If you haven't already, visit the Hello Mario Engine Website, download the latest source code, and import the engine into GameMaker: Studio 1.4. The engine is incompatible with the free version of GameMaker: Studio, but if you still have the "Standard" version of GameMaker: Studio 1.4 from back when it was freely available, you can still use that! If you need help with GameMaker: Studio itself, visit the GameMaker: Studio Documentation to learn about how the program works, and look at all of the built in functionality it contains. If you need additional help, the GameMaker Community is a great place to ask your GameMaker questions, and your questions will be answered there faster than on most other places.
The Hello Mario Engine was designed to be easy to modify in order to encourage you to try adding in new things yourself. Try it! It's not as hard as you think.
No! Post your question on the GameMaker Community instead. Any further GameMaker related questions will be ignored!
Yes, you can use this engine to release open and closed source games, and you can even release customized versions for other people to use.
Only the collision objects can be scaled, excluding the slopes. Scaling the slopes, or any other object may result in unexpected behavior.
Change the x origin to half the width of the sprite, and change the y origin to the height of the sprite minus 32.
This engine was designed to be easy to expand upon in order to encourage you to add new things to it. Of course, if you want to make a clone, that is also allowed. What you do with this engine is up to you.
Please report it on the Hello Mario Engine's issue tracker.
No, unless you have GameMaker Studio 1.4 before it was removed.
No, the engine is incompatible with the latest version. Use GameMaker: Studio 1.4.9999 if you can.
This is misinformation. While old versions of the engine may have been messy, this does not apply to the latest version, which is clean, organised, fully commented, and easy to modify.
Some objects in this engine require creation code when you place them in rooms. To do this, simply right click on the object, and choose creation code. What is needed can be found commented in the create events of these objects. Below, you will see a complete list of objects in this engine that use creation code.
Object | Reason |
---|---|
obj_levelmanager | To choose the music and time limit. |
obj_bganimator | To select what order to animate backgrounds. |
obj_autoscroll | Whether you want it to follow Mario's y value. |
obj_block | To choose what comes out. |
obj_block_hidden | To choose what comes out. |
obj_block_triple | To choose what comes out. |
obj_block_triple_hidden | To choose what comes out. |
obj_block_spiked | To choose what comes out. |
obj_block_winged | To choose what comes out. |
obj_block_large | To choose what comes out. |
obj_noteblock | To choose a powerup to come out when you bounce on it. |
obj_noteblock_warp | To select a destination. |
obj_warpnoteblock_hidden | To select a destination. |
obj_messageblock | To choose the message to display. |
obj_lakitu | To set the boundaries for where he appears. |
obj_lakitu_ball | To set the boundaries for where he appears. |
obj_angrysun | To set the boundaries for where he attacks. |
obj_boocircle | To set its rotational direction. |
obj_netkoopa | To set its starting direction. |
obj_netkoopa_red | To set its starting direction. |
obj_netspark | To set its starting direction. |
obj_rotodisc | To set its rotational direction. |
obj_firebar | To set its rotational direction. |
obj_firebar_large | To set its rotational direction. |
obj_ballnchain | To set its rotational direction. |
obj_magikoopa | To set the boundary for where he appears. |
obj_diacannon | To set its direction. |
obj_bombcannon | To set its direction. |
obj_sidecannon | To set its direction. |
obj_classicbowser | To set where Bowser's flames start generating. |
obj_pipeenemygenerator | To choose its direction and enemy. |
obj_bulletgenerator | To set the boundaries for where it generates. |
obj_stormgenerator | To set the boundaries for where it generates. |
obj_cheepgenerator | To set the boundaries for where it generates. |
obj_levelpanel | To select a name, destination, and number. |
obj_levelcastle | To select a name and destination. |
obj_mappipe | To select a destination. |
obj_mushhouse | To select the powerups in the boxes. |
obj_mapbro | To select a prize powerup. |
obj_platformtimed | To set the time limit. |
obj_movingrope | To choose how long the rope is. |
obj_movingrope_touch | To choose how long the rope is. |
obj_bubble_item | To choose the item in it. |
obj_veggie_sprout | To choose the item in it. |
obj_postchange | To select Mario's new position. |
obj_warproom | To select Mario's new room and position. |
obj_speedmarker | To set a speed for the marker. |