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Mario Forever Space - International Mario Forever Forum
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  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    Source codes & release/dev builds:

    - GAME: https://github.com/toggins/Klawiatura/releases/latest

    - LEVEL EDITOR: https://github.com/toggins/KlaEditor/releases/latest

    Youtube Video

    Klawiatura is an experiment written by me and @nonk that implements multiplayer using GekkoNet's rollback netcode. In layman's terms, the game uses save states to sync up the entire level with other players, so only your input is sent over the network.
    Usually, this kind of networking where save states are utilized is intended for less demanding games, such as one-on-one fighting games. But since Mario Forever is simple enough, you can fit its entire game state into ~200 KB of static data...which is why I wrote Klawiatura in C. Not having to worry about performance and easily implementing save states using direct memory copies is a big plus.

    Current features

    • Up to 8 players!
    • Lobby system using NutPunch. You can enter games as a player or spectator.
    • Fully playable examples of World 1 (1_1), World 2's ambush (hammer_bros), Hardcore World 1 (hardcore_1_1) and Funny Tanks (funny_tanks).
    • KEVIN and FRED.

    So yeah, that's pretty much it. Check out the GitHub link at the top.

    Mario Forever

  • All-Stars Mario!
    togginsT toggins

    Looks fine to me besides the beetroot suit sprites. If anything, Mario Forever's sprites are naturally uglier since they're all just ripped through upscaled emulator screenshots and barely even cleaned up.

    Skin Packs variations full animations

  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    Got that level editor up and running, might have to move it to its own repository soon. The game can now read level files from it, all that's left are custom object properties.

    Editor:
    image.png

    In-game:
    image.png

    Fun fact, collision boxes for objects can't go past 256x256 pixels because of static limits. That's why solid markers are placed oddly in the editor.

    Mario Forever

  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    Still a ways to go. And a lot has changed:

    • The source code is being completely rewritten. The entire application now runs in a single loop, no more giant switch cases, objects have been decoupled from K_game for clean game code, ... ... ...

    • Console window is no longer visible, you will need to launch Klawiatura through the Command Prompt to see logs.

    • Assets are no longer limited to 8-character file names.

    • @nonk added IPv6 support.

    • Lobbies are now either hosted or joined explicitly, there are no longer implicit lobby setups.

    • 3+ player desyncs are FINALLY FIXED, but it will take a while for the GekkoNet dev to merge the fix for a stable update.

    • You can actually configure things for once (also a new menu system):
      66763a5f-9c1e-4122-a49a-49dbb13d1471-image.png

    • Lobbies no longer autostart, you can configure game rules on the go.

    • Since the application window can be resized now, you'll get widescreen borders around the game screen:
      ef475155-0307-4aac-8643-9a21d1324bb9-image.png

    • Kevin is no longer a menu option. Figure out how else to summon him.

    Most of the new stuff can be found GitHub on the rewrite branch.

    Mario Forever

  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    Everything that has happened from October to November:

    • The rewrite is now complete, 99% of the previous features are now available with some improvements:
      • Players have coyote time and more responsive crouching.
      • Items can be touched while sprouting from an item block.
      • Added infinite lives to Kevin mode.
    • Multiplayer kicks some more ass:
      • 3+ player games are fully working! So is Windows/Linux crossplay!!!
      • Added a note when entering Multiplayer for the first time, in case people are blindly opening up a stable/dev build.
      • Raised the input prediction window so now you're able to play with fellow Argentinians without slow motion gameplay.
      • Multiplayer input delay can be changed with the "Input Delay" option in Options.
      • Level warping is now possible in multiplayer, no more awkward softlocks.
    • Added a scoreboard for when you complete a scenario or lose all lives: image.png

    The only thing left is to figure out why most VPNs are messing up P2P connections. @nonk has been hard at work on refactoring the hell out of the backend and it shows, so hopefully the VPN issue will be resolved pretty soon.

    Mario Forever

  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    Youtube Video

    Test recording on Funny Tanks with 4 players. Average ping was 300ms and rollback frames at 10 to reduce frequent pauses.

    Mario Forever

  • Klawiatura v1.1.0 - Mario Forever with Multiplayer
    togginsT toggins

    I'm considering Klawiatura done now, so the 1.0.0 release build is up. There are no plans for new stuff, just random bugfixes and backend updates from time to time.

    Mario Forever
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