Hi there, and thanks again for your patience! This part took longer than I'd have liked, but I've also made a ton of progress. Hope it turns out to be worth the wait! :) (By the way, the thumbnail means this is part 3 in the series - I'm actually using Godot 4, not Godot 3.)
I can't wait for this to be finished because modding it would be so easy, it would feel like I'm modding the actual game and I've always wanted to make ROM hacks for super Mario world
@@a.mikecampbell right? And when I found these videos I was like "oh I'm gonna forget to look at the channel so let's just make all notifications from this channel on" lol
"I'd better pick up the pace" it took 16 people 3 years to make Super Mario World so I'd say you're doing pretty well. Also, having a plain Node that acts as a SceneController that swaps out scenes might be the solution to the circular dependency issue with preloading scenes 🙂
In the Japan version of Super Mario 3, you actually always went back to small Mario when you got hit, it was changed in the Western release and more or less became the standard later on.
The international change was reverted in SMW tho, you always go back to small Mario regardless of what powerup you had and your reserve item was forced to drop
@@varietychan by "later on it became the standard", I meant after Super Mario World. Most games even the GBA re-releases in Japan use the system 3 introduced in the west.
Ok, that is freaky. Literally yesterday, I was telling my wife about your previous videos and I was like "hmmm I wonder if they're ever going to post another one". What a hell of a good surprise! ❤
hey I appreciate you're sticking to this project. There's a lot of good projects stuck half way through then the channel just never updates again, so thank you
I'm loving this series. It's a perfect blend of devlog, tutorial, and game mechanic history lesson! I hope you're enjoying making this as much as I am watching it.
It's how all the nsmb games done it and it's also the standard way Mario fan games typically do it. In the original Mario world the level was split into screens that could have an exit attached that any warp in that screen would take you to. This system is a lot more flexible.
This deserves so many more views. I really hope you continue, this is my current favourite series on videogames. Gut gemacht alter! Viel glück und viel spaß! Ich möchte auch Videospiele machen und diese Serie ist dafür sehr sehr hilfreich. Tut mir leid mein deutsch ist schlecht ;-; aber ich wollte dir in deiner Müttersprache bedanken
I think my favourite thing about this series is that you explain the limitations of the SNES/SMW while also explaining how you can overcome this with modern game engines like Godot. Awesome stuff!
I love how you focus on creating good content and not pushing for subscribtion and likes! - Around halfway through the video, you were editing some blocks, and I guess I'm scarred by other youtubers because I was expecting the edit to spell out: "Subscribe"/"Like" or something similar - Aswell as at the end, I was waiting for the: "If you like this video, consider liking and subscribing etc.." Instead I got a compliment by being called a nerd
I'm a (non-game) programmer who loves games and Mario World in particular, and is interested in learning godot at some point. There couldn't be a video series more tailored to me :) Also, I'm not only floored by the quality and level of detail you're accomplishing here, but the amount of work you put into presenting it. Even if I had the time and patience to pull this off, I could never make the content delivery so engaging. Masterclass content on all levels.
For my first Godot project I wanted to recreate the first Super Mario Bros game (or part of it) and finding this series umprompted was a godsend! I'm loving it!
I'm really excited to see the source code once this project is finished. Aside from the project being generally interesting, It's a really good study on the scale of a game like this. I'm already learning a ton from these videos, so thank you!
I just discovered this series and I am hooked! I'm fascinated by what Nintendo was able to pull off with the hardware and I'm learning a ton watching you adapt it to Godot (I pause every screen to read your code comments.) I'm not a gamer and have no desire to be a game developer, but I dabble with coding in my spare time just to keep my brain active. Something I might attempt if you end up releasing your project, is maybe transforming the base game into a hybrid platformer/adventure. I'm not sure how it would turn out or if it's even possible, but it would definitely be a good learning experience for me. Thanks for the series - looking forward to the next release!
This is super nifty!!! This is absolutely one of my favourite TH-cam series (serieses?) out there right now and I cannot stress enough how excited I am to see you dive into shaders (and hopefully learn a thing or two about them myself because they are TERRIFYING to me).
In my Godot recreation of Castlevania, I have a base game scene that handles the loading of stages, and I never actually switch scenes, which lets me easily retain the player between stages. Not sure if that's the best approach, but it's worked pretty well.
Yup! I am a nerd, bro you cooked af. Honestly dude, you are wicked. This game was designed and coded by an entire Nintendo team based on limited memory, while you are doing everything entirely solo. I would definitely need Adderall to do this work HAHA
Part 3 of one of the only series to give me motivation to pursue game design anymore!!! I love these please keep making them and don't give up like I do!
Absolutely fantastic video. It's amazing how far Godot has come... But this is absolutely stellar. Watched since the first video and it's honestly humbling how much goes into this. More importantly, your efforts being oriented around accuracy makes this even more phenomenal than the average video. jdh is the only other channel that delves into this level of accuracy where I am completely engaged. I am indeed a nerd. I wish much success in your endeavors.
I love the care you have for the nuances of every little thing about this game. This series scratches that "explaining specific behind-the-scenes functions from retro games" itch that I have very well. It also makes me want to give gamedev a try, which is pretty great, too.
5 HOURS AGO?! I was just watching the previous episodes unrelated and I checked the channel and sorted by popular and was wondering when part 3 would be. Then I checked by recent and saw this video and wondered why it wasn’t in the popular tab. I only now just realized how recently this came out
just discovered you on this chapter 3 and your explanations and work is amazing, congratulations and thanks a lot for sharing your knowledge! gonna check the first two chapters very soon!
This series is getting amazing!!! What would also be amazing is if after finishing this project you also recreated Donkey Kong Country in Godot! And when you've finished your project, if you released the source code it would make it a thousand times easier to create mods for Super Mario! And just like the Street Of Rage Remake, dozens of mods based on your project would appear and go viral! Congratulations and good luck with the project!
You gave me the crazy idea to remake metroid (NES) on godot! So far, i've got the tilemap and Samus' animations and physics down. The physics took me ages to get right because i needed to learn at the same time how godot works. Also, it seems like the physics of metroid aren't as well documented as for super metroid too. So a lot of the code is probably not exactly the same, but remade by observation. But that is alright. The important part is that it feels the same. I also had decided to create a state machine for samus' physics. And for animations, godot actually has an Animation Tree feature which offers Animation State Machines! I could combine the two state machines (physics and animations) by creating a state machine manager that manages both of the state machines. The camera in metroid is rather simple, the camera limits are just blocked off by huge chunks of tiles . Instead of doing that, my system is just a huge collision polygon within which the camera is allowed to move. There is one per room, and transitioning between one and the other will be a future problem (for when i recreate doors). Thank you for this video! It is giving me a bunch of new ideas how to handle future problems. I hope to see more parts of this series. Good luck!
I thought you had abandoned this series. I’m very happy to see you continuing it, and I can understand why you took a long time to publish this one. Reverse engineering each detail of the Super Mario World game is not an easy task at all. It would be great if you could dive deep into the implementation details of the camera scripts. Congratulations, and thank you very much for your videos. They are really inspiring and very helpful!
I didn’t even realize that the parts have almost been 3 months apart each time ;-; these have been so enjoyable to watch, I’m so excited for part 4! Great job so far!
Love seeing more of this series! It's honestly a really good series to show other people who are interested in Godot and wanna see how much it handles for you and how much you can add. As always, looking forward to seeing more of your work on the recreation, Godot seems to be the perfect engine for rom hackers
It's incredible how much I'm learning from a video of someone who is learning ! So much more informative than alot of other tutorials out there, thanks so much !
i totally love this series and i'm always looking forward to watch the next part, i hope you are having as much fun doing this as we have while watching those awesome videos. I especially love your explanation skills as I never learned more about godot than by just watching those three parts of this series. keep doing this awesome job man
Really enjoying this series so far! When I clicked on the first video, I had low expectations. At first I thought it was going to be one of those many janky game dev videos where they make the player move in a constant velocity, or use a paid addon and call it a day. But was instead delighted with an informative and meticulously made video; Good job, I'm impressed!
No way, I got recommended the first video yesterday, continued with the second one and then I subscribed to see the third one. Only had to wait like an hour but sadly didn't see yesterday. Great work mate!
I am always sooo hyped to see a new video for this series. I am in love with your attention to detail, that totally hits my taste! Great job so far, this looks really impressive 😇
I'm loving how this series is progressing. Thanks for sticking to it! It's so exciting to see how everything is turning out and what kind of work goes into implementing each aspect of the original game. Keep it up!
This is coming along so so so well!!!! You're doing so good at deciding when to do a perfect 1:1 recreation and when to take advantage of current age hardware. Having individual coins disappear in item memory was, in my opinion, the intended behavior for the original SMW and now that you don't have memory limitations you can make good on that!!
I really really really appreciate the love for detail you are having here. It's super interesting to see how the mechanics of smw work in detail, even if it's just something like the camera. The wait, was definitely worth it. Keep up the great work!
Thanks. I think you are doing a very good job eith these videos. Going through "retro game mechanics" and casually teaching about newer game engines. Looking forward to the next one.
You're awesome wye, been a fan of your work since A Strange Mission! This series is fantastic; I've never seen anyone explain the inner workings of SMW so concisely and intuitively, and I respect the attention to detail in your Godot implementation. Keep doing what you're doing!
I cant wait for part 4 already love you man the way you explain everything and holy that player have a lot of code i never seen the single character that can have that much code. I am learning so much from you cannot even comprehend the level of editing in your video clarity and explanation is top notch keep it up please don't stop on this project.
I can't tell you how much I enjoyed these 3 videos so far. Very insightful as to how to make good use of Godot's strengths, but also super interesting to see how Super Mario World actually works. When is part 4 coming? Also, could you make a video going into details excruciating details about the physics of SMW (and maybe Yoshi's Island? :) )
This is coming on so brilliant! It amazes me just how much you can do with Godot and how well you've recreated it so far :) absolutely fantastic! God bless :)
Cool thing about Composition vs Inheritance in Godot, is that C# does something similar. In C#, you can only inherit from a single class, which means that methods from parent classes won't be called multiple times. So composition is needed if you want multiple sections of functionality, which is where their interfaces and abstract classes come into play. Both are pretty similar, except abstract classes can contain code within methods, whereas interfaces cannot. As well, you can inherit from as many interfaces as you want, but one from a single class, abstract or not. The benefit of using an interface is that you can always guarantee that some variable has a certain variable or method. If you attach an IDisposable to a class, it will always have the Dispose method. However, if you want to use IDisposable for the class you make, you'll have to implement the method yourself. I know this really isn't that applicable to what you're doing, but for anyone using C# in Godot, maybe this will be helpful. Also great work on the project, it's really coming together! These videos are slowly but surely pushing me toward remaking other video games in Godot
I've been loving this series so far. I've always loved super mario world for its quirkiness and have even thought of making my own mario fan game in godot lol. I've learned a lot from these series; keep making these great videos (:
Hi there, and thanks again for your patience! This part took longer than I'd have liked, but I've also made a ton of progress. Hope it turns out to be worth the wait! :)
(By the way, the thumbnail means this is part 3 in the series - I'm actually using Godot 4, not Godot 3.)
IVE BEEN WAITING SO LONG THANK YOU
I can't wait for this to be finished because modding it would be so easy, it would feel like I'm modding the actual game and I've always wanted to make ROM hacks
for super Mario world
yay
thanks for video its very interesting!
@@SuperLimeWorld I feel like there's enough tools nowadays for you to do romhacks fairly easily
I saw the notification and was like "YESSS PART 3"
Same!!! This has been a joy to follow
Same I've been waiting so long
@@a.mikecampbell right? And when I found these videos I was like "oh I'm gonna forget to look at the channel so let's just make all notifications from this channel on" lol
Fr
so do i.
11:21 "I must go, my people need me."
This is probably how they came up with the propeller mushroom in NSMB Wii
"Mushroom died on it's way to their home planet and was never heard from again"
I prayed for times like this
@@JosuhYES
@@JosuhL bagel
"I'd better pick up the pace" it took 16 people 3 years to make Super Mario World so I'd say you're doing pretty well.
Also, having a plain Node that acts as a SceneController that swaps out scenes might be the solution to the circular dependency issue with preloading scenes 🙂
COMPOSITION MENTIONED LET'S GOOOOOOO
In the Japan version of Super Mario 3, you actually always went back to small Mario when you got hit, it was changed in the Western release and more or less became the standard later on.
The international change was reverted in SMW tho, you always go back to small Mario regardless of what powerup you had and your reserve item was forced to drop
@@varietychan by "later on it became the standard", I meant after Super Mario World. Most games even the GBA re-releases in Japan use the system 3 introduced in the west.
"So, as you do with cameras, let's look into it" Legendary segue
I love that silky-smooth motion from the Godot version, such bodaciousness.
I genuinely cannot tell which is the actual mario world and which is the godot recreation lmao. that looks incredible.
Ok, that is freaky. Literally yesterday, I was telling my wife about your previous videos and I was like "hmmm I wonder if they're ever going to post another one". What a hell of a good surprise! ❤
21:01 “if you enjoyed this video…. You’re a freakin’ nerd!” LOL
this is actually a visually stunning series, incredible quality and pedagogical quality, it's unbelievable
hey I appreciate you're sticking to this project. There's a lot of good projects stuck half way through then the channel just never updates again, so thank you
This series is going to be yet another re-bingeable series on par with Parks and Rec, Arrested Development, Columbo, and Brooklyn 99.
Lol, funny grouping
I could listen to you talk about these problems for hours. How much I learn for my other projects by watching you recreate an old game is enormous.
I'm loving this series. It's a perfect blend of devlog, tutorial, and game mechanic history lesson! I hope you're enjoying making this as much as I am watching it.
having a sort of pipe entrance area is exactly how NSMB2 handles things. kinda fun to see the same useful concept in this recreation
It's how all the nsmb games done it and it's also the standard way Mario fan games typically do it. In the original Mario world the level was split into screens that could have an exit attached that any warp in that screen would take you to. This system is a lot more flexible.
yeah the system with the pipe entrance areas is a lot more flexible, makes sense they switched to that system in later games
This deserves so many more views. I really hope you continue, this is my current favourite series on videogames. Gut gemacht alter! Viel glück und viel spaß! Ich möchte auch Videospiele machen und diese Serie ist dafür sehr sehr hilfreich. Tut mir leid mein deutsch ist schlecht ;-; aber ich wollte dir in deiner Müttersprache bedanken
I can't believe he just hit us with the "and if you enjoyed this video, you're a frickin' nerd" at the end.
...It is true though
I think my favourite thing about this series is that you explain the limitations of the SNES/SMW while also explaining how you can overcome this with modern game engines like Godot. Awesome stuff!
I just watched the 2 parts yesterday and then this gets uploaded! How fascinating!
By the way, You can reparent the player to the root node before loading a new scene so it doesn't get deleted, and then reparent it to the new scene
I love how you focus on creating good content and not pushing for subscribtion and likes!
- Around halfway through the video, you were editing some blocks, and I guess I'm scarred by other youtubers because I was expecting the edit to spell out: "Subscribe"/"Like" or something similar - Aswell as at the end, I was waiting for the: "If you like this video, consider liking and subscribing etc.." Instead I got a compliment by being called a nerd
this is so impressive! its always nice seeing people give some love for smw camera. its so good
this is an excellent video, way too underrated. Not just a remake but you go above and beyond to make it accurate
You can officially count higher than Valve! Hyped for this!
If you were to tell me that your fangame was the real game, I would believe you. That's how good it is.
I'm a (non-game) programmer who loves games and Mario World in particular, and is interested in learning godot at some point. There couldn't be a video series more tailored to me :)
Also, I'm not only floored by the quality and level of detail you're accomplishing here, but the amount of work you put into presenting it. Even if I had the time and patience to pull this off, I could never make the content delivery so engaging. Masterclass content on all levels.
this type of video would normally be boring to me, but somehow you make it interesting
New title: Making bibically accurate mario world
This is just sutch a comfort watch. 😊
For my first Godot project I wanted to recreate the first Super Mario Bros game (or part of it) and finding this series umprompted was a godsend! I'm loving it!
THE BEST GAME DEV SERIES IS BACK
I'm really excited to see the source code once this project is finished. Aside from the project being generally interesting, It's a really good study on the scale of a game like this. I'm already learning a ton from these videos, so thank you!
Yay! Part 3 released!
I just discovered this series and I am hooked! I'm fascinated by what Nintendo was able to pull off with the hardware and I'm learning a ton watching you adapt it to Godot (I pause every screen to read your code comments.) I'm not a gamer and have no desire to be a game developer, but I dabble with coding in my spare time just to keep my brain active.
Something I might attempt if you end up releasing your project, is maybe transforming the base game into a hybrid platformer/adventure. I'm not sure how it would turn out or if it's even possible, but it would definitely be a good learning experience for me.
Thanks for the series - looking forward to the next release!
This is super nifty!!! This is absolutely one of my favourite TH-cam series (serieses?) out there right now and I cannot stress enough how excited I am to see you dive into shaders (and hopefully learn a thing or two about them myself because they are TERRIFYING to me).
In my Godot recreation of Castlevania, I have a base game scene that handles the loading of stages, and I never actually switch scenes, which lets me easily retain the player between stages. Not sure if that's the best approach, but it's worked pretty well.
Yup! I am a nerd, bro you cooked af. Honestly dude, you are wicked. This game was designed and coded by an entire Nintendo team based on limited memory, while you are doing everything entirely solo. I would definitely need Adderall to do this work HAHA
you have NO IDEA how excited i am for this video, i love your channel, it's so inspiring
Can't believe it's already been 3 months, Can't wait for the next devlog!
Part 3 of one of the only series to give me motivation to pursue game design anymore!!! I love these please keep making them and don't give up like I do!
Absolutely fantastic video. It's amazing how far Godot has come... But this is absolutely stellar. Watched since the first video and it's honestly humbling how much goes into this. More importantly, your efforts being oriented around accuracy makes this even more phenomenal than the average video.
jdh is the only other channel that delves into this level of accuracy where I am completely engaged. I am indeed a nerd.
I wish much success in your endeavors.
I love the care you have for the nuances of every little thing about this game. This series scratches that "explaining specific behind-the-scenes functions from retro games" itch that I have very well. It also makes me want to give gamedev a try, which is pretty great, too.
I love these videos not only do i know how SMW works but it's cool seeing my favorite video game being recreated
5 HOURS AGO?! I was just watching the previous episodes unrelated and I checked the channel and sorted by popular and was wondering when part 3 would be. Then I checked by recent and saw this video and wondered why it wasn’t in the popular tab. I only now just realized how recently this came out
just discovered you on this chapter 3 and your explanations and work is amazing, congratulations and thanks a lot for sharing your knowledge! gonna check the first two chapters very soon!
Thanks so much for sharing! This has been very satisfying to watch.
This series is getting amazing!!! What would also be amazing is if after finishing this project you also recreated Donkey Kong Country in Godot!
And when you've finished your project, if you released the source code it would make it a thousand times easier to create mods for Super Mario! And just like the Street Of Rage Remake, dozens of mods based on your project would appear and go viral! Congratulations and good luck with the project!
I've been waiting for this episode! Thanks for making this
You gave me the crazy idea to remake metroid (NES) on godot! So far, i've got the tilemap and Samus' animations and physics down. The physics took me ages to get right because i needed to learn at the same time how godot works. Also, it seems like the physics of metroid aren't as well documented as for super metroid too. So a lot of the code is probably not exactly the same, but remade by observation. But that is alright. The important part is that it feels the same. I also had decided to create a state machine for samus' physics. And for animations, godot actually has an Animation Tree feature which offers Animation State Machines! I could combine the two state machines (physics and animations) by creating a state machine manager that manages both of the state machines.
The camera in metroid is rather simple, the camera limits are just blocked off by huge chunks of tiles . Instead of doing that, my system is just a huge collision polygon within which the camera is allowed to move. There is one per room, and transitioning between one and the other will be a future problem (for when i recreate doors).
Thank you for this video! It is giving me a bunch of new ideas how to handle future problems. I hope to see more parts of this series. Good luck!
I thought you had abandoned this series. I’m very happy to see you continuing it, and I can understand why you took a long time to publish this one. Reverse engineering each detail of the Super Mario World game is not an easy task at all.
It would be great if you could dive deep into the implementation details of the camera scripts.
Congratulations, and thank you very much for your videos. They are really inspiring and very helpful!
I didn’t even realize that the parts have almost been 3 months apart each time ;-; these have been so enjoyable to watch, I’m so excited for part 4! Great job so far!
dude you're an absolute legend. this has helped me advance my godot knowledge more than any tutorial i've seen so far
Love seeing more of this series! It's honestly a really good series to show other people who are interested in Godot and wanna see how much it handles for you and how much you can add. As always, looking forward to seeing more of your work on the recreation, Godot seems to be the perfect engine for rom hackers
Not only is this super cool, but I find it super motivating and learning godot while watching this! Best of luck to you!
This series is one of the best devlogs in existence. Thanks for being awesome!
I'm a freaking nerd, and proud of it! Fantastic video from start to finish! Thank you!
It's incredible how much I'm learning from a video of someone who is learning ! So much more informative than alot of other tutorials out there, thanks so much !
Your knowledge... The work you made... the edit itself... Awesome work man! Please keep it going!
i totally love this series and i'm always looking forward to watch the next part, i hope you are having as much fun doing this as we have while watching those awesome videos. I especially love your explanation skills as I never learned more about godot than by just watching those three parts of this series. keep doing this awesome job man
Really enjoying this series so far!
When I clicked on the first video, I had low expectations.
At first I thought it was going to be one of those many janky game dev videos where they make the player move in a constant velocity, or use a paid addon and call it a day.
But was instead delighted with an informative and meticulously made video; Good job, I'm impressed!
No way, I got recommended the first video yesterday, continued with the second one and then I subscribed to see the third one. Only had to wait like an hour but sadly didn't see yesterday.
Great work mate!
I am always sooo hyped to see a new video for this series.
I am in love with your attention to detail, that totally hits my taste!
Great job so far, this looks really impressive 😇
Getting the camera right instantly gives this such an SMW feel. Great job!
I'm loving how this series is progressing. Thanks for sticking to it! It's so exciting to see how everything is turning out and what kind of work goes into implementing each aspect of the original game. Keep it up!
I have been waiiiiting for this video man, I watched the first 2 parts like a million times
completely forgot about this series, but glad it popped up
cheers
It’s very accurate! The only thing that’s glaringly obvious is the fact that the background doesn’t scroll parallax vertically in the original game
This series is amazing. I can't wait to see you implement holding and throwing shells and see you perform a shell jump lol
I LITERALLY JUST FINISHED REWATCHING THE FIRST 2 PARTS FOR THE THIRD TIME JUST A FEW HOURS AGO AND THEN YOU DROP THIS TODAY 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
Seriously, I actually learn about a lot of new stuff from these videos which is funny because it's not really a tutorial.
This is coming along so so so well!!!! You're doing so good at deciding when to do a perfect 1:1 recreation and when to take advantage of current age hardware. Having individual coins disappear in item memory was, in my opinion, the intended behavior for the original SMW and now that you don't have memory limitations you can make good on that!!
I really really really appreciate the love for detail you are having here. It's super interesting to see how the mechanics of smw work in detail, even if it's just something like the camera.
The wait, was definitely worth it. Keep up the great work!
Implementing multiplayer would be kinda cool imo
One small thing: the point numbers that you get when picking up a mushroom for example should have a higher Z index than Mario.
This is my favorite series on TH-cam to keep up with
It's amazing how important the camera is for the game feel, it's something that most fan games don't get right
Thanks. I think you are doing a very good job eith these videos. Going through "retro game mechanics" and casually teaching about newer game engines. Looking forward to the next one.
It is crazy to look at all the work from these 3 videos and to realize that this is the basis of mario and the level making is the end point 🤩
You're awesome wye, been a fan of your work since A Strange Mission! This series is fantastic; I've never seen anyone explain the inner workings of SMW so concisely and intuitively, and I respect the attention to detail in your Godot implementation. Keep doing what you're doing!
Amazing.
HE´S BACK 🗣🗣🗣🔥🔥
I cant wait for part 4 already love you man the way you explain everything and holy that player have a lot of code i never seen the single character that can have that much code. I am learning so much from you cannot even comprehend the level of editing in your video clarity and explanation is top notch keep it up please don't stop on this project.
Its so interessting, was waiting for over 2 months for a new part. good job, love this series!
This is probably my favorite series on TH-cam rn, can’t wait to see the progress!
Omg I've been waiting for this, yay!
I can't tell you how much I enjoyed these 3 videos so far. Very insightful as to how to make good use of Godot's strengths, but also super interesting to see how Super Mario World actually works. When is part 4 coming? Also, could you make a video going into details excruciating details about the physics of SMW (and maybe Yoshi's Island? :) )
Glad you like them! Part 4 is in the works, but as always it's taking longer than expected (: definitely this year though!
This is coming on so brilliant! It amazes me just how much you can do with Godot and how well you've recreated it so far :) absolutely fantastic! God bless :)
Yesss I love this series
Thank you for this series of videos, they are inspiring, entertaining and very educational, I hope you are enjoying godot!!
Oh god... he's propobly on Nintendo's most wanted list right now
YESS PART 3!
Cool thing about Composition vs Inheritance in Godot, is that C# does something similar.
In C#, you can only inherit from a single class, which means that methods from parent classes won't be called multiple times. So composition is needed if you want multiple sections of functionality, which is where their interfaces and abstract classes come into play. Both are pretty similar, except abstract classes can contain code within methods, whereas interfaces cannot. As well, you can inherit from as many interfaces as you want, but one from a single class, abstract or not.
The benefit of using an interface is that you can always guarantee that some variable has a certain variable or method. If you attach an IDisposable to a class, it will always have the Dispose method. However, if you want to use IDisposable for the class you make, you'll have to implement the method yourself.
I know this really isn't that applicable to what you're doing, but for anyone using C# in Godot, maybe this will be helpful.
Also great work on the project, it's really coming together! These videos are slowly but surely pushing me toward remaking other video games in Godot
I've been loving this series so far. I've always loved super mario world for its quirkiness and have even thought of making my own mario fan game in godot lol. I've learned a lot from these series; keep making these great videos (:
making GREAT progress cant wait for part 4!!
Woohoo! Another highly anticipated video! I can't wait to see what you're talking about!
Brilliant series I enjoyed a lot the insight of using composition along with class inheritance for the variable blocks types
This was great can't wait for the next one.
Amazing progress, really couldn't tell the difference in the end.
Absolutely loving this series!!!
Lets gooo I've been waiting for this series to come back !!