
Matt and I are very excited about where this thing will go. It was just meant to be a test episode, but it turned out so well that we decided to release it. Crossover and what it was like working on it in the early days. The focus of the first episode is how I started Super Mario Bros. Matt knew I was trying to figure out a good way to keep people informed about Exploding Rabbit and recommended doing the podcast with me, so you can thank him.
#Super mario bros crossover code
I’m co-hosting the podcast with my cousin, Matt Gyure, a very smart/funny guy that knows his way around code and other technical parts of gamedev. In each episode, we’ll be taking a deep dive on one topic related to Exploding Rabbit or gamedev, and then we will have a few smaller, supplementary topics like what games we’re playing, what I’ve been working on, and anything else we find interesting. We started a monthly podcast for Exploding Rabbit. Play Super Mario Crossover 4.0 – Play the preview version we talk about.Exploding Rabbit Patreon – Support the show.No Cartridge Podcast – Podcast recommended by Matt.EcsRx Framework: A reactive take on the ECS pattern.1:12:22 – Broaching the tense subject of politics and morality.1:05:15 – Jay’s experience with Ni no Kuni II: Revenant Kingdom.43:35 – Debate about The Legend of Zelda: Breath of the Wild.40:13 – What does this mean for Glitch Strikers?.34:40 – Rebuilding the Exploding Rabbit Community.26:53 – Foundational code and the EcsRx framework.22:55 – Why the flash version could not be salvaged.17:00 – Emulated music and Game Music Emu.You can listen on iTunes, Google Play, Stitcher, or at the podcast’s website. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild. We talk about the experimental preview for Super Mario Bros.

There will also be additional features and characters added. Crossover will be updated until it reaches general feature parity with the Flash version, but please note that not every feature will be ported to the WebGL version.

There is no promise or timeline on that, but it’s a goal I have in mind.
#Super mario bros crossover mod
In fact, I may allow people to mod the game in the future by open-sourcing the data portion of the game. It will take much less time to add new content to the game due to the clean codebase and data-based asset workflow. It took a while, but it’s finally ready to start using, and this is the first project I made with it. I have spent the last 5 years working on a general-use 2D platforming codebase and workflow that I could use on multiple projects. The good news is work on it is going fast, and it will not be too long before it catches up to the flash version. It is so not done, that playing the game will make you sad because there are bugs everywhere and performance is not so good.

Please note that this is a very much not done game. If you would like to listen to an in-depth conversation about the new version, check out the latest episode of our podcast. Due to those two things (and also getting a lot of requests), I have been porting Super Mario Bros.
#Super mario bros crossover how to
I have good news! I still know how to make games and am not dead. Update: The port was canceled due to getting a demanding job.
