I Made a Turn-Based Mario Game in 1 Month - And it's AMAZING
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- Опубликовано: 24 фев 2023
- What if Mario 2 was a Turn-Based strategy game like XCOM or Fire Emblem? I challenged myself to create the game in only a month (just to arbitrarily stress myself out).
It turned out awesome! It has 23 levels and 2-3 hours of playtime!
Interested? Play it now:
distractedcoder.itch.io/super...
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Upcoming videos include Sonic 3D and a VR game
#mario #xcom - Развлечения
this is so underrated, actually so cool
I swear to God "underrated" is the new "literally"
I saw on reddit, Marvelous 🙌🙌🙌
i had a really good time with that game. was pretty fun. i want a sequel with super mario bros 3 :D
This is honestly amazing! You should continue working on this project and also new fan projects like this, Keep up the good work man!
This is your best looking game yet!
Amazing idea!
Super cool! Good work!
THIS IS TRULY AMAZING! I'm developing a video game where the boss fights are in that style of gameplay, I know it can be a bit complicated to do, but could you make a tutorial to do it?
I have already implemented all the visual part in Unity, I just can't recreate the combat system of Mario + Rabbids, apparently you are the only one who has done it.
If you can't make the tutorial, I'm willing to buy the Unity asset if possible.
Anyway, awesome video and awesome game, downloading right now!
I probably won't end up doing a tutorial on this however I may still be able to help get you going.
The channel CodeMonkey was how I started the project
ruclips.net/video/mONHucoYASU/видео.html
ruclips.net/video/ezlkGhFBrmg/видео.html
Both of those videos covered some turn based combat. Some of it helped. Some of it just inspired. If you use his code, you'll get every tutorial he's ever done as one unity package which takes a good few hours to strip it all down just to get movement working (just FYI).
Both the players and enemies all use the same script. This allowed for a Brain object to call each of them without needing unique variables for each type. The Brain passes control to a player when a isPlayer bool is enabled. If it's not a player it will always move then shoot essentially calling the same functions the player calls when manually clicking a square to move.
In each case, each function ended the same -> moving calls EndMove(), shoot calls EndShoot() so that functionality of the players and enemies were nearly identical.
This is by no means required but I found it very helpful to be able to call 'units[currentlyActive].Move()' and not have to worry about unique function names.
Now for cover. Only one adjacent block is ever checked when determining cover. If you're standing in a corner, only one block is actually protecting you so the other gets ignored.
Basically cover is active if enemy position > block pos > mario pos for either X or Y axis. Essentially is the wall between the attacker and defender. This is why you can find areas perpendicular to the walls that provide a clear shot since mario and the block share the same X or Y coordinate, if that make sense. You might be able to get a better feel for it by just messing around in the game.
Hopefully this makes some sense. I'll try to watch for more replies if you need help.
@@DistractedCoder Thank you so much for the reply! I will check everything out
Most underated person ever
A well made dream come true! Are their differences between character stats? Would like to see them in the game more apparent + implemented like with health and power. I do really like the Peach and Toad differences you made here, but are Mario and Luigi identical? Here were the in-game stats:
Mario:
Power: 4
Speed: 4
Jump: 4
Luigi:
Power: 3
Speed: 3
Jump: 5
Peach:
Power: 2
Speed: 2
Jump: 3
Toad:
Power: 5
Speed: 5
Jump: 2
I think Luigi's maximum damage is a little higher. I could have made them more different but I figured with both being unlocked from the start, it was better to keep them roughly consistent before a new character changed it up.
Cool
Hi. Got a couple of complaints/criticisms to make.
First, and the most annoying one, turn skips only work 'down'. For example, if I decide to start my turn with Luigi/Peach and do all actions, then end turn, it'll immediately start enemy actions even if Mario still has actions available. My suggestion is to fix it by having the game first check if you still have actions 'above' in the stack, then return to the highest character.
A secondary criticism is that you have limited heals and too many plants within open spaces. Maybe some of them could deploy a Mushroom if you have zero? Just a thought.
Also, I assume no plans to add Starmen, right?
Nintendo want to know your location.
Pretty good, but not enough poyo
R.I.P. this video once Nintendo gets wind of it.
What engine or framework did you use? I suspect Unity or Monogame since you're using C#?
Yes, it was all done in Unity
@@DistractedCoder Thank you for responding. Great work by the way.
you used, sprites: super mario all stars, sounds and music: mario advance one
and only one song there is more songs 5:29