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		<title><![CDATA[MFGG Forums - Developer Discussion]]></title>
		<link>https://forums.mfgg.net/</link>
		<description><![CDATA[MFGG Forums - https://forums.mfgg.net]]></description>
		<pubDate>Mon, 27 Jul 2026 05:22:47 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Engines]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3577</link>
			<pubDate>Mon, 20 Jul 2026 18:47:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2638">Disk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3577</guid>
			<description><![CDATA[Hello. I'm not quite sure what engine to use for my game. Would be a good move to create my own?   <img src="https://forums.mfgg.net/images/smilies/thinking.png" alt="Thinking" title="Thinking" class="smilie smilie_74" /> <img src="https://forums.mfgg.net/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_85" />]]></description>
			<content:encoded><![CDATA[Hello. I'm not quite sure what engine to use for my game. Would be a good move to create my own?   <img src="https://forums.mfgg.net/images/smilies/thinking.png" alt="Thinking" title="Thinking" class="smilie smilie_74" /> <img src="https://forums.mfgg.net/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_85" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How YOU can finish YOUR game]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3576</link>
			<pubDate>Thu, 16 Jul 2026 18:18:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=233">DJ Coco</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3576</guid>
			<description><![CDATA[Games are cool. It's even cooler when you make your own. And nowadays, thanks to widely accessible tools and tutorials, we see more games than ever made by amateur developers.<br />
And some of these are really good looking. But unfortunately, quite a lot of these end up going nowhere. Because creating a full game from start to finish is actually quite a daunting task; one that not inexperienced developers often underestimate.<br />
<br />
I've been there myself. I used to start lots of cool little games which unfortunately never saw the light of day. But it's a skill that can be learnt.<br />
Today I will outline what mindset I adopted, and I hope it will help some of you too. Let's get right into it.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Keep your scope realistic</span><br />
<br />
Don't overscope your game. I think this is the most common fatal flaw a lot of people commit. When concept planning, it's easy to let your mind wander and think of all the cool features you can add to your game. You might even have ideas for DLC or a sequel already! Or a spin-off, who knows...<br />
<br />
If it is your first game, keep it very small. Especially if you're still learning how to design games, you will inevitably learn so much on your journey that if you try to make a large scale project, you will have to redo a lot of the things you initially make. Because otherwise you might end up with a very poor foundation that will make further development a chore.<br />
<br />
But even for experienced programmers, I think keeping the scope in check is important. For myself, I adopted something I like to call "modular game design". It's basically structuring my games in a way that I can start small, but still expand it into something larger later.<br />
<br />
For instance for Paperball, the initial level scope was just 30 levels, which then grew into over 200. But if I had known I would have to make 200 levels from the start, the sheer workload would have been overwhelming, and the game likely would have never been made. If the worst case scenario happens and you lose all motivation and just wish to be done with the game for good, it's nice if you can still compile it into something that feels complete. And even if you don't, it's a nice feeling when you know you don't <span style="font-style: italic;" class="mycode_i">HAVE TO</span> make all the things you planned to have a complete game, and you don't have to stress about it.<br />
<br />
I understand that modular game design like this isn't always possible - for instance metroidvanias require planning out the entire game from the start. But that's also something I'd advise against making if you are not experienced with making large scale projects yet.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Set milestones and daily goals</span><br />
<br />
When making a game, it's easy to fantasize what the final product will look like. But then you look at your PC and all you have is a test scene with a white cube in it. Thinking about all the work you have ahead of you can be very overwhelming and demotivating. Gameplay and level design? Sure, that will be fun. But then there's controller support, localization, menus, cutscenes, bug fixes... the list of tedious work goes on. If you always look at everything that lies ahead of you, you might feel like the game will never get finished.<br />
<br />
The trick is not to only have the end goal in mind. Instead focus on what you can do today. When building a tower, putting down a couple of bricks a day doesn't feel like much work, but eventually the tower will be complete.<br />
<br />
<img src="https://i.imgur.com/2jW2z8Z.png" loading="lazy"  alt="[Image: 2jW2z8Z.png]" class="mycode_img" /><br />
<br />
Set daily goals and keep them realistic. The important thing is to make daily progress, regardless of how little it is. These are goals you can achieve - they don't feel overwhelming, and you will get a sense of satisfaction for completing them. And eventually, your game will be complete, regardless of how small these steps are. Everything you do moves you closer to the end goal; only stagnation does not.<br />
<br />
While on this topic, I also want to make a note about expanding your game's scope. If you add content to the game at a faster rate than you can actually create it, that's also a slippery slope. I would generally avoid expanding your scope until you are close to the end goal, to ensure your goals stay realistic.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't depend on anybody else</span><br />
<br />
Now, okay, this one is not entirely true. I'm not saying working in teams is inherently a bad idea. It can work if everyone shares the same vision and passion.<br />
But it's quite often the case you try to recruit people to take care of particular tasks for you, who don't really share the same passion for your project. This is also not inherently bad, but you should be prepared to have alternatives.<br />
<br />
There are plenty of free and paid resources available nowadays to assist you in areas outside your expertise. You can make your game yourself. Don't let anybody be your roadblock.<br />
<br />
Even if you only use placeholders, it's still better to use those than to halt development entirely. It's also easier to recruit people if you have substantial work to show, so don't let anyone stand in your way. Instead of saying "I have no graphics artist; I can't make this game" use placeholders and if your game looks interesting people will voluntarily come to you to provide graphics.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't get sidetracked</span><br />
<br />
Let's be realistic. The spark of motivation you feel when starting a project won't last. There's a chance it might, and if that happens you're in luck, but the odds are that it won't. Why is that? Because when thinking about making a game you think about all the fun things you will make. But making games is hard work. Not everything will be fun - in fact I'd argue the majority of it will be dedicated to parts that aren't particularly fun.<br />
<br />
During times like these, it's easy to think of something more fun to make instead. Many ideas will pop into your head and you begin to think - "man, shouldn't I just make this other idea instead? It seems so MUCH cooler, and I am SO motivated for that. I don't want to work on this boring platformer anymore - let's make a racing game!"<br />
<br />
The answer is <span style="font-weight: bold;" class="mycode_b">NO</span>. You should <span style="font-weight: bold;" class="mycode_b">NOT</span>.<br />
<br />
Getting sidetracked is a prime reason why many projects meet their end.<br />
<br />
"But it doesn't matter, I will make my other project instead!"<br />
No, you won't. Eventually you will realize the other project is work too - and that initial spark of motivation? You once had that for this project too. It will also fade with time. And then you will have two unfinished projects you won't have any motivation left for.<br />
<br />
If you don't want to let your ideas for the new project go to waste, write them down. Write them all down, so you can get to it when you finish your current game. Let's see how you will feel about it one month later. There's two possible outcomes:<ul class="mycode_list"><li>You will still feel motivation for the new project. That's great! In that case you will probably still be motivated when you finish your current game. No need to rush into the new one.<br />
</li>
<li>You don't care about the new idea anymore. That's also great! That means you didn't waste any effort setting up your new project, and that sticking with the current one was the right idea.<br />
</li>
</ul>
<br />
But if you absolutely NEED to explore the new idea: Do it after you finish your daily goal. Don't let your project stagnate. As long as you make steady progress, you can allow yourself to indulge into exploring new ideas after you're done. But absolutely prioritize your current project first.<br />
<br />
<br />
<br />
That's all I have to say. I hope this guide helped you in one way or another, and if not, alas.<br />
Now excuse me, I must meet my daily goals.]]></description>
			<content:encoded><![CDATA[Games are cool. It's even cooler when you make your own. And nowadays, thanks to widely accessible tools and tutorials, we see more games than ever made by amateur developers.<br />
And some of these are really good looking. But unfortunately, quite a lot of these end up going nowhere. Because creating a full game from start to finish is actually quite a daunting task; one that not inexperienced developers often underestimate.<br />
<br />
I've been there myself. I used to start lots of cool little games which unfortunately never saw the light of day. But it's a skill that can be learnt.<br />
Today I will outline what mindset I adopted, and I hope it will help some of you too. Let's get right into it.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Keep your scope realistic</span><br />
<br />
Don't overscope your game. I think this is the most common fatal flaw a lot of people commit. When concept planning, it's easy to let your mind wander and think of all the cool features you can add to your game. You might even have ideas for DLC or a sequel already! Or a spin-off, who knows...<br />
<br />
If it is your first game, keep it very small. Especially if you're still learning how to design games, you will inevitably learn so much on your journey that if you try to make a large scale project, you will have to redo a lot of the things you initially make. Because otherwise you might end up with a very poor foundation that will make further development a chore.<br />
<br />
But even for experienced programmers, I think keeping the scope in check is important. For myself, I adopted something I like to call "modular game design". It's basically structuring my games in a way that I can start small, but still expand it into something larger later.<br />
<br />
For instance for Paperball, the initial level scope was just 30 levels, which then grew into over 200. But if I had known I would have to make 200 levels from the start, the sheer workload would have been overwhelming, and the game likely would have never been made. If the worst case scenario happens and you lose all motivation and just wish to be done with the game for good, it's nice if you can still compile it into something that feels complete. And even if you don't, it's a nice feeling when you know you don't <span style="font-style: italic;" class="mycode_i">HAVE TO</span> make all the things you planned to have a complete game, and you don't have to stress about it.<br />
<br />
I understand that modular game design like this isn't always possible - for instance metroidvanias require planning out the entire game from the start. But that's also something I'd advise against making if you are not experienced with making large scale projects yet.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Set milestones and daily goals</span><br />
<br />
When making a game, it's easy to fantasize what the final product will look like. But then you look at your PC and all you have is a test scene with a white cube in it. Thinking about all the work you have ahead of you can be very overwhelming and demotivating. Gameplay and level design? Sure, that will be fun. But then there's controller support, localization, menus, cutscenes, bug fixes... the list of tedious work goes on. If you always look at everything that lies ahead of you, you might feel like the game will never get finished.<br />
<br />
The trick is not to only have the end goal in mind. Instead focus on what you can do today. When building a tower, putting down a couple of bricks a day doesn't feel like much work, but eventually the tower will be complete.<br />
<br />
<img src="https://i.imgur.com/2jW2z8Z.png" loading="lazy"  alt="[Image: 2jW2z8Z.png]" class="mycode_img" /><br />
<br />
Set daily goals and keep them realistic. The important thing is to make daily progress, regardless of how little it is. These are goals you can achieve - they don't feel overwhelming, and you will get a sense of satisfaction for completing them. And eventually, your game will be complete, regardless of how small these steps are. Everything you do moves you closer to the end goal; only stagnation does not.<br />
<br />
While on this topic, I also want to make a note about expanding your game's scope. If you add content to the game at a faster rate than you can actually create it, that's also a slippery slope. I would generally avoid expanding your scope until you are close to the end goal, to ensure your goals stay realistic.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't depend on anybody else</span><br />
<br />
Now, okay, this one is not entirely true. I'm not saying working in teams is inherently a bad idea. It can work if everyone shares the same vision and passion.<br />
But it's quite often the case you try to recruit people to take care of particular tasks for you, who don't really share the same passion for your project. This is also not inherently bad, but you should be prepared to have alternatives.<br />
<br />
There are plenty of free and paid resources available nowadays to assist you in areas outside your expertise. You can make your game yourself. Don't let anybody be your roadblock.<br />
<br />
Even if you only use placeholders, it's still better to use those than to halt development entirely. It's also easier to recruit people if you have substantial work to show, so don't let anyone stand in your way. Instead of saying "I have no graphics artist; I can't make this game" use placeholders and if your game looks interesting people will voluntarily come to you to provide graphics.<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Don't get sidetracked</span><br />
<br />
Let's be realistic. The spark of motivation you feel when starting a project won't last. There's a chance it might, and if that happens you're in luck, but the odds are that it won't. Why is that? Because when thinking about making a game you think about all the fun things you will make. But making games is hard work. Not everything will be fun - in fact I'd argue the majority of it will be dedicated to parts that aren't particularly fun.<br />
<br />
During times like these, it's easy to think of something more fun to make instead. Many ideas will pop into your head and you begin to think - "man, shouldn't I just make this other idea instead? It seems so MUCH cooler, and I am SO motivated for that. I don't want to work on this boring platformer anymore - let's make a racing game!"<br />
<br />
The answer is <span style="font-weight: bold;" class="mycode_b">NO</span>. You should <span style="font-weight: bold;" class="mycode_b">NOT</span>.<br />
<br />
Getting sidetracked is a prime reason why many projects meet their end.<br />
<br />
"But it doesn't matter, I will make my other project instead!"<br />
No, you won't. Eventually you will realize the other project is work too - and that initial spark of motivation? You once had that for this project too. It will also fade with time. And then you will have two unfinished projects you won't have any motivation left for.<br />
<br />
If you don't want to let your ideas for the new project go to waste, write them down. Write them all down, so you can get to it when you finish your current game. Let's see how you will feel about it one month later. There's two possible outcomes:<ul class="mycode_list"><li>You will still feel motivation for the new project. That's great! In that case you will probably still be motivated when you finish your current game. No need to rush into the new one.<br />
</li>
<li>You don't care about the new idea anymore. That's also great! That means you didn't waste any effort setting up your new project, and that sticking with the current one was the right idea.<br />
</li>
</ul>
<br />
But if you absolutely NEED to explore the new idea: Do it after you finish your daily goal. Don't let your project stagnate. As long as you make steady progress, you can allow yourself to indulge into exploring new ideas after you're done. But absolutely prioritize your current project first.<br />
<br />
<br />
<br />
That's all I have to say. I hope this guide helped you in one way or another, and if not, alas.<br />
Now excuse me, I must meet my daily goals.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Waluigi Fangame - Looking for Animator Collaboration]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3554</link>
			<pubDate>Thu, 02 Jul 2026 19:53:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2618">PixelPurple</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3554</guid>
			<description><![CDATA[Hey everyone, I'm working on a Waluigi-focused fangame in GameMaker Studio 2, and I'm looking for someone who enjoys pixel animation and wants to collaborate on the project. It's a 2D platformer with expressive movement, exaggerated poses, and a cartoony style. I'm trying to make the gameplay feel like a mix of Wario Land 4 and Pizza Tower. I already have: <br />
. a working player controller<br />
. several animations (run, dash, jump, idle, etc.) but I'm planning to remake and improve many of them. <br />
. a simple small sandbox<br />
<br />
I'm mainly looking for:<br />
. animators who can help create new character animations<br />
. possibly effects animation like dust clouds, jumps and hits<br />
. optional: help polishing existing animations<br />
. I'm also planning to include short, simple cutscenes, so help with those would be appreciated but not required.<br />
<br />
What I can provide: <br />
. clear references<br />
. existing sprite sheets<br />
. direction for movement style<br />
. consistent communication<br />
. a working build to test animations in-game<br />
<br />
Why Join?<br />
If you like Mario fangames, pixel art, or animation, this is a fun project with lots of personality. I'm actively developing it and posting progress, so you won't be joining a dead project.<br />
<br />
You can reply here or DM me on MFGG or Discord for more information, whatever suits you more. I can also share gameplay clips or more sprites if you want to see more.<br />
<br />
Thanks for reading - and if you're interested, I'd love to collaborate.<br />
<hr class="mycode_hr" />
BTW if anyone wants my discord username is purplepixel39 and display name Purplepixel40]]></description>
			<content:encoded><![CDATA[Hey everyone, I'm working on a Waluigi-focused fangame in GameMaker Studio 2, and I'm looking for someone who enjoys pixel animation and wants to collaborate on the project. It's a 2D platformer with expressive movement, exaggerated poses, and a cartoony style. I'm trying to make the gameplay feel like a mix of Wario Land 4 and Pizza Tower. I already have: <br />
. a working player controller<br />
. several animations (run, dash, jump, idle, etc.) but I'm planning to remake and improve many of them. <br />
. a simple small sandbox<br />
<br />
I'm mainly looking for:<br />
. animators who can help create new character animations<br />
. possibly effects animation like dust clouds, jumps and hits<br />
. optional: help polishing existing animations<br />
. I'm also planning to include short, simple cutscenes, so help with those would be appreciated but not required.<br />
<br />
What I can provide: <br />
. clear references<br />
. existing sprite sheets<br />
. direction for movement style<br />
. consistent communication<br />
. a working build to test animations in-game<br />
<br />
Why Join?<br />
If you like Mario fangames, pixel art, or animation, this is a fun project with lots of personality. I'm actively developing it and posting progress, so you won't be joining a dead project.<br />
<br />
You can reply here or DM me on MFGG or Discord for more information, whatever suits you more. I can also share gameplay clips or more sprites if you want to see more.<br />
<br />
Thanks for reading - and if you're interested, I'd love to collaborate.<br />
<hr class="mycode_hr" />
BTW if anyone wants my discord username is purplepixel39 and display name Purplepixel40]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[OPEN BETA] SMCM: A New Preservation Project (Official Launch)]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3552</link>
			<pubDate>Thu, 25 Jun 2026 15:10:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2486">SUPERBLOCK</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3552</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">DISCLAIMER:</span> SMCM (Super Mario's Communities Museum) is neither affiliated with MFGG nor a project focused solely on MFGG; this space is dedicated to any Mario developer, user, developer group, or small community wishing to host their own free project under SMCM criteria. SMCM is not responsible for external disputes—such as arguments over namespaces—unless those conflicts take place within SMCM itself. The site is currently under development, and interest from users on other platforms is expected to grow as word of the site spreads. Created solely by SUPERBLOCK (known as SUPERBLOCKMFGG on SMCM).<br />
<br />
SMCM is a completely free, ad-free platform where creating pages requires no extensive knowledge of wikitext. The site features numerous sections for storing various types of information and serves as a shared space for solo developers and small Mario development teams that adhere to SMCM's rules.<br />
<br />
It also employs a "Passport" system that works as follows: imagine "Community 1" creates its own namespace (a dedicated section for communities or workgroups designed to guard against unwanted edits). <span style="font-weight: bold;" class="mycode_b">First, users must register on the wiki with a global account before they can create a passport.</span> Once registered, each user in that community must create a page following a specific structure—such as Community1:Username:User (or :Admin for the community leader)—and include a unique 4-digit code at the end (e.g., 1901). If an outsider from "Community 2" attempts to forge a "Community 1" passport without knowing that specific code, they will be completely unable to edit "Community 1" pages. There is also an "SMCM:" passport acting as public insurance, which protects general SMCM pages from unauthorized content changes.<br />
<br />
You can view all pages freely without registering. However, to allow your community members to edit your specific pages, you must register with a passport. The process differs for solo developers or small teams seeking a space for their work: they must register using the "Solo_Devs:" passport to access the "ONLY ONE" section. There, they can maintain their own pages, but if another user attempts to edit them, the wiki automatically checks whether the username matches the page owner's; if it does not match, editing is blocked instantly.<br />
<br />
There is also a dedicated section for viewing top site news, inspired by our mascot, <span style="font-weight: bold;" class="mycode_b">Talki (a talking flower)</span>. Under her theme, special channels are available for posting important announcements or clarifications—similar to a forum layout, but strictly limited to community portal updates, such as page modifications and progress logs. These channels do not serve as a general discussion forum; you must use your own external communication platform (Discord, Reddit, WhatsApp, etc.) to host your community and avoid overloading the wiki.<br />
<br />
Additionally, we have a general help page providing key guidelines for creating pages and learning the wiki's mechanics—covering essential topics like trivia layout, page creation standards, and technical info required to work smoothly in this space.<br />
<br />
To help you get started, we have set up a few sample pages, a template portal, and a showcase section so you can see exactly how your workspace could look (though, naturally, these are just basic structural examples and lack extensive detail).<br />
<br />
We ask for your patience, as this is a project that is currently—and will indefinitely remain—under active development. Please document any issues or inconsistencies in the wiki's "Report a Glitch" section, or contact me directly via my official administrator email: smcmglobaladmin@gmail.com.<br />
<br />
Web URL: <a href="https://smcm.miraheze.org/wiki" target="_blank" rel="noopener" class="mycode_url">https://smcm.miraheze.org/wiki</a><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=519" target="_blank" title="">Talking_Flower_Super_Mario_Bros._Wonder_Artwork.png</a> (Size: 104.92 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">DISCLAIMER:</span> SMCM (Super Mario's Communities Museum) is neither affiliated with MFGG nor a project focused solely on MFGG; this space is dedicated to any Mario developer, user, developer group, or small community wishing to host their own free project under SMCM criteria. SMCM is not responsible for external disputes—such as arguments over namespaces—unless those conflicts take place within SMCM itself. The site is currently under development, and interest from users on other platforms is expected to grow as word of the site spreads. Created solely by SUPERBLOCK (known as SUPERBLOCKMFGG on SMCM).<br />
<br />
SMCM is a completely free, ad-free platform where creating pages requires no extensive knowledge of wikitext. The site features numerous sections for storing various types of information and serves as a shared space for solo developers and small Mario development teams that adhere to SMCM's rules.<br />
<br />
It also employs a "Passport" system that works as follows: imagine "Community 1" creates its own namespace (a dedicated section for communities or workgroups designed to guard against unwanted edits). <span style="font-weight: bold;" class="mycode_b">First, users must register on the wiki with a global account before they can create a passport.</span> Once registered, each user in that community must create a page following a specific structure—such as Community1:Username:User (or :Admin for the community leader)—and include a unique 4-digit code at the end (e.g., 1901). If an outsider from "Community 2" attempts to forge a "Community 1" passport without knowing that specific code, they will be completely unable to edit "Community 1" pages. There is also an "SMCM:" passport acting as public insurance, which protects general SMCM pages from unauthorized content changes.<br />
<br />
You can view all pages freely without registering. However, to allow your community members to edit your specific pages, you must register with a passport. The process differs for solo developers or small teams seeking a space for their work: they must register using the "Solo_Devs:" passport to access the "ONLY ONE" section. There, they can maintain their own pages, but if another user attempts to edit them, the wiki automatically checks whether the username matches the page owner's; if it does not match, editing is blocked instantly.<br />
<br />
There is also a dedicated section for viewing top site news, inspired by our mascot, <span style="font-weight: bold;" class="mycode_b">Talki (a talking flower)</span>. Under her theme, special channels are available for posting important announcements or clarifications—similar to a forum layout, but strictly limited to community portal updates, such as page modifications and progress logs. These channels do not serve as a general discussion forum; you must use your own external communication platform (Discord, Reddit, WhatsApp, etc.) to host your community and avoid overloading the wiki.<br />
<br />
Additionally, we have a general help page providing key guidelines for creating pages and learning the wiki's mechanics—covering essential topics like trivia layout, page creation standards, and technical info required to work smoothly in this space.<br />
<br />
To help you get started, we have set up a few sample pages, a template portal, and a showcase section so you can see exactly how your workspace could look (though, naturally, these are just basic structural examples and lack extensive detail).<br />
<br />
We ask for your patience, as this is a project that is currently—and will indefinitely remain—under active development. Please document any issues or inconsistencies in the wiki's "Report a Glitch" section, or contact me directly via my official administrator email: smcmglobaladmin@gmail.com.<br />
<br />
Web URL: <a href="https://smcm.miraheze.org/wiki" target="_blank" rel="noopener" class="mycode_url">https://smcm.miraheze.org/wiki</a><br /><!-- start: postbit_attachments_attachment -->
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=519" target="_blank" title="">Talking_Flower_Super_Mario_Bros._Wonder_Artwork.png</a> (Size: 104.92 KB / Downloads: 1)
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			<title><![CDATA[Generative AI in MFGG Games]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3548</link>
			<pubDate>Tue, 16 Jun 2026 04:09:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2612">mtgames</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3548</guid>
			<description><![CDATA[As a career musician, I have a very specific stance about generative AI in that realm. However, as a video game design hobbyist, I don't have a very strong position on generative AI in game design.<br />
What is the overall opinion of the MFGG community?<br />
<br />
Do you hate generative AI with all your heart and it should never touch your fingertips?<br />
Do you think it's acceptable as an assistive tool?<br />
Are there certain types of assets that should not be AI generated and others that are more acceptable?<br />
<br />
Graphics, sounds, code, what's the general consensus here?]]></description>
			<content:encoded><![CDATA[As a career musician, I have a very specific stance about generative AI in that realm. However, as a video game design hobbyist, I don't have a very strong position on generative AI in game design.<br />
What is the overall opinion of the MFGG community?<br />
<br />
Do you hate generative AI with all your heart and it should never touch your fingertips?<br />
Do you think it's acceptable as an assistive tool?<br />
Are there certain types of assets that should not be AI generated and others that are more acceptable?<br />
<br />
Graphics, sounds, code, what's the general consensus here?]]></content:encoded>
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			<title><![CDATA[Any interesting esoteric game engines?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3547</link>
			<pubDate>Sun, 14 Jun 2026 00:27:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=32">littlelum</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3547</guid>
			<description><![CDATA[Everyone knows about Godot, Unity, and GameMaker, but what about some of the more obscure ones? Share them here!<br />
<br />
The first that I'd like to share is gbStudio. It is the engine that I used for my fangame, Yet Another Mario Land. What makes it interesting is that makes ROMs for the GameBoy, Super GameBoy, and GameBoy Color! Once you wrap your head around the hardware quirks, the engine is surprisingly beginner friendly. It is really flexible too, I've seen some really neat stuff made with it.<br />
<br />
Another is MegaZeux. I've never used it, but it's been in development since the 90s! It's mainly an ASCII-esqe engine. It has been ported to a lot of systems too, such as the DS and Wii. It is based on ZZT, which its creator went on to make Unreal.<br />
<br />
Anyone have any other interesting or obscure game engines?]]></description>
			<content:encoded><![CDATA[Everyone knows about Godot, Unity, and GameMaker, but what about some of the more obscure ones? Share them here!<br />
<br />
The first that I'd like to share is gbStudio. It is the engine that I used for my fangame, Yet Another Mario Land. What makes it interesting is that makes ROMs for the GameBoy, Super GameBoy, and GameBoy Color! Once you wrap your head around the hardware quirks, the engine is surprisingly beginner friendly. It is really flexible too, I've seen some really neat stuff made with it.<br />
<br />
Another is MegaZeux. I've never used it, but it's been in development since the 90s! It's mainly an ASCII-esqe engine. It has been ported to a lot of systems too, such as the DS and Wii. It is based on ZZT, which its creator went on to make Unreal.<br />
<br />
Anyone have any other interesting or obscure game engines?]]></content:encoded>
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			<title><![CDATA[Best 2D Mario engines for android?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3531</link>
			<pubDate>Fri, 10 Apr 2026 19:17:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2567">Blazindudereflamed</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3531</guid>
			<description><![CDATA[I am trying to make my own Mario game, if you don't know]]></description>
			<content:encoded><![CDATA[I am trying to make my own Mario game, if you don't know]]></content:encoded>
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			<title><![CDATA[C++ exception handling]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3511</link>
			<pubDate>Mon, 16 Mar 2026 01:52:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=998">GeneSu730</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3511</guid>
			<description><![CDATA[<span style="font-family: Arial;" class="mycode_font"><span style="font-size: large;" class="mycode_size">I have a question. I am creating a new Zelda game engine. It will use bits and pieces of my Mario engine but I will have to change a lot of code. I am using an old version of Visual C++ and Direct X. It does not have smart pointers. However, I was thinking about adding standard exception handling (try-catch-throw). I have been researching several websites and the advice I have been getting is to avoid it because it slows down performance and can make a mess of other things. In particular, game consoles (especially those from Nintendo) don't support exceptions while others (XBox) take a massive performance hit. Do any of you have any thoughts about it?</span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Arial;" class="mycode_font"><span style="font-size: large;" class="mycode_size">I have a question. I am creating a new Zelda game engine. It will use bits and pieces of my Mario engine but I will have to change a lot of code. I am using an old version of Visual C++ and Direct X. It does not have smart pointers. However, I was thinking about adding standard exception handling (try-catch-throw). I have been researching several websites and the advice I have been getting is to avoid it because it slows down performance and can make a mess of other things. In particular, game consoles (especially those from Nintendo) don't support exceptions while others (XBox) take a massive performance hit. Do any of you have any thoughts about it?</span></span>]]></content:encoded>
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			<title><![CDATA[Best 2D Mario frameworks on Godot?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3505</link>
			<pubDate>Wed, 04 Mar 2026 18:40:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2551">mariofan350</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3505</guid>
			<description><![CDATA[Hey everyone. Are there any 2D Mario frameworks for Godot that you like to use?<br />
<br />
I wonder if someone developed something similar to Gatete Mario Engine, but on Godot.<br />
<br />
I've seen some of them on GitHub, but I don't know how feature-complete they are. I wonder if there are some good Godot frameworks that I might not know about.]]></description>
			<content:encoded><![CDATA[Hey everyone. Are there any 2D Mario frameworks for Godot that you like to use?<br />
<br />
I wonder if someone developed something similar to Gatete Mario Engine, but on Godot.<br />
<br />
I've seen some of them on GitHub, but I don't know how feature-complete they are. I wonder if there are some good Godot frameworks that I might not know about.]]></content:encoded>
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			<title><![CDATA[Super Mario Destiny 2 - Open Call for Artists & Developers]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3504</link>
			<pubDate>Sun, 01 Mar 2026 20:52:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2401">SuperMarioDestiny</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3504</guid>
			<description><![CDATA[I am close to beginning work on the followup to Super Mario Destiny!<br />
<br />
What I'm hoping to find is folks who may not necessarily want to commit to regular involvement, but who would be interested in contributing in various ways as their time allows.<br />
<br />
I am eagerly accepting submissions of original artwork, custom NPCs, promotional art and logos etc.  On the development side, I have room to include those interested in doing their own level designs, LUA coding, even game testing.<br />
<br />
Be a part of the next chapter of Super Mario Destiny, get your name on an ambitious and exciting project, and show the world what you can do!<br />
<br />
<a href="http://supermariodestiny.wixsite.com/game" target="_blank" rel="noopener" class="mycode_url">supermariodestiny.wixsite.com/game</a>]]></description>
			<content:encoded><![CDATA[I am close to beginning work on the followup to Super Mario Destiny!<br />
<br />
What I'm hoping to find is folks who may not necessarily want to commit to regular involvement, but who would be interested in contributing in various ways as their time allows.<br />
<br />
I am eagerly accepting submissions of original artwork, custom NPCs, promotional art and logos etc.  On the development side, I have room to include those interested in doing their own level designs, LUA coding, even game testing.<br />
<br />
Be a part of the next chapter of Super Mario Destiny, get your name on an ambitious and exciting project, and show the world what you can do!<br />
<br />
<a href="http://supermariodestiny.wixsite.com/game" target="_blank" rel="noopener" class="mycode_url">supermariodestiny.wixsite.com/game</a>]]></content:encoded>
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			<title><![CDATA[[Project Log] (ROM Hack) Journey Into Plumber Subconscious]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3475</link>
			<pubDate>Sat, 24 Jan 2026 03:53:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2525">Louis Paul</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3475</guid>
			<description><![CDATA[Hello everyone, as promised I created this thread because I have a ROM hack project to develop, the game I'm modding is Super Mario Bros for the NES, the gimmick is to embed the Game Genie codes, create the lookup table to activate and deactivate the codes per level, and design the levels based on that.<br />
<br />
One detail of this ROM hack is that I won't change the mapper, it'll stay at NROM. For that, I'm looking at the disassembly and overwriting the codes and datas that I won't use, like the demo actions and the 2 player mode, and restricting the number of worlds to 7 (7-4 would be the last level). I'm using the Asar assembly to apply the custom 6502 assembly codes.<br />
<br />
The estimative to develop and finish this project is about 6 to 7 months, because besides gaining familiarity with the level editor, I have to test the custom 6502 assembly codes I'm putting on the ROM hack.<br />
<br />
At the moment I don't have screenshots to show, I hope in the next days I have something to show.]]></description>
			<content:encoded><![CDATA[Hello everyone, as promised I created this thread because I have a ROM hack project to develop, the game I'm modding is Super Mario Bros for the NES, the gimmick is to embed the Game Genie codes, create the lookup table to activate and deactivate the codes per level, and design the levels based on that.<br />
<br />
One detail of this ROM hack is that I won't change the mapper, it'll stay at NROM. For that, I'm looking at the disassembly and overwriting the codes and datas that I won't use, like the demo actions and the 2 player mode, and restricting the number of worlds to 7 (7-4 would be the last level). I'm using the Asar assembly to apply the custom 6502 assembly codes.<br />
<br />
The estimative to develop and finish this project is about 6 to 7 months, because besides gaining familiarity with the level editor, I have to test the custom 6502 assembly codes I'm putting on the ROM hack.<br />
<br />
At the moment I don't have screenshots to show, I hope in the next days I have something to show.]]></content:encoded>
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			<title><![CDATA[Please help. Where can i add new pull sprites?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3430</link>
			<pubDate>Tue, 16 Dec 2025 00:33:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3430</guid>
			<description><![CDATA[I'm adding custom power-ups, but I can't find how to add the form's pull sprite for when Mario plucks veggies. Please help. Thank you. By the way, I'm still using Hello Mario Engine, but I switched to 6.2.2.<br />
<br />
<a href="https://drive.google.com/file/d/1A3or-eZAb_A10jlE27f93xddQJ52_De7/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1A3or-eZ...drive_link</a>, <a href="https://drive.google.com/file/d/104SKCZXBxk56mWyyOAfP9XlWbeZgRXdx/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/104SKCZX...drive_link</a><br />
<br />
Nimaginendo's Elephant Mario sprites are placeholders.<br />
<br />
Edit: Nevermind, I got it, but please use this post as proof of my (still small but bigger) accomplishments.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=498" target="_blank" title="">PowerUp.png</a> (Size: 221.07 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I'm adding custom power-ups, but I can't find how to add the form's pull sprite for when Mario plucks veggies. Please help. Thank you. By the way, I'm still using Hello Mario Engine, but I switched to 6.2.2.<br />
<br />
<a href="https://drive.google.com/file/d/1A3or-eZAb_A10jlE27f93xddQJ52_De7/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1A3or-eZ...drive_link</a>, <a href="https://drive.google.com/file/d/104SKCZXBxk56mWyyOAfP9XlWbeZgRXdx/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/104SKCZX...drive_link</a><br />
<br />
Nimaginendo's Elephant Mario sprites are placeholders.<br />
<br />
Edit: Nevermind, I got it, but please use this post as proof of my (still small but bigger) accomplishments.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=498" target="_blank" title="">PowerUp.png</a> (Size: 221.07 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[My proyect in mind]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3428</link>
			<pubDate>Thu, 11 Dec 2025 20:25:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2486">SUPERBLOCK</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3428</guid>
			<description><![CDATA[ithis forum is recent, as mi count <img src="https://forums.mfgg.net/images/smilies/whoops.png" alt="Whoops!" title="Whoops!" class="smilie smilie_72" /><br />
Well, I´m working in a fangame in Scratch called "Super Mario World X-treme", this fangame is has more content than the tipic Scratch Mario´s games, more similar than mario official game´s. I alredy have the majority of the game in my mind. The structure of the game is principaly some levels with unique mecanics, some minigame´s levels and (not at all levels) a wonder flower.<br />
Maybe the project it´s a succes, but I´m happy just to publish the proyect. The code does not exist, but maybe start in holidays.<br />
Another day I comment.]]></description>
			<content:encoded><![CDATA[ithis forum is recent, as mi count <img src="https://forums.mfgg.net/images/smilies/whoops.png" alt="Whoops!" title="Whoops!" class="smilie smilie_72" /><br />
Well, I´m working in a fangame in Scratch called "Super Mario World X-treme", this fangame is has more content than the tipic Scratch Mario´s games, more similar than mario official game´s. I alredy have the majority of the game in my mind. The structure of the game is principaly some levels with unique mecanics, some minigame´s levels and (not at all levels) a wonder flower.<br />
Maybe the project it´s a succes, but I´m happy just to publish the proyect. The code does not exist, but maybe start in holidays.<br />
Another day I comment.]]></content:encoded>
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			<title><![CDATA[Help]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3425</link>
			<pubDate>Tue, 02 Dec 2025 00:48:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3425</guid>
			<description><![CDATA[I'm trying to add a new power-up to the Hello Mario Engine (the most advanced thing I've done with it in a while). I've added the constant, added it to the list of power-ups in the script, but i need to assign him the sprites. How do I do that?<br />
<br />
Edit: Nevermind, I got it. I would appreciate if you could tell me how to make him stomp like he's wearing a Kuribo's Shoe, though.]]></description>
			<content:encoded><![CDATA[I'm trying to add a new power-up to the Hello Mario Engine (the most advanced thing I've done with it in a while). I've added the constant, added it to the list of power-ups in the script, but i need to assign him the sprites. How do I do that?<br />
<br />
Edit: Nevermind, I got it. I would appreciate if you could tell me how to make him stomp like he's wearing a Kuribo's Shoe, though.]]></content:encoded>
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			<title><![CDATA[If this needs to go somewhere else, put it there, but I need to say something.]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3394</link>
			<pubDate>Tue, 23 Sep 2025 03:45:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3394</guid>
			<description><![CDATA[I'm sticking with Hello Mario Engine 6.2.1 for more than one reason. <br />
<br />
First, an older version was used to create Mushroom Kingdom Fusion. <br />
<br />
Second, it has something that others don't have. Bosses. (Okay, Gatete's has Boom Boom, but you know what I mean.)<br />
<br />
I've also put a lot of custom content into it. Moving to another engine would be possible, but still a task.<br />
<br />
Hello Engine may be outdated, but I love it. You may not love it for multiple reasons, especially a certain new submission to the main site.]]></description>
			<content:encoded><![CDATA[I'm sticking with Hello Mario Engine 6.2.1 for more than one reason. <br />
<br />
First, an older version was used to create Mushroom Kingdom Fusion. <br />
<br />
Second, it has something that others don't have. Bosses. (Okay, Gatete's has Boom Boom, but you know what I mean.)<br />
<br />
I've also put a lot of custom content into it. Moving to another engine would be possible, but still a task.<br />
<br />
Hello Engine may be outdated, but I love it. You may not love it for multiple reasons, especially a certain new submission to the main site.]]></content:encoded>
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