joshuakgoldberg / old-deleted-fullscreenmario Goto Github PK
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An HTML5 remake of the original Super Mario Brothers - expanded for wide screens.
As you enter the pipe you can spam the jump and it makes the sound. Not sure if the transition enables movement right away
"Up" for jump means that you can no longer crouch-jump, among other things.
See triggers.js::scriptKeys
Also, color filters on Mario would be cool
Hay un problema en el nivel 8 cuando entro al tubo, una vez dentro, al salir de la cueva se para el juego.
English: "There's a problem in level 8 when i go inside the pipe, once inside, once i get outside the cave the game freezes"
The site starts a lot of page requests, which is slowing it down (especially on high traffic days).
I'm using Chrome 30.0.1599.69 on Mac OS X 10.8.5 (12F37)
Tittle says all
It won't let me go in.
Thanks, [email protected]
In general order...
I can hear sound effects (like Mario jumping, dying, etc.) but I can't hear the theme music for each level. I didn't see any errors in the javascript console, though, and toggling mute (M) doesn't change anything. I have a feeling this might be because I'm on Chromium, Version 30.0.1599.69 (226629) on Mac OSX because my friend was able to hear the music okay on Chrome on Mac OSX.
When you hit the flag at the end of a map, if the clock ends with a 1,3, or 6 there should be fireworks. Mario wiki Reference. :)
When swimming as Fire Mario, swimming up is fine and I look like Fire Mario, but once I stop and start descending, I revert to Super Mario appearance (still have Fireball powers).
it doesn't work on ios and android devices, could you please add some touch event for playing it on mobile devices?
Thanks, [email protected]
Instead of having *.movementInit functions, turn the bland .onadding into a fancy .onAdding for this purpose, which would increase editor compatibility and make more sense for the game.
Modernizr will help to reduce the amount of extra work needed to detect features.
For instance:
window.reqAnimFrame = Modernizr.prefixed('requestAnimationFrame', window) || function(func) { setTimeout(func, timer); };
A la Super Mario Bros. Deluxe
When attempting to load fullscreenmario.com on Chrome Version 30.0.1599.69, the game does not run and instead prints the following to the console:
Uncaught SyntaxError: Unexpected token ; /stable/sprites.js:586
Uncaught ReferenceError: spriteUnravel is not defined
I believe the issue is with an extraneous semicolon in sprites.js on line 586:
var lwritelength = writelength + 0,; // Allow JIT integer optimization (Firefox needs this)
lwriteloc = writeloc + 0,
lreadloc = readloc + 0;
Fireballs on enemies use "Bump.wav" instead of "Kick.wav"
Heya,
I want to contribute to this, but just wondering if Nintendo doesnt have any objections with this.
Although this is not for income game and open sourced, the resemblance is almost identical to Nintendo's mario (unlike some mario inspired games on linux)
So wondering if we are clear/clean on it?
Step 1: Use mario.controls, so arbitrarily large number of keys may be mapped to a control
Step 2: Make a simple function to map a key to a control
Step 3: Give an - Options - menu to the user, with this as one (along with Muted and Speed)
Your .css
file has the fonts declared like this:
src: url('/Fonts/Pressstart2p/PressStart2P.ttf') format('truetype');
If you just do this instead:
src: url('Fonts/Pressstart2p/PressStart2P.ttf') format('truetype');
Then the import will be relative and it'll (somewhat) work offline.
It might make sense to add a Fonts/
directory and a "Readme" telling people they need to download the fonts elsewhere too.
Generally just exporting the canvas shouldn't be too hard. Drawing the text onto that would also be necessary.
The original game will start you at certain points throughout the level, but I can't find a listing of them online?
This might be me.. but why does mario slide when i stop pressing the movement keys?
When a fireball hits any object, it makes the sound of it hitting an enemy ("Kick.wav"). It should be using "Bump.wav" when hitting anything other than an enemy. Example found here: https://www.youtube.com/watch?v=rc62hFksKo4#t=86 (at time 1:27).
On the original when you pushed right it instantly got X speed. On the current implementation it accelerates until it reaches X speed. It should also stop instantly when collides with the ground.
Using the Profiler in developer tools, it appears 63% of time is spent on handleEvents, with 30% going to removeClass and 30% going to addClass() -- and inside those functions, memcpyU8 is the main offender.
Other than that, it works just fine.
Step to re-produce:
0) See attached sceenshot
If you touch the invisible wall (when you move right) you can sometimes get stuck in it for a second
Try standing right next to it and try to jump-move
After taking the "second" pipe (in the right order to go to the end) the game hang.
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