To be fair, Mario is better than Sonic in some cases, but I agree. Seeing people continue this war is annoying, I hope this was just a joke, at least he said "arguably"
it's a little different there. In the original SMB it's an invisible block in front of the castle door. When Mario touches it he himself becomes invisible, creating the illusion that he walked inside the castle.
11:23 I BELIEVE Nintendo considered making an isometric angle mario in the early days, but decided against it for the same reason. I might have it confused with another franchise though.
lol platforming in isometric form is kinda hard. Mario 64 had small moments of isometric camera view but we had to rely on mario's shadow to know where we were falling. Wouldn't be a fun mechanic all the way through the game.
If he doesn't share it, then he won't go to jail. The most they can do is send him a seize and desist letter telling him to stop production on the game.
If only Nintendo shared Sega's attitude to fan creations. This is incredible. Replicates the look and feel of the original perfectly, the 3d doesn't look out of place at all.
@Joan Mirabal a fan made a port of sonic CD for mobile and Sega loved it so much they hired him to port the other games and then that same guy along with other fans and people at Sega made sonic mania that and just generally whenever a really cool fan game becomes popular they cheer it on or make some positive mention of it. Oh and just as a fun fact one of the dudes they hired was the guy who made probably one of the most cursed but still really funny sonic fan comics to grace TH-cam called hedgehog the sonic.
Pro tip: in the original Mario bros they programmed the stompable enemys in such a way, that if Mario is moving downwards and collides with an enemy, the enemy takes damage, in any other case, Mario takes damage. Maybe this could help you with the hit box problems
What I woulda done for hurting the enemies is put a hit box on Mario’s feet and on on the enemies head and is both hit boxes meet than the enemy dies, so if Mario is slightly off he won’t get hurt and will still kill the enemy
The way stomping enemies worked in the original SMB is if Mario has negative speed in the y direction, if he touches a stompable enemy on any part of their sprite, they get stomped.
Fun fact: Skinny Mario actually looked like this in the original betas of the game due to a glitch, and Nintendo thought this was so funny that they made it a custom power up you could unlock in a challenge level.
6:40 Fun fact, that is pretty much what the devs did with the Goomba. The disk space was running low and they wanted to add an easy, small enemy because they deemed the Koopas too hard and overwhelming for a first enemy. Since there was pretty much space for only one more sprite, they made a Goomba "walk" by just mirroring it again and again, which I think is a pretty neat thing to do and perhaps an accidental faithful homage from your part Edit: 9:54 Yet again this is pretty much what the devs did too. I don't know if you already knew this or if it was just a mere coincidence, but it's small details like this that make me appreciate this
This reminds me of super paper Mario. Where the mechanic involves switching between 2D and 3D and viewing the whole world from a different perspective. Awesome job!
In Mario, there are no hit boxes to kill ennemies, the hurtbox is the hitbox, but if you touch it while having negative vertical velocity you kill them that’s it
4:37 "And now I can make cool effect like the cool kids on TH-cam" Cody now you're officially one of the cool kids on TH-cam! You and Dani inspire me a lot so I've started making game dev content. I'm amazed at how much work you get done and how well you present it! With the videos I have now I would be more like the awkward shy toddler on TH-cam...
the funny thing is that stuff like using a block to stop mario from walking through the castle and mirroring the goomba sprites are actually the exact same methods used in the original game
9:54 - yeah, thats how SMB did it too...its hard to tell because the blocks all look the same, but the one block in the bottom right corner of the 'door' is a Solid Object, so that Mario's auto-walk sequence doesnt make him walk off the screen, and then the layer on the Black Door is swapped to the foreground to put Mario 'behind' it...
Interestingly, the part where you put the block in the castle after you finish the level is the EXACT thing the original game does! Mario’s still behind there and you can interact with it by jumping over the flagpole!
If you add an invisible wall on the sides of the map to prevent falling off the map, I think the orthographic perspective would be a unique new Mario game style.
Hey man! I just found this video, and I love it so much! It actually inspired me to make an endless 3D runner-type Mario game with this art style. If I ever publish it, I'll be sure to put your name in the credits! Thanks dude!
Exactly...whats wrong with that...in the 21st century where creating fluid 3d models and classic takes on those models...Nintendo uses their model to be constantly in their jumping model
I wish all the wannabe "influencers" would take a page out of this guys book. Look things change and 30 years from now those people wont be in youtube making cash but this guy for sure will be with his skillset. Color me impressed my sir. Keep up the awesome vids
as cool as this looks, the original mario levels do not take 3D spaces into account whatsoever so the levels wouldn't translate well into 3D. I don't think it'd be very good. But they've already done something similar where they take the style of the original mario levels and put a new spin on it and make it 3D. Try out Super Mario 3D Land and Super Mario 3D World if you want something close to this that is still functional.
Can we just sit back and appreciate the fact that this man makes games that nobody will ever play. He puts so much hard effort into these games. Edit: please stop calling me a bot… I’m a human.
The way the original game works for detecting when Mario jumps on an enemy is that when Mario hits an enemy while he is falling, it counts as Mario jumping on their heads
I was just about to go to sleep but then I saw this. Now I'm thinking about the time and effort it took just to make this one video. Big respect man, well done! If you ever do Pokemon red or Castlevania SOTN (at least a small part) that would be beyond epic
I've been using SMB1 sprites since forever, so seeing just ONE wrong pixel on one of the sprites made me explode. Other than that, this video was amazing, really hope you/Nintendo find a way to release this/a game like this :D
Ok I know I'm a YEAR late but this NEEDS a spot shadow underneath Mario!! All 3d Mario games have a spot shadow under him to make it easy to tell where he is physically and that's why the orthographic view was so difficult to use!
Pretty sure there's a large hit box on the enemies for. The entire enemy, but it asks if Mario was descending Y, cause you can still kill them from the sides (without the star, so if there was a star it'd probably just "disable" the directional aspect of it). The hit box isn't just the top either way, you simply can't do it going from the Sides\Up from what I remember, no matter what Special Item Mario has or size.
The Touryst is a pretty cool voxel based rpg/3d platformer/puzzler that looks super nice. Would reccomend. (I know it's available on switch, and I think steam too)
Nintendo should make more games from the underrated characters, like Wario Land and Wario World. Let them have a chance to have more games other than Mario. Mario games need to have a break.
Wojtek Lados the copy and pasting was due to the limited memory of the nes. They had to reuse a ton of sprites and only had 4 colour palettes to work with
The TL;DR: version for how to make Mario’s stomping work is that in the original if he’s moving down on the y axis it doesn’t matter where his collision box intercepts that of something that can be stomped on. He will stomp on it. If moving up on the y axis or not moving on the y axis he will be hurt instead.
Imagine super mario bros has just released and you played through all of it and thought it was awesome. Then a time traveller comes and shows you this.
If you wanna fix the goomba hitbox, do this: Check for a collision with the goomba itself, and if has a higher vertical position than the goomba's coordinaties, then it's a stomp, if the condition is not met it hurts mario. You also need to turn off physical collision between Mario and Enemies, it prevents goofy things like the star powerup making Mario stop when he runs into an enemy. Treat the Goomba more like a 3D area that Mario can walk in, and not a physical object that he can collide with. For the first condition to work, either make sure that Mario and Goomba are both centered at the same height, and if they aren't just do a little basic math it create your own center point variable at the same height as the enemies. Also the fireballs should delete themselves when they impact an enemy.
That's not quite how Mario hit boxes worked; in the old games it was based on Mario's velocity. If Mario is falling it counts as a stomp, if Mario is moving sideways or up it hurts Mario.
@@Bryan-fl5ve ik, In my comment before editting it I had two conditions, falling being the first one. I removed it because I realize that a) that would break if he wanted to ad something like slopes like modern 2D Mario games and b) if he for some reason didn't disable physics collision for goombas the falling detection would ruin the code because it would register mario as standing on the goomba before checking his velocity. I went with position because it's more simple and more accurate to modern games where under certain conditions mario can goomba stomp without moving.
@@iminumst7827 Well the Mario games had an answer for that; just as the sprite is displayed based on what state Mario is in (walking vs airborne), the hitbox would also take that into consideration when deciding if Mario gets hurt or damages the target. SMB3 also adds in a state in which Mario is sliding which also triggers the hitbox differently from walking/airborne.
@@Bryan-fl5ve I am very much aware, the point you seemed to miss is that this guy defined Goomba as a physical object in the Unity physics engine, so it's possible that would put him into a walking state by landing on the Goomba before the collision code kicks in.
Him With 114 Gigabytes: "Im Starting To Run Low On Storage Space" Me With 8 Gigabytes: "Look At How Much Space I Have, I Could Download So Many Games And Do So Many Things"
Really interesting that you used a hidden, physical block to stop Mario from continuing to walk at the end, considering that's exactly how the original game does it. There's a block right after the door for the castle that turns off Mario's sprite when he touches it after grabbing the flag. If you manage to get over the flagpole, you can stand on it to see
It doesn’t quite turn Mario’s sprite off. Rather, it decreases priority of the sprite such that it’s drawn behind the castle’s doors. This can be demonstrated with a Bullet Bill glitch which causes Mario to be shown behind the scenery rather than him disappearing.
Colision in the original depends on the directional pad pressed while mid air. If you hold down it will kill the mob even hiting from the front. If you hold left or right it will hit you.
I believe in the original, enemy collision is handled by checking Mario's Z velocity (or whatever your preferred up axis is). If Mario is currently falling he smashes the Goomba, otherwise he is hurt by the Goomba. This way you can use a single collision box to handle both interactions.
@@davidkonevky7372 That’s what I’m saying! It would’ve been perfect if the sprites changed depending on what Mario was doing like what’s going on here. It would’ve been so authentic! I mean sure, some extra work might’ve had to be put in for sprites when he ground pounds or throws his cap, but even without those it still would’ve been really nice
@@lethaunticIt did you just needed the 8 bit amiibo from all the way back when Mario Maker was a new thing I think (idk don't have a switch but I have seen the costume before)
This guy: Makes original Mario in 3D and attempts different angles. The side scrolling perspective: In your attempt to change the past, where did that lead you? Back to me.
@@lol-ih1tl They literally do take down any fan game that gets a ton of attention, then steal the idea to make their own game. Super Mario 35 is a perfect example, someone did it 2 years ago, they Cease and Desisted it then took the idea for themselves.
For the goomba hitbox: make a single hitbox that covers the whole goomba. Make it so if Mario touches the hitbox, he takes damage, but if he touches the hitbox AND is moving downward, the goomba dies. Pretty sure that's how they handle it in the 2-D games.
Fun fact: old skinny Mario’s sprite in 2014 was actually just a normal mushroom but when Mario took it, the small sprite stayed the same, but got stretched to be taller and it looked exactly like big Mario in this video
The way hitboxes work in the original Super Mario Bros. is that it will hurt the player if they collide with it, unless the player is moving down, in which case it will stomp the enemy (that is, of course, if the enemy can be stomped on in the first place). You can actually hit an enemy without being above it if you’re moving down and collide with it. It’s pretty neat!
Pretty slick
Yes Tetra, it is.
Also wow, low like count for a TH-camr I watch! 👌
True
Epic
Epic
0:12
You are about to single handedly restart the sega vs nintendo war
It's really a shame, he obviously hasn't played the early/pre 2000's sonic games to make that statement
@@maxrelax5940 Or Maybe he has
@@ninnikins4768 thats impossible. no one can have that opinion after playing those games
To be fair, Mario is better than Sonic in some cases, but I agree. Seeing people continue this war is annoying, I hope this was just a joke, at least he said "arguably"
@@maxrelax5940 i- i have that opinion after playing those games-
9:50 Fun Fact: In the original game, they actually did that block trick to stop Mario from walking forever too.
Ha ha no way
Lmao didn't know that
This an actually funny fact
it's a little different there. In the original SMB it's an invisible block in front of the castle door. When Mario touches it he himself becomes invisible, creating the illusion that he walked inside the castle.
@@TheRedCap I mean yeah, but I'd say turning off the castle's collision would be this video's equivalent to that.
2:58 It's so satisfying when the blocks go from not interactive to interactive.
yes
11:23 I BELIEVE Nintendo considered making an isometric angle mario in the early days, but decided against it for the same reason. I might have it confused with another franchise though.
Hi
Hey mondo 0o0
The Mario 3d World camera is kind of isometric sometimes.
lol platforming in isometric form is kinda hard. Mario 64 had small moments of isometric camera view but we had to rely on mario's shadow to know where we were falling. Wouldn't be a fun mechanic all the way through the game.
yeah both sega and nintendo consindered the third game in the series to be isometric
That’s why original mario 64 placed shadow directly under mario disregarding the light source, so that you could know where you are.
* then why doesn't it really work in 3d world lol (sarcasm)
@@greentheshinyumbreon cause 3d world tries to replicate a style of gameplay used for a 3ds game that would benefit from the depth a 3ds has.
Nintendo lawyers: yeah, interesting and all but you are going to jail
If he doesn't share it, then he won't go to jail. The most they can do is send him a seize and desist letter telling him to stop production on the game.
Also ask for a licensing fee for using their product without a "LICENSE"
Fuck copyright
@@elementgermanium agreed
Привет дмитрий ты русс?
Him: “Now I know how to use Unitys particle system”
Dani: “Welcone Aboard, student.”
Brackeys: "So, you have a student, student."
4:38
Ikr
√×✓✓
Yeeeeeeeeeeeeeees
If only Nintendo shared Sega's attitude to fan creations. This is incredible. Replicates the look and feel of the original perfectly, the 3d doesn't look out of place at all.
Cease and Desist
But then Nintendo won't make money off games they don't sell anymore!
/s
yeah, this is one of the rare cases that sega’s better than nintendo.
@Joan Mirabal a fan made a port of sonic CD for mobile and Sega loved it so much they hired him to port the other games and then that same guy along with other fans and people at Sega made sonic mania that and just generally whenever a really cool fan game becomes popular they cheer it on or make some positive mention of it.
Oh and just as a fun fact one of the dudes they hired was the guy who made probably one of the most cursed but still really funny sonic fan comics to grace TH-cam called hedgehog the sonic.
@Joan Mirabal Literally sonic mania
11:23 This is why Mario has a shadow directly under him at all times in SM64. That way you'll always know where he'll land.
OOOOO smart wrinkly brain move
It's disappointing that Nintendo would never allow this to be published publicly, even if it's doesn't make a profit. This is genuinely amazing
Nintendo really cares about his Mario's 😒
i aggre
@Я ВАИЕИА i dont like nintendo too, but i buy the games to pretend like i wanted it the whole time
you can get a actual voxel Mario in Mario odyssey its called 8 bit mario (you'll get it later in the game)
@@Drawing_tube it has no animations though, it just has the still jump animation
4:38 the dani reference was amazing
Pro tip: in the original Mario bros they programmed the stompable enemys in such a way, that if Mario is moving downwards and collides with an enemy, the enemy takes damage, in any other case, Mario takes damage. Maybe this could help you with the hit box problems
This is great advice!
0:53
Couldn't help but noticed that the Gameboy Advance port versions of the sprites were there too.
Gba is god tier
daniel s. gaming
hello
it was gameboy color. super mario deluxe is for gbc
Hola Daniel T.
Front facing Mario isn't real, he can't hurt you. Front facing Mario: 1:48
Idk about you but front facing Mario isnt cursed hes cute
Not to mention the neck crack 1:47
What I woulda done for hurting the enemies is put a hit box on Mario’s feet and on on the enemies head and is both hit boxes meet than the enemy dies, so if Mario is slightly off he won’t get hurt and will still kill the enemy
“Hey kid, you want to see something illegal”
*pulls out 3D original mario flashdrive*
then the kid goes. "oi wheres the crack"
@@OgGhostJelly that seems very british
4:15
@@OgGhostJelly Nobody uses question marks in this world?
Oh, im sorry. "Nobody uses question marks in this world."
Pulls out mario movie in theaters again
I wouldn’t even know where to start. Very well done sir
Couldn't agree more.
Yea
Step 1: Download Unity
Step 2: Watch youtube videos of people making awesome stuff
Step 3: Realize you suck at this
Step 4: Cry
@@youruniquehandle2 hurts how true this is
@@youruniquehandle2 yea I used that help
Mirroring the Goomba to make it look like it's moving was actually genius
It’s actually a very basic technique.
that's how they made him move in the original games too
th-cam.com/video/0vA0UjVhFXA/w-d-xo.html
That’s what they did in the original game, it just so happens that it worked perfectly in 3-D also because they are symmetrical
I love the way coders'/developers' minds work: seeing correlations everywhere and recognizing the simple within the complex.
The way stomping enemies worked in the original SMB is if Mario has negative speed in the y direction, if he touches a stompable enemy on any part of their sprite, they get stomped.
Fun fact: Skinny Mario actually looked like this in the original betas of the game due to a glitch, and Nintendo thought this was so funny that they made it a custom power up you could unlock in a challenge level.
How would you find it?
You can unlock him in mario maker
That's mario maker
Pikachu
6:40 Fun fact, that is pretty much what the devs did with the Goomba. The disk space was running low and they wanted to add an easy, small enemy because they deemed the Koopas too hard and overwhelming for a first enemy. Since there was pretty much space for only one more sprite, they made a Goomba "walk" by just mirroring it again and again, which I think is a pretty neat thing to do and perhaps an accidental faithful homage from your part
Edit: 9:54 Yet again this is pretty much what the devs did too. I don't know if you already knew this or if it was just a mere coincidence, but it's small details like this that make me appreciate this
No replys?!?!
HA! lawsuit possible .. well good thing crypto is open source.. HEX coin $0.055 $PLS coming soon same founder today is june 4 2022 dont sleep.
@@hextremelydesirable1648 Fuck crypto
NERD
@@hextremelydesirable1648 what
This reminds me of super paper Mario. Where the mechanic involves switching between 2D and 3D and viewing the whole world from a different perspective. Awesome job!
"I won't be releasing this game for obvious reasons"
Nintendo's lawyer: I guess I'll stop typing the law suit...
hahahahhaaa
🤣🤣🤣🤣
FRRRR
Knowing Nintendo that lawsuit is still on its way
I was searching for this damn comment
Awesome work dude, wish I could try out all this cool stuff you make!
Same
Yes
Yeah
Give him a bit longer and it’ll just be a reskin of super mario 64
same and + i love your vids
*does an insane amount of work staying true to the original concept while completely reimagining it in a new medium*
"...alright. See ya."
Ikr
It's because he doesn't want to deal with copyright issues
At least give us the models am I right
@@lore644 Just replicate his process. He described how he created them.
In Mario, there are no hit boxes to kill ennemies, the hurtbox is the hitbox, but if you touch it while having negative vertical velocity you kill them that’s it
4:37 "And now I can make cool effect like the cool kids on TH-cam"
Cody now you're officially one of the cool kids on TH-cam! You and Dani inspire me a lot so I've started making game dev content. I'm amazed at how much work you get done and how well you present it! With the videos I have now I would be more like the awkward shy toddler on TH-cam...
haha mouse go brrrrrrrrrrrrrrrrrr
That's my favourite part
Wow, even@@unitysparticlesystem itself approves of Cody making cool effects using him.😮
hah, baking go *BRRRRRRR*
Anyone: says “unity’s particle system”*
My brain: dani flashblacks*
yep
Same dude
True
Yeppppppp
me too I was like is he gonna reference to DANI *HE DID* and is he gonna say to use it and is he secretly dani
the funny thing is that stuff like using a block to stop mario from walking through the castle and mirroring the goomba sprites are actually the exact same methods used in the original game
Mario just walking into a wall each time we cleared a level ah hahahahahah
9:54 - yeah, thats how SMB did it too...its hard to tell because the blocks all look the same, but the one block in the bottom right corner of the 'door' is a Solid Object, so that Mario's auto-walk sequence doesnt make him walk off the screen, and then the layer on the Black Door is swapped to the foreground to put Mario 'behind' it...
"I won't be releasing this for obvious reasons"
Nintendo : You just avoided *A CEASE AND DESIST*
Knowing them they'll do it to the video anyway
XD
Dunno, more people needs to defy the big N to bring them down to earth.
Nintendon't
TH-camr: *mentions Unity's particle system*
Dani: Hey.
"and now I can make cool effects like the cool kids on youtube" this guy right after breaking a Dani block
D A N I
@@auronduramos4219 Wow that was really cool
@@aidancommenting Wow that was really cool
@gd star69 wow that was really cool
Interestingly, the part where you put the block in the castle after you finish the level is the EXACT thing the original game does! Mario’s still behind there and you can interact with it by jumping over the flagpole!
really?! ha
0:28 bro that transition was so smooth
This video really makes me want to have a Super Mario Maker 3D game
DO IT
@@omato2288 that would be awesome, but unbelievably difficult to make as intuitive as Mario Maker.
Tetris 3d ._. but you have to avoid blocks
Same
yeah
If you add an invisible wall on the sides of the map to prevent falling off the map, I think the orthographic perspective would be a unique new Mario game style.
Yeah ,i would love that
'orthographic iso perspective would a unique new mario game style'
super mario rpg fans crying rn
@@greenredmario still my favorite
Adding a shadow directly under Mario would also make it much easier to see where you're going. That's how Nintendo's 3D platformers do it
When you aim for the hitbox and hit the hurt box, NotLikeThis
HELLOO
HELLO
Beans
Bananas
Burrito
Hey man! I just found this video, and I love it so much! It actually inspired me to make an endless 3D runner-type Mario game with this art style. If I ever publish it, I'll be sure to put your name in the credits! Thanks dude!
"Now i can make cool effects like the cool kids on youtube"
You even added the same music i love that reference
7:25 beanos in the background
4:35
“But now I’ve finally started to learn how to use Unity’s particle system.”
*wait...*
_Music plays_
*NOOOOOO*
Instantly thought of that
UNITIYS PAR HGXTGYFXYYJ **FLUFFING BREAKS EVERYONE'S EARS (slightly less the Oh so you don't know what karlsON IS GDXCGHCUCJJYY)**
That Mario animation was better than Mario odyssey, they just made him do a jump pose
Exactly...whats wrong with that...in the 21st century where creating fluid 3d models and classic takes on those models...Nintendo uses their model to be constantly in their jumping model
Because it was thrown in at the last minute and the already had the 3D model from the pixel art amibo.
It was lazy and there is no excuse for it.
@@S0nicSpeed im pretty sure they did it on purpose for it to be funny, you don't need to get mad just because nintendo didn't do what you want...
@@pigaboyAKAthecoolestguyonearth I wasn't mad, I was just baffled lol
I wish all the wannabe "influencers" would take a page out of this guys book. Look things change and 30 years from now those people wont be in youtube making cash but this guy for sure will be with his skillset. Color me impressed my sir. Keep up the awesome vids
That man just single handedly designed a decent videogame that would be fun on the Nintendo Switch
Already done by a lot of people actually.
as cool as this looks, the original mario levels do not take 3D spaces into account whatsoever so the levels wouldn't translate well into 3D. I don't think it'd be very good. But they've already done something similar where they take the style of the original mario levels and put a new spin on it and make it 3D. Try out Super Mario 3D Land and Super Mario 3D World if you want something close to this that is still functional.
fun for like 10 minutes lol.
for free perhaps
Can we just sit back and appreciate the fact that this man makes games that nobody will ever play. He puts so much hard effort into these games.
Edit: please stop calling me a bot… I’m a human.
its a very good way to learn game development
@@السراقالمجهول yeah
he probably would release it if nintendo wasnt so pissed about fangames
but he doesnt put download in description ..
@@mateiunguru7277 that's the whole point of the comment.
The way the original game works for detecting when Mario jumps on an enemy is that when Mario hits an enemy while he is falling, it counts as Mario jumping on their heads
Thats really interesting
Yup, which leads to wacky-looking stomps like mario stomping an enemy with his face xD
This was the first video i watched by this man
Wow this is so awesome! Fantastic job!!
Man i think im kinda early
ayyyy
love the scripting
yeah it is
yow :D
I was just about to go to sleep but then I saw this. Now I'm thinking about the time and effort it took just to make this one video. Big respect man, well done!
If you ever do Pokemon red or Castlevania SOTN (at least a small part) that would be beyond epic
@H of The Stage I should also go to bed but this video motivoted me to stay awake
yea i do allot work on my videos to but ho cares..
Not me
I might make pokemon on scratch lol
@@TSCClips man if theres pokemon gold 3D theres no way iam not gonna pay for it and download the heck out of it :O
This is the kind of stuff that TH-cam is made for
Amen👍
Absolutely
True,
Not those videos of me at 3am eating shredded cheese in my pajamas.
Rather spend my time on TH-cam than Netflix or the others. I love videos like this
I'm surprised Nintendo hasn't sued him and tried to make him homeless just for doing this. Such a punk company.
When theres a fan game
Sega:Wow great job
Nintendo:Meet you in court tommorow twelve o clock
I've been using SMB1 sprites since forever, so seeing just ONE wrong pixel on one of the sprites made me explode.
Other than that, this video was amazing, really hope you/Nintendo find a way to release this/a game like this :D
Agreed
Also your channel is based off of 2d Mario, so I can understand :3
hi popular man
hi
imagine the explosion of pc's mind
11:40 "I won't be releasing this" - *my disappointment is immeasurable and my day is ruined.*
3dSen PC is an emulator that does something sort of similar it’s on steam if you’re interested
Ok I know I'm a YEAR late but this NEEDS a spot shadow underneath Mario!! All 3d Mario games have a spot shadow under him to make it easy to tell where he is physically and that's why the orthographic view was so difficult to use!
Including the end fireworks when the timer is at certain points of time...
He also needs to make some invisible walls around the level so Mario can't just jump off from the sides.
Pretty sure there's a large hit box on the enemies for. The entire enemy, but it asks if Mario was descending Y, cause you can still kill them from the sides (without the star, so if there was a star it'd probably just "disable" the directional aspect of it).
The hit box isn't just the top either way, you simply can't do it going from the Sides\Up from what I remember, no matter what Special Item Mario has or size.
wish there were more voxel based games like this, mario looks dope
Teardown is a really cool voxel based game.
@@Povilaz i know about teardown and think its dope but i was talking about the art style more so than the gameplay
The Touryst is a pretty cool voxel based rpg/3d platformer/puzzler that looks super nice. Would reccomend. (I know it's available on switch, and I think steam too)
You should try Lode Runner on Ps4 And Switch
@@pheebz007 looks really cool! thanks for bringing it to my attention
When Nintendo takes too long to drop a new game, so you have to *make one* yourself
How every Metroid fan who still haven't gotten a game feels
WIsh nintendo went back to their old routes, instead of making garbage like mario odyssey
Lol so true
@@sbrw4316 Mario odyssey is a good game, but i do agree on your point.
Nintendo should make more games from the underrated characters, like Wario Land and Wario World. Let them have a chance to have more games other than Mario. Mario games need to have a break.
6:20 Fun fact: Cloud sprite and bush sprite in super mario is actually same but just different color
I know.
It’s still a cool fact though
bruh.... just realized...
Yeah, but the bush uses the top half of the cloud
LOL
Even more coping and pasting by the developers.
Wojtek Lados the copy and pasting was due to the limited memory of the nes. They had to reuse a ton of sprites and only had 4 colour palettes to work with
Early into the video i made a joke that this was like mario maker, now im 3/4 into it and i can say, this is literaly mario maker x20.
The TL;DR: version for how to make Mario’s stomping work is that in the original if he’s moving down on the y axis it doesn’t matter where his collision box intercepts that of something that can be stomped on. He will stomp on it. If moving up on the y axis or not moving on the y axis he will be hurt instead.
Imagine super mario bros has just released and you played through all of it and thought it was awesome. Then a time traveller comes and shows you this.
This... This is indeed a Masterpiece.
Yes
Indeed
It
Yes
.
I miss you Cody I NEED MORE GAME DEV VIDS
If you wanna fix the goomba hitbox, do this: Check for a collision with the goomba itself, and if has a higher vertical position than the goomba's coordinaties, then it's a stomp, if the condition is not met it hurts mario. You also need to turn off physical collision between Mario and Enemies, it prevents goofy things like the star powerup making Mario stop when he runs into an enemy. Treat the Goomba more like a 3D area that Mario can walk in, and not a physical object that he can collide with. For the first condition to work, either make sure that Mario and Goomba are both centered at the same height, and if they aren't just do a little basic math it create your own center point variable at the same height as the enemies.
Also the fireballs should delete themselves when they impact an enemy.
That's not quite how Mario hit boxes worked; in the old games it was based on Mario's velocity. If Mario is falling it counts as a stomp, if Mario is moving sideways or up it hurts Mario.
@@Bryan-fl5ve ik, In my comment before editting it I had two conditions, falling being the first one. I removed it because I realize that a) that would break if he wanted to ad something like slopes like modern 2D Mario games and b) if he for some reason didn't disable physics collision for goombas the falling detection would ruin the code because it would register mario as standing on the goomba before checking his velocity. I went with position because it's more simple and more accurate to modern games where under certain conditions mario can goomba stomp without moving.
@@iminumst7827 Well the Mario games had an answer for that; just as the sprite is displayed based on what state Mario is in (walking vs airborne), the hitbox would also take that into consideration when deciding if Mario gets hurt or damages the target. SMB3 also adds in a state in which Mario is sliding which also triggers the hitbox differently from walking/airborne.
@@Bryan-fl5ve I am very much aware, the point you seemed to miss is that this guy defined Goomba as a physical object in the Unity physics engine, so it's possible that would put him into a walking state by landing on the Goomba before the collision code kicks in.
This explains exactly why Nintendo changed Mario 3D World for the Enemy’s to have a path finder you can just run around the goombas
This is so cool. Keep up the good work! :D
Lmao
your right
Hi! I watch you all the time!
Glad to see you here, i bet cody is even hapier!
Oh my goodness it’s Darby from Blue Television Games!
Him With 114 Gigabytes: "Im Starting To Run Low On Storage Space"
Me With 8 Gigabytes: "Look At How Much Space I Have, I Could Download So Many Games And Do So Many Things"
Really interesting that you used a hidden, physical block to stop Mario from continuing to walk at the end, considering that's exactly how the original game does it. There's a block right after the door for the castle that turns off Mario's sprite when he touches it after grabbing the flag. If you manage to get over the flagpole, you can stand on it to see
Oh neat
History repeats itself
And if that block is removed, he will continue walking and never go to the next level.
He probably just copied the strategy
It doesn’t quite turn Mario’s sprite off. Rather, it decreases priority of the sprite such that it’s drawn behind the castle’s doors. This can be demonstrated with a Bullet Bill glitch which causes Mario to be shown behind the scenery rather than him disappearing.
"Half the time it works as intended, half the time he takes damage"
Ahh just like the original
well, they used only 1 hitbox for taking damage and stomping. If you move downwards the enemy is stomped ... no matter where you hit it.
Colision in the original depends on the directional pad pressed while mid air. If you hold down it will kill the mob even hiting from the front. If you hold left or right it will hit you.
Do you think there's a afterlife?mmm
@@conepictures Do you think there's a afterlife?mmm
@@I_Love_Chinese_Food Yes, we are all reborn as carrots.
Using Unity's particle system.
**Dani intensifies**
He's pretty much the idol of the youtuber and gamedev combination
Aaaaaaaa
Wow that was really cool
*Graham intensifies*
KARLSON IS THICC
Love the spinning coins. You did an incredible job. Great video!!
How this guy makes everything into 3d: **Breaks the character's neck**
This is the best recommended video I've ever seen. Bravo
Are you Italian?
Uh
ikr
Johnny Bravo
Giorno
Everyone knows that grabbing a mushroom makes Mario bigger
*Footage of Mario becoming the size of a planet*
It could be a hidden mega mushroom lol
As a big Mario and Sonic Fan It's super cool seeing you recreate this levels! :D
Me when I see the Dani reference: Wow that was really cool
Wow that was pretty cool
Wow that was really- NO
Wow that was pretty cool
Wow that was pretty cool
Wow that was really cool
I believe in the original, enemy collision is handled by checking Mario's Z velocity (or whatever your preferred up axis is). If Mario is currently falling he smashes the Goomba, otherwise he is hurt by the Goomba. This way you can use a single collision box to handle both interactions.
that is what they did
İm pretty sure thats Y and Z is the layer of the sprites (or in 3D case just X in a different direction)
2:09 Why couldn’t the 8-bit costume in Odyssey be like this...
EXACTLY
WHAT WAS NINTENDO THINKING
ikr? nintendo did the costume wrong by making it a still object
@@davidkonevky7372 That’s what I’m saying!
It would’ve been perfect if the sprites changed depending on what Mario was doing like what’s going on here. It would’ve been so authentic! I mean sure, some extra work might’ve had to be put in for sprites when he ground pounds or throws his cap, but even without those it still would’ve been really nice
I don't think that Odyssey had an 8-bit costume, though...
@@lethaunticIt did you just needed the 8 bit amiibo from all the way back when Mario Maker was a new thing I think (idk don't have a switch but I have seen the costume before)
Bruuh.. crazy what a single person can do
This would be be amazing from a first person perspective. Imagine playing this in VR.
This could be where Nintendo is going
That sounds kinda bad ngl
Imagine doing this in VR.. WHILE STONED
This guy: Makes original Mario in 3D and attempts different angles.
The side scrolling perspective: In your attempt to change the past, where did that lead you? Back to me.
Haha yes
That moment when the art teacher says you can chose what to create for a project:
I could never put so much time and effort on something I know can't be released, my sympathy goes for you bro
Fun fact, the original ‘Big Mario’ is actually two seperate objects moving at the same time. Difficult to program at the time, but great solution.
Nintendo: you can’t make a fan game because of reasons! Valve: cool meme, it will be a plushy and cosmetic.
@@lol-ih1tl They literally do take down any fan game that gets a ton of attention, then steal the idea to make their own game. Super Mario 35 is a perfect example, someone did it 2 years ago, they Cease and Desisted it then took the idea for themselves.
Me:laughs in spycrab
@@lol-ih1tl Súper Mario Bros:cleanin pipes
time to get DMCA
They didn’t publish the game lol
a
HAHAHA IT'S THE FIRST TIME SOMEONE MADE THIS JOKE! YOU IS SO ORIGENAL!
@@Simbaexists unfunny
@@oreytel Hahahan't
The Dani reference was nice
Should've made it like Paper Mario were you switch camera angles to get past obstacles that you would have otherwise not have been able to see.
Smart
No one
Dani: what is unity's particle system it's a great system for making particle
*hm yes, the floor is made out of floor*
@@EpixClodz mEmE
@@SANSYYGAMESFAKE approved!
@@EpixClodz 10/10 original meme
For the goomba hitbox: make a single hitbox that covers the whole goomba. Make it so if Mario touches the hitbox, he takes damage, but if he touches the hitbox AND is moving downward, the goomba dies. Pretty sure that's how they handle it in the 2-D games.
(it is)
but then you cant hit them while moving upward and that feels sad
or you can jump on enemies with your face. which isnt sad
@@dracibatic2433 that’s how the first Mario plus lost levels did it
I would compare the normal off the collider if the vector is at x angle. Saaaaaay a sphear collider.
@@joechristo2 k
nintendo: yeah thats cool but did i allow it?
The Goomba mirroring as an moving animation is actually the exact same way they did it in the original.
Just like mario getting stopped in the castle.
Im happy that you did the whole thing and not just a half-assed job
3:37 I know this video 😆
Great work mate
Hello there
the man says the man himself
SO MANY TH-camRS COMMENTING THIS VIDEO
So many verified youtubers lol
Big shoe mario
Fun fact: old skinny Mario’s sprite in 2014 was actually just a normal mushroom but when Mario took it, the small sprite stayed the same, but got stretched to be taller and it looked exactly like big Mario in this video
The way hitboxes work in the original Super Mario Bros. is that it will hurt the player if they collide with it, unless the player is moving down, in which case it will stomp the enemy (that is, of course, if the enemy can be stomped on in the first place). You can actually hit an enemy without being above it if you’re moving down and collide with it. It’s pretty neat!
5:56 the legends say he never come back
6:00 HE'S BACK!!
Therapist: front facing koopa doesn’t exist they can’t hurt you
Front facing koopa:
Edit: thank for like :)
7:20
Very cool video. Liked and subscribed.