implemented proper SMW kick sound “musical scale” when performing consecutive kills with stomping, shells, and invincibility.
*Increased injury invincibility time from 60 steps (1 second) to 180 steps (3 seconds).
*Added the 8000-point bonus, which was not included originally in the engine.
*Certain values, like invincibility times, are stored as global constants. This is useful from a modding aspect if you want to change the invincibility times. Expect more values to be made into constants for easy modding.
If you have Game Maker 7 Pro, get the Hello Engine III at http://gmc.yoyogames.com/index.php?showtopic=346423&hl=
Get Game Maker 7 Lite from: http://www.yoyogames.com/gamemaker/ (more) (less)
Music used: Under Cover of Night (Halo OST)
Duration : 0:11:59 Views : 197427.
Show off your Crib.
Introducing “Halo 3 Forges” where we show you awesome things that you can make in forge. Some for fighting grounds, some for mazes, and some just to show off to your friends! This series was inspired by Dragon Munday, the great map creator of our clan. Some of his creations have even been nominated for bungie’s favorites! We hope that you will enjoy this series and to bring you more forges A.S.A.P!
this vid is not to show off skill, i just got a killing frenzy ang i got a new capture card for xmas..soo
Me playing the Halo theme on GH3 on Expert.
LoL
MY MONTAGE PREVIEW
No HATER IN xFYCNx
yo: this isn’t supposed to be like some fun new map, i just made this to show off the map. i was just screwing around so you could see what you can do with foundry.
This is Rooster Teeth’s Red Vs Blue to show off the Halo 3 maps.