Super Mario 64 HD
New hosting was graciously provided by https://twitter.com/AndyHuang. Big thanks to him for getting it back up!
Demonstration project for the Super Character Controller, a recreation of Super Mario 64’s first level, Bob-Omb Battlefield. Everything is just as you remember, except some really minor stuff that nobody cared about like red coins or the Wing Cap or the Big Bob-omb. Replacing them are crowd pleasers like giant springs and coin blocks.
Download the desktop version below, available for the two most popular operating systems and some lame one nobody outside of it’s devoted cult following actually likes.
Windows [ Mirror ]
Mac [ Mirror ]
Linux [ Mirror ]
Gamepad support is available, so if you have one make sure to open the controls menu to set it up (keyboard controls are default). I’ve tested it with the Xbox One, Xbox 360, and DualShock 3 and 4. If any of these do not work, please post a comment below describing your situation. Likewise, if you use a gamepad that I did not list and it did work, please mention it so I can add it to the list.
If any of the links on this page are down, please post in the comments so that I can get them working again!
When playing the desktop versions, do not edit the input settings in the Unity input menu. Instead, setup your input configuration in the in-game controls menu.
For Unity developers, the Unity project zip can be downloaded below. While this project was not developed at all using Unity 5, I did upgrade it to Unity 5 and resolve all the various issues, so there should not be any complications. It’s worth noting that the framerate is much, much worse in the Editor, so if you don’t have a 1337 computer like mine you may notice some pretty big hits.
Unity Project
I currently do not have any plans to develop this any further or to resolve any bugs, unless they’re horrendously gamebreaking and horrendously simple to fix. This project is provided as-is, and you are free to use it for any purposes you like, with the exception of selling it for profit. All included code libraries’ previous licences still apply.
Other than the Super Character Controller (and it’s respective libraries), I use a heavily modified cInput v1.4 from roidz to handle custom input, and pixelplacement’s iTween for path tweening (for the rolling balls). All the art and animations were done by myself, with the exception of the Mario, Goomba and Power Star meshes, which are ripped (without animations) from Super Mario Galaxy. A large portion of the sounds are from existing Mario games, while the ones I found and edited myself are from freesound.org. If I’ve used anyone’s work and missed a citation, please tell me in the comment section (or message me through the Unity forum). The UI elements were painted by me, based on the original Mario 64 user interface.
0 comments:
Post a Comment