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Super Mario Bros. 2.1

MAMattant•Created February 20, 2021
Super Mario Bros. 2.1
12
14
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Instructions

Arrow keys to move Press S to sprint.

Description

Credits: @griffpatch : Tile Camera (mostly) @Mattant: Level Design @Mattant: Custom Textures @Mattant: Level Saving System @Mattant: Internal Level Editor @Mattant : Player Platforming script. @Mattant : everything else Tile Scrolling engine 2 (2D Minecraft 5/6): Supports smooth scrolling on the X axis. It later supported the Y Axis. This engine did not support custom textures Tile Scrolling engine 3 (2D Minecraft 7) The most unstable engine so far. Supports Y and X axis and custom textures. World Generation was broken. Tile Scrolling engine 4: Stable and easily adaptive. Supports Y and X axis and custom textures. World generation is at its best. Supports trees/flowers Scrolling Engine 4.1: Cleaned up the project. New starting interface Scrolling Engine 5: Wasn't worth updating the project for, it works the same way. It has a more compact generation script more like SE 3 Tile Scrolling engine 2 (2D Minecraft 5/6): Supports smooth scrolling on the X axis. It later supported the Y Axis. This engine did not support custom textures Tile Scrolling engine 3 (2D Minecraft 7) The most unstable engine so far. Supports Y and X axis and custom textures. World Generation was broken. Tile Scrolling engine 4: Stable and easily adaptive. Supports Y and X axis and custom textures. World generation is at its best. Supports trees/flowers Scrolling Engine 4.1: Cleaned up the project. New starting interface Scrolling Engine 5: Not enough changes to warrant switching this project over. Scrolling Engine 6 aka 2D-2D: Introduced smaller tile sizes, same as Engine 7 Compacted the entire Y axis down to simulate a list inside a list, using overcomplicated long repeat blocks that slowed down the project ridiculously. Engine 7: New ScrollX and ScrollY variables using basic maths to work out where in the world a block should be. Engine 8: Took a bit of inspiration from @griffpatch Uses no cloneID variables and instead uses maths to get the players position in the world. Worthy of this project being rebuilt finally, as it has quality improvements from 7 with enough backend changes to warrant a rebuild. Engine 9: Reverted back to cloneID variables, it was a bit unstable in places. Engine 10: Pretty much engine 7 It features some stuff I learnt from 8 - 9 List based collisions: Player no longer uses if touching blocks. Execution order (tick) broadcasts added

Project Details

Project ID490500539
CreatedFebruary 20, 2021
Last ModifiedMay 8, 2024
SharedFebruary 20, 2021
Visibilityvisible
CommentsAllowed