I would love to have a step by step explanation on how to install all those 3rd party libraries so I could play this game and maybe make one game learning from this one
Can you upload this source code, i've studied C++ 3 month and i really really want to be a game developement, so i really want this game's source to study more and more about game dev by C++
Actually, there is nothing strange here. In our time any graphics oriented application (CAD, Web-Browser etc) uses hardware acceleration i.e. OpenGL or DirectX API. - Firstly, an application became much more faster (x10-x1000) FPS than use CPU only. - Secondly, OpenGL is de facto cross-platfotm standard 3D API. i.e. code can be easily portable to any other platform. (Linux,Android etc).
Cool, so you used primarily for speed and portability. I thought it was mostly used for graphics, like creating certain visual effects or messing around with the lighting. I learned something new, thanks!
Wow its amazing. What was the path of your learning. What books do you recommend to study. And i dont understand how you implement mechanism levels. I do by file .txt. Can you explain me this? Sory for my english iam from poland.
I have commented it's earlier: go from very casual games to more complicated ones.
There are many different books for gamedev. But beyond basic background (language, math etc) no one can entirely more or less describe gamedev field. Rather you have to find and collect pieces of information around the internet articles, forums etc. In my implementation, levels games stored in XML files (tmx - tiled editor format). There are two layers: - tiles layer (blocks, background decoration: clouds etc) - game objects layer (enemies, elevators, level portals etc) So levels designed entirely in tiled editor (very easy and fast) including levels and sublevels transition. Person who don’t know programming though tiled editor (modifying XML files) can easily make game levels. Game only loads this files, parsed and creates corresponding entities for populating game level. There are no code hardcoding. Main rule for it - separates game developer and game level designer job.
Some sprites I got from JinnDEvil (search in the google "JinnDEvil super mario"). it basically inspired me. Some sprites I got from Super Mario All-stars and up-scalled it. Sounds I got from NES resourses.
And i ask you for advice. I write mario game too. And my mechanism depends on singleton and mainly four loop to check collisions. Character-obstacle, Mario-character, Thing(coin,mushroom)-character, Thing-obstacle. I have too function specifying whether the object is visible in the window. if so, I draw and update it. What do you think? its good solution?
There is no complete answer for yours question. It’s depends from your game architecture and design. There are too many ways to implement it. In any case it’s must be clear, flexible and scalable solution, as possible. As rule any kind of game object can be derived from common class (Game entity for example). So in most common case you have two loops Game::update (delta_time) //loops for game objects GameObject::update(delta_time) // loops that check collision // through scene game objects this->getBounds().isIntersect(other->getBounds()) //collision detect Yes, you can use additional optimization for updating and drawing game objects (that only visible in the screen). You can download my source code and learn something new.
No, but you can use Box2D in this purpose. Although there is the opinion that using of physics engines for platformers is really bad idea. There are lot of information about game physics in the internet. If you want make physics from scratch you can do that step-by-step like me: 1) Base Mario moving with acceleration, friction and gravity forces - school course of mechanics. 2) Tile map vs characters collision detection and response - separate axis collision method. 3) Mario vs Items (different sized rectangles) - rect vs rect continuous collision detections. 4) Moveable platforms - simple mechanical equations. 5) Mario vs Platforms moving detection - slightly advanced item 3 . PS: But you can use Unity2D for platformer and making game without any lines of code (or very small amount of code) as example.
Thanks a lot!! Amazing answer. I appreciate that so much. I know to use Unity and other engines to make games. But some times it's very pleasant when you only make the game using code. Because you can learn more because it's harder than using a game engine. Thanks for the tips and I am going to think about the physics how I am going to implement them, if using a external library or done for me.
Jeśli jesteś początkującym programistom lub NIE MASZ w ogóle doświadczenia to wejdź w link. Piszemy gierkę, Arkanoida w c++, tłumaczę przy tym podstawy informatyki i programowania gier. Wymagana podstawowa znajomość matematyki. Zapraszam: ruclips.net/video/ooyyZpyL2do/видео.html
@@andreyparfenyuk3852 I have c++ from borland and I don't know how to build the game, what file do I have to open for the compiler to create the game and be able to play it. How do you get to play it? Thank you,
@@josenavaro3195 C++ builder is suck. Try to instal Visual Studio Community Edition (is free). Also install Git-bash and CMake. There are instructions inside. (install OpenAL also)
@@josenavaro3195 I share with you win build. Please check if it works for you: drive.google.com/drive/folders/1QT3IUdJOlSxJYgtf3LRouZiP7-sp2vaH?usp=sharing
Who would dislike such a cool project?
Bowser
Salada Mista bowsette
i have done it this shit is without cde and a tutorial
@@slavaslender5423 Vete a cagar mejor
Nintendo
Who disliked this? Anyone who’s made anything knows what this took to do, good job.
A non programmer maybe. Some kids talks a lot even knowing a shit about programming
It looks satisfying
Это божественно! Графика/анимация на высшем уровне, а вот звук прихрамывает
Уровни и звук взят из старой версии игры
A very nice graphically re-imagined implementation of a great platformer
This is SOOOOO nicely done
Wow. That’s pretty great! Good job.
Can't ignore this game with special thank to developer.
Amazing work
6:04 huh?
That is super impressive.
Awesome game :) thanks for sharing
Nintendo got nothing on this
This is how SNES version should have been like
couldnt look away, good job.
GREAT WORK!
I would love to have a step by step explanation on how to install all those 3rd party libraries so I could play this game and maybe make one game learning from this one
great job
Sound so "HD", can I get a copy of your theme song?
Quocloi Nguyen but other its just th original...
This is absolutely mind blowing. So good.
You legend
Can you upload this source code, i've studied C++ 3 month and i really really want to be a game developement, so i really want this game's source to study more and more about game dev by C++
github.com/PfAndrey/supermariohd
look inside readme.
Thank you so much!!!!
Nice...
THANKSA SIRRRRRRRRRR
Great upload. Just curious: why did you use opengl for a 2d game?
Actually, there is nothing strange here.
In our time any graphics oriented application (CAD, Web-Browser etc) uses hardware acceleration i.e. OpenGL or DirectX API.
- Firstly, an application became much more faster (x10-x1000) FPS than use CPU only.
- Secondly, OpenGL is de facto cross-platfotm standard 3D API. i.e. code can be easily portable to any other platform. (Linux,Android etc).
Cool, so you used primarily for speed and portability. I thought it was mostly used for graphics, like creating certain visual effects or messing around with the lighting. I learned something new, thanks!
Sonic Mania Is A great example of a recent commercial game written in c++ using opengl
@@jgordon7719 every modern game is made in OpenGL or DirectX, every game like Gta, Rainbow 6, far cry and so on
Are you answering a question or just making a statement? I was just making a statement
So this is the Super mario maker 2 i have heard so much about!
code well, and play well!
Simply amazing
How much time did it take to make this game???
Mario maker - Advanced Mode
This looks so original that people are over looking the fact that its redesigned\engineered.
So LOSS
Compared to sdl2, I notice some friction. Is it implementation detail or library detail? Is SFML better than SDL2?
If you're talking about physics than that has absolutely nothing to do with the graphics library
Wow its amazing. What was the path of your learning. What books do you recommend to study. And i dont understand how you implement mechanism levels. I do by file .txt. Can you explain me this? Sory for my english iam from poland.
I have commented it's earlier: go from very casual games to more complicated ones.
There are many different books for gamedev.
But beyond basic background (language, math etc) no one can entirely more or less describe gamedev field.
Rather you have to find and collect pieces of information around the internet articles, forums etc.
In my implementation, levels games stored in XML files (tmx - tiled editor format).
There are two layers:
- tiles layer
(blocks, background decoration: clouds etc)
- game objects layer (enemies, elevators, level portals etc)
So levels designed entirely in tiled editor (very easy and fast) including levels and sublevels transition.
Person who don’t know programming though tiled editor (modifying XML files) can easily make game levels.
Game only loads this files, parsed and creates corresponding entities for populating game level.
There are no code hardcoding.
Main rule for it - separates game developer and game level designer job.
how much time did this take?
How do you get game assets (sound,texture)? Do you create yourself or you download?
Some sprites I got from JinnDEvil (search in the google "JinnDEvil super mario"). it basically inspired me. Some sprites I got from Super Mario All-stars and up-scalled it.
Sounds I got from NES resourses.
And i ask you for advice. I write mario game too. And my mechanism depends on singleton and mainly four loop to check collisions. Character-obstacle, Mario-character, Thing(coin,mushroom)-character, Thing-obstacle. I have too function specifying whether the object is visible in the window. if so, I draw and update it. What do you think? its good solution?
There is no complete answer for yours question.
It’s depends from your game architecture and design.
There are too many ways to implement it.
In any case it’s must be clear, flexible and scalable solution, as possible.
As rule any kind of game object can be derived from common class (Game entity for example).
So in most common case you have two loops
Game::update (delta_time)
//loops for game objects
GameObject::update(delta_time)
// loops that check collision
// through scene game objects
this->getBounds().isIntersect(other->getBounds()) //collision detect
Yes, you can use additional optimization for updating and drawing game objects (that only visible in the screen).
You can download my source code and learn something new.
Looks like a pretty solid remake or engine
I will play GTA V and post it and give it a title GTA V using sfml or may be graphics.h library
and will u attach a github link to the related source code in the video description? nab
@@andreyparfenyuk3852 arghh may be not
Isn't this original?
Could you pass the source?, Please, I like study those things :(
see description: github.com/PfAndrey/supermariohd
why folder tinyxml is empty?
It's a git's submodule.
Use "github.com/PfAndrey/supermariohd.git --recursive" to clone all data.
Привіт, Андрій, бачу ти з України, ти ще займаєшся програмуванням c++? Ти навчаєш новачків?
How many times you tried to record this video? xd
What do you use for the physics? Do you use Box2D? Thaanks
No, but you can use Box2D in this purpose. Although there is the opinion that using of physics engines for platformers is really bad idea.
There are lot of information about game physics in the internet. If you want make physics from scratch you can do that step-by-step like me:
1) Base Mario moving with acceleration, friction and gravity forces - school course of mechanics.
2) Tile map vs characters collision detection and response - separate axis collision method.
3) Mario vs Items (different sized rectangles) - rect vs rect continuous collision detections.
4) Moveable platforms - simple mechanical equations.
5) Mario vs Platforms moving detection - slightly advanced item 3 .
PS: But you can use Unity2D for platformer and making game without any lines of code (or very small amount of code) as example.
Thanks a lot!! Amazing answer. I appreciate that so much. I know to use Unity and other engines to make games. But some times it's very pleasant when you only make the game using code. Because you can learn more because it's harder than using a game engine. Thanks for the tips and I am going to think about the physics how I am going to implement them, if using a external library or done for me.
I am getting error while building project
Where is the start button ?😂😂
Controls?
shift, space, arrows.
와.. 좋은정보 보고갑니다!!
What about SDL2! Have tried it?
Thanks for the video, The option of 2 player doesn't work in the game (can not select the 2 player option, it doesn't select)
i need Source code window, you can give for me?
Looks like a flash game
DAAMMN SON
Great job bro please make a tutorial if you want
how to run the source program on the system ??
Download source code, open it in vs2017 community and compile project. There is readme inside for more information.
What do you smoke ? Please I need some teacher !!
:-) amazing game
github.com/miloyip/game-programmer
uhh wrong textures
Congratulations
Can you help me to turn the view like how you did?
mario + fire flower = luigi. 0:41
Kiddo hahaha XDXD
Can you upload the source code? I want to study
Ok. I put out early draft source code of mario.
Geeker Official Channel I have a source code of Super Mario World in Python, it’s very messy
Так держать. Классно написано.
Remastered
Like
There are 115 Fortnite fans watching this.
Jeśli jesteś początkującym programistom lub NIE MASZ w ogóle doświadczenia to wejdź w link. Piszemy gierkę, Arkanoida w c++, tłumaczę przy tym podstawy informatyki i programowania gier. Wymagana podstawowa znajomość matematyki. Zapraszam: ruclips.net/video/ooyyZpyL2do/видео.html
I want the code plese
bitbucket.org/AParfen/supermariohd/src/master/
Early draft, see readme
WHERE IS .EXE FOR PLAY. tHANK YOU
You can build it for youself ;) see description
@@andreyparfenyuk3852 I have c++ from borland and I don't know how to build the game, what file do I have to open for the compiler to create the game and be able to play it.
How do you get to play it? Thank you,
@@josenavaro3195 C++ builder is suck. Try to instal Visual Studio Community Edition (is free). Also install Git-bash and CMake. There are instructions inside. (install OpenAL also)
@@josenavaro3195 I share with you win build. Please check if it works for you: drive.google.com/drive/folders/1QT3IUdJOlSxJYgtf3LRouZiP7-sp2vaH?usp=sharing
isso. e. super. Mario. Bros. misturado. com.
Mario. all. stars
sir coding ki e
красавчик!
☻ Достойное видео!
Есть еще один интересный пример связки sfml + OpenGL - вариант клеточного автомата в 3D
ruclips.net/video/K2p8EzQq4og/видео.html
◄
chutiya sala>>>>>>
Fake , Virus, And Scam
How is this "fake, virus and scam"? I just compiled the source code and it works :D