Hi there! This is my first foray into RUclips indie game devlog thingies, and also my second foray into making "proper" videos in general. I'm still figuring out things like audio recording, pacing, balance between devlog and explainer, and video editing. Ideally, upcoming episodes will be less rough around the edges. Either way, I hope you can get some enjoyment out of this. :) Since a few people have asked: _yep, I will be releasing the source code eventually_ (once I've made a bit more progress) so people can tinker with it.
@@ptfan102 I'll definitely share the code once I've made some more progress - not as something I'll maintain forever, but as something people can play with if they want.
I fear it was just gonna be a "recreation" by using the game's assets and physics that weren't similar at all to the original game, but this is a breath of fresh air from videos of people recreating a retro game in a modern game engine
you worded this exactly like i wanted to. i was so expecting like 2 screens where a mario with no extra mechanics aside from walking and jumping would jump on a single goomba or some shit but no
I remember trying to code in Godot for the first time looking up tutorials on "Recreating Super Mario World" years ago only for them to be short videos on a bad flash game looking engine with a button to shoot
@bi Well, I've seen it in a super old NSMB Hack video from more than a decade ago. So it's not like it's common knowledge, stuff gets harder to look up over time. If I recall correctly, it's a setting for the flying red bonus ? block that can appear in levels sometimes. If you change the settings for that (I think just what kind of powerup will appear from it), it'll make a vine appear out of it with another Mario climbing on it. After that, you can control both Marios at the same time and if one of them gets defeated, the game counts that as Mario losing a life and stops the level. Probably not intentional... EDIT: "New Super Mario Bros. 5: Clone Tag Team" uses this to its advantage, and it seems like the normal flying ? block can do it too? Or I just misremembered and it has always been the yellow flying ? block and not the red one...
Great video man. A couple notes on this very great start: 1. The power of godot’s animation player cannot be understated. I know it’s tempting to use animated sprites, but trust me, the animation player for a character is better in the long run. Say a collision shape changes when you jump. You’ll need a player. Let’s say you want to trigger a scene change 4 seconds after Mario dies. You’ll need a player. Let’s say you want to modulate Mario’s color when you get hit (for some reason). You need a player. 2. You may be multiplying by delta twice in some cases. As of Godot 4, move_and_slide automatically multiplies physics values by delta. Read the docs on that function to ensure your base values are accurate. Really solid start, I love your in depth knowledge of the OG game. Can’t wait to see more.
Well most things you said can be done using signals too, i would recomend using signals instead of relying on the use of the animator, mainly because its source code that can be tracked by git for instance, but also because it can be tested
@@bocdagla I’m saying to use a player and signals. The signal for animated sprite doesn’t pass enough animation data to reliably execute code afterwords. Animation players, on the other hand, implement signals that pass all the data you need to check which animations you’re working with.
I myself have been interested in game development for uh... 12 years? But have never actually gone through with it since I do NOT have the patience to deal with coding, so I find your willingness to make this very inspiring, even if I still won't learn coding myself.
you should give godot a shot, it's very accessible, has great documentation and uses its own scripting language which is easily readable and overall easy to use
16:07 My laptop's "out of battery" noise is Mario getting burned, because I find it kinda funny. I had a mini heart attack here, cus I've been working on something, and haven't saved in a while. lol
For being just the very first episode in this series, this is already a ridiculous amount of progress. I myself spent quite a bit of time over the past two years working on player controls for our game, so I know just how ridiculously complicated it can get. Getting the details right is always the hard part, and there's always stuff that breaks under very specific circumstances.
@@w花bIt does, though when working on commercial games, it's very rare that you already start with a clear idea. Most of the time, it's an iterative process where the idea itself is only formed during development and keeps evolving over time, until eventually you arrive at a point where your feature feels good to everyone in the team. In that sense, trying to recreate a game's physics does have some advantages, since you already have a clear idea of what you need to achieve from the get-go.
This is by far one of the best videos on the topic and on Godot at the same time, uniting snappy editing, good audio commentary, trivia and humor into a wonderful blend that kept me engaged throughout the whole video. Especially when mentioning it's one of your first forays into "proper" videos, this just asks for more forays into the same direction - good job!
For tileset collisions, there's a tool where you can select your collision shape and "paint" it onto the tiles that need to have the same shape. Go to the Tileset tab, Paint, Select a property editor and then choose your collision layer to apply your shape to any tiles. There are keyboard shortcuts to make the job easier. The most useful I've found is "R", which lets you rotate the shape. I've been looking for scripts to do this automatically, but nothing. The video is really cool! P.S: sorry, I had to have everything translated by Deepl, otherwise it would have been incomprehensible, I'm 15 and I'm French ;)
I keep having this idea in the back of my head that these type of projects where SMW's physics are moved natively into another engine will eventually become the future of where romhacks go, because then we won't be constrained by the limitations of hardware from 1990. This was a great video, extremely informative and entertaining the whole way through!
I love this video. So many programming and game dev channels don’t have any attention to detail and just half bake everything for content. This is so satisfying to see you make sure every little detail is correct.
believe it or not, i also ported mario's physics to godot a year or two ago! and i also had to document the entire subroutine! there was one thing i got wrong though. his acceleration is biased to the left, because of sub-speed. the sub-speed gets truncated when the acceleration is applied. in 2's compliment, this effectively means the number gets floored. so -2.5 becomes -3, not negative 2. i can send my gd file if you want to compare but yours is probably structured a lot better. i didnt implement slope logic, but i did figure out how it works. flight physics are even more complicated. i didnt implement those, but i did document them, if you ever need help!!
Thanks a lot! I did implement speed truncation, but I didn't bias it to the left, so that's definitely a puzzle piece I was missing. I'll be sure to get back to your for flight physics if nothing else!
I absolutly love how faithful you made the game!! I clicked on the video in the hopes of getting a very faithfull recreation, but honestly expected it not to be, but you nailed it!
i SINCERELY and deeply appreciate you going out of your way to explain the physics you're working with. having done a lot of research on platform fighters and prototyped a few of them, i felt like my understanding of 2D platform physics was pretty complete, but you gave me some real insights and things to consider here. and in my favorite engine to boot! definitely subscribed
Dude you're a legend of SMW hacking, it's nice to see a new project from you. I appreciate all the little details that went into the video editing, like the animations and sound effects, you made complex concepts like subpixels very easy to understand.
I really loved this video, my man, if you keep this up you will go far! Literally NOBODY ever remakes old games like this.. and that's exactly the kind of videos I am searching for, they are just so fun to watch, all the math and physics explanation that old games had, and how hard it took due to hardware limitation.. awesome.. simply awesome.
I wouldn't say NOBODY remakes old games. I created a remake of Super Mario Bros World 1, in response to a sub-par Super Mario Bros 1-1 remake made by someone else. Mario fangames with sub-par platforming movement are one of my pet peeves. My only complaint with this video is that Mario doesn't quite collide with slopes in the same way as the original game, which can cause problems when using the original level layouts. However, I also know that modern game engines don't make it easy to do this. A generic collision solution won't easily allow the very specific interactions these old games had, especially with slopes.
@@Johncw87 yeahh, but yk, i mean on youtube, if i search "super mario remake", i dont find much stuff.. maybe 2-3 videos, and if i search for something specific like "super mario 64 remake unity" then the best i can find is one video which isnt even really correlated.. I just love remaking these games and seeing other people remaking them too
this stuff does happen a lot, but mostly in the sonic community! there's a huge section of sonic retro dedicated to cataloging sonic's physics from the early 2D games and it's really cool
This is once again reaffirming my belief that Godot is the best game engine for people who have previously done romhacking. Coming from SM64 hacking, Godot just feels like home and I'm assuming it's a similar feeling here. Great video by the way, looking forward to seeing some more of these videos!
The amount of dedication to these physics are amazing! There’s lots of videos of people recreating a certain mario game, but they all look and feel different… the fact you go through such lengths to get the physics and look as close as possible is amazing! Keep working on it. This is looking great!
You're doing something that I've been working on myself for several months off and on. I spent an ungodly amount of time studying SMW physics and its game code to understand how it worked and how its collision worked. I specifically wanted to mimic the feel of the collision in the game, so that is where most of my efforts went. I got it mostly working, but there's still a few wrinkles to iron out. I'd also managed to cobble together jumping and running physics, complete with P-speed. It mostly feels like SMW now. You went the extra mile in implementing slopes, spin jumps, and sliding. Very well done!
I've been really interested in creating games with godot. and seeing the process of creation is so satisfying and really good to understand the workflow and learn on the way. keep going with the series!
Holy moly, you created a better character controller than most of those long year game dev people posting these kind of videos! I'm very impressed. Awesome work.
0:54 OMFG OMFG OMFG OMFG *THAT* WAS THE ROM HACK I ALWAYS PLAYED ONLINE THAT WAS IT, THE SECOND REALITY PROJECT RELOADED FINALLY I HAVE FOUND IT AGAIN I'M SO THANKFUL FOR YOU USING THAT ROMHACK AS BACKGROUND FOOTAGE :D :D :D :D
oh this video scratches such a good itch in my head. i've begun working on a little godot project for myself so this video showing up is so fitting, teehee
Instant sub. I like how you went into some detail here whilst having the text for people to actually pause and implement some of these ideas. As someone trying to learn these things through videos like this in my limited free time (i have an idea, the hardware, and the software, but a full time job in teaching), having videos i can come back to and to do iterate with is a godsend. They are hard to find! It's great knowing how to do x or y but they generally leave you only able to replicate (and at that level) whilst this has multiple levels and allows for tweaks to x and y rather than just "copy this." Well done. Looking forward to more.
As a young beginner game developer that also uses Godot this video provided a lot of interesting insight! Even got me to delve into a bit of physics, and when watching tutorials I always wondered why you always had to multiply speed by delta and what it actually means (a lot of these tutorial videos unfortunately don't do as good of a job explaining things) but i'm glad I was able to gain some knowledge, this will definetly help with the development of my own game! Also being called out like that at the end put a smile on my face, i'm 100% subscribed now and hope you keep this content up
Glad you're paying attention to detail, which not a lot of recreations do, I am admittedly part of that group. Good luck on your remake, and I hope for the best.
wow. i went into this video expecting a very basic platformer, but you went all out. when you brought up that you made a plumber for all seasons, i knew i was in for a good video. great stuff. keep it up, this was so good. subscribed :)
I'm actually surprised at how complex platforming physics can be, and the fact that it's so difficult to duplicate Mario's physics in Super Mario World down to the pixel just shows how much effort Nintendo puts into getting Mario's physics to feel just right.
This is brilliant! I've been working on my own "Mario-like" game and I wanted to nail down the physics as close as possible, (at least for certain parts), so this is a big help. I'll be following your series with great hope for your journey and my own : )
In SMW, mario's collision to the floor is actually at the bottom center of its sprite. You are colliding with the edges of the sprite (apparently just a box?). This ends up looking really weird when walking on slopes.
love that you accurately captured the physics of the original game, the movement has gotta be one of the most overlooked yet important parts of all games
John Carmack, original Doom programmer, reached programming genius nirvana status when he replicated Mario 3 on a DOS PC. In a nutshell, you learn a lot by copying, just like musicians learn by playing others songs.
This is an incredible video! I found it neat to see you describe almost all the things I've struggled with making my game (momentum, variable jump height, ETC). I excitedly await your next upload!
16:25 you want to learn how to use godot? i felt like your the one teaching about godot, this video actualy made me learn some things and you explained how mario works very well, really nice video overall
This is really funny to me since I just started getting into Godot today! But good job on doing what you felt was good enough! It might even help me for a game I'm trying to make!
Hey, I remember this channel! You are the guy who made "a very modest number trick", never checked out your channel and I just founded out you made hackrooms. You learned so much about Godot in just this part! I will be here waiting the next one, keep the good work!
I've been learning godot over the last week and after getting absolutely furious at my own stupidity and ineptitude and taking a days break, I get this recommended. Way to make me feel inferior, youtube lol. Good work, man, this stuff's crazy.
Great video and project. Protip: use _physics_process() for your physics, that way you don't have variable delta time and your physics will thus end up being closer/identical to the original game.
This is an awesome video, the production is really great, and the script was really on point to convey your journey ! I really hope to be able to watch the rest of this Godot adventure 🙂
I attempted this awhile back and ended up dropping it as it just got more complicated the further I got. It's even more complicated than I could have imagined!! Great work!
Oh wow, this was a pleasant watch. I learned a lot of new things about the original game as well as Godot. Really inspires me to take my own dive into learning the engine. Looking forward to seeing the rest!
I started this video thinking, there’s no way this guy understands anything about SMW. "…something called, ROM hacks" okay, I sub. This series is going to be a banger.
this is looking up to be one of the best fan remakes. the fact that you decided to remake mario's physics is suprising. and a nice breath of fresh air compared to most mario fangames in general.
This was an incredibly insightful video. Instant subscribe. Look forward to more of what you have to share. The explanations of the physics were just great, man.
That's actually an insanely good start. Making a good character controller is far from an easy task and the fact that you're going in such depth with your first Godot project is really impressive. Your knowledge of the original game really shows. Hope to see more of those soon!
Hello, let me summarize my words. I am a game developer and I created a horror game that took me 6 months and I finally finished it and I want help in uploading it because I do not currently have a Visa card 💳 in order to earn money from it on sites that profit from games such as Steam or others, which will help me if we share the money. Play it forever🐸💚
12 seconds in and I already got my eyes shining for this. It's honestly an idea I had over and over in my brain but didn't execute since I'm working with IT instead of gamedev right now. Best of luck with the project!
This is great! I’ve actually never played the actual SMW, just Super Mario Maker in the SMW style. But this is extremely impressive! It seems like you put so much effort just to make the movement accurate too! Good luck on the project!
My man have been playing/uploading periodically videos with Mario Bros for 14 years. That's a dedication I can respect and stand behind. Great video! When I just got into Godot and didn't want to use tutorials to do everything, I had decided to write movement myself... and little you know, I also came to an idea that since speed can vary due to delta being float, I need to keep floating point part in buffer and update position with one pixel once buffer is higher than 1.0. I am also working on game recreation in Godot but taking much more structural and complex approach (it's a little bit of a challenge for me after I read about Clean Architecture and idea of abstractions got much clearer to me that it's been for 6 or so years).
I cannot believe this video comes from someone with less than 1k subscribers. Wonderfully animated and explained, the pacing is really well made, just a really really good video all around. Sticking around to see the future parts!
This explains why sometimes you can make a jump and then other times not but feel as if you're doing the same thing. Wow. I knew SMW physics were unique but this is insane! Thank you so much for explaining everything so well!
i admit when I clicked the video, I thought it was another one of those crappy videos trying to recreate a Mario game but ends up like it's made in Scratch. But turned out i was very wrong. This video is amazing, from the editing, to the recreation itself. I'm looking forward for this project :))
Hi there! This is my first foray into RUclips indie game devlog thingies, and also my second foray into making "proper" videos in general. I'm still figuring out things like audio recording, pacing, balance between devlog and explainer, and video editing. Ideally, upcoming episodes will be less rough around the edges. Either way, I hope you can get some enjoyment out of this. :)
Since a few people have asked: _yep, I will be releasing the source code eventually_ (once I've made a bit more progress) so people can tinker with it.
will you plan to release this on github
@@ptfan102 I'll definitely share the code once I've made some more progress - not as something I'll maintain forever, but as something people can play with if they want.
this is a very fun video to watch :)
This was an awesome video, cant wait for more. Great work!
@@___wye Do you plan to remake the entire game, graphically and all?
I fear it was just gonna be a "recreation" by using the game's assets and physics that weren't similar at all to the original game, but this is a breath of fresh air from videos of people recreating a retro game in a modern game engine
you worded this exactly like i wanted to. i was so expecting like 2 screens where a mario with no extra mechanics aside from walking and jumping would jump on a single goomba or some shit but no
that's what i'm sayin!
He truly went above and beyond
I remember trying to code in Godot for the first time looking up tutorials on "Recreating Super Mario World" years ago only for them to be short videos on a bad flash game looking engine with a button to shoot
Wow you describe my megaman like project precisely
I heard that duplicating Mario in the editor is actually how they came up with the double cherries in Super Mario 3D World
as far as I know it was a bug at first and then they made it a feature because of how fun it is!
@@NealjanYT Which is weird, because you can make another Mario spawn out of a ? block in New Super Mario Bros. DS...
@@ABlobhuh?????
Never heard of that @@ABlob
@bi Well, I've seen it in a super old NSMB Hack video from more than a decade ago. So it's not like it's common knowledge, stuff gets harder to look up over time.
If I recall correctly, it's a setting for the flying red bonus ? block that can appear in levels sometimes.
If you change the settings for that (I think just what kind of powerup will appear from it), it'll make a vine appear out of it with another Mario climbing on it. After that, you can control both Marios at the same time and if one of them gets defeated, the game counts that as Mario losing a life and stops the level.
Probably not intentional...
EDIT: "New Super Mario Bros. 5: Clone Tag Team" uses this to its advantage, and it seems like the normal flying ? block can do it too? Or I just misremembered and it has always been the yellow flying ? block and not the red one...
"If you enjoyed this video, you're a freaking nerd!" Instead of the usual reminder to subscribe, like and blabla you call people a nerd. Subscribed!
Haha, I loved this line, didn't expect it either, but...guilty as charged :p.
Great video man. A couple notes on this very great start:
1. The power of godot’s animation player cannot be understated. I know it’s tempting to use animated sprites, but trust me, the animation player for a character is better in the long run. Say a collision shape changes when you jump. You’ll need a player. Let’s say you want to trigger a scene change 4 seconds after Mario dies. You’ll need a player. Let’s say you want to modulate Mario’s color when you get hit (for some reason). You need a player.
2. You may be multiplying by delta twice in some cases. As of Godot 4, move_and_slide automatically multiplies physics values by delta. Read the docs on that function to ensure your base values are accurate.
Really solid start, I love your in depth knowledge of the OG game. Can’t wait to see more.
These are the type of interactions that give me hope for tomorrow
Well most things you said can be done using signals too, i would recomend using signals instead of relying on the use of the animator, mainly because its source code that can be tracked by git for instance, but also because it can be tested
@@bocdagla I’m saying to use a player and signals. The signal for animated sprite doesn’t pass enough animation data to reliably execute code afterwords. Animation players, on the other hand, implement signals that pass all the data you need to check which animations you’re working with.
Oh sweet, you're the dev of A Plumber For All Seasons! No wonder you're taking such care to make this accurate, you clearly have so much love for SMW.
aren't you the rblx dev thats making a rlly good 3D platformer LOL
@@evpnmaybe... sniff... maybe
Yooo! You're the Super Bomb Survival dev! I used to play your game on Roblox as a teen! It's so cool to see you here!
holy shit i loved super bomb survival as a young teen!! so surprising to see you here
@@polyhexive yet to meet one that can outsmart boolet.
I myself have been interested in game development for uh... 12 years? But have never actually gone through with it since I do NOT have the patience to deal with coding, so I find your willingness to make this very inspiring, even if I still won't learn coding myself.
You'd love it man, give it a try
Try it bro (:
you should give godot a shot, it's very accessible, has great documentation and uses its own scripting language which is easily readable and overall easy to use
You can also try Construct 3, you won't have to code unless you want to.
You should use Unreal. Personally I use godot but I started with unreal and it helped learning the logic of coding using blueprints
16:07 My laptop's "out of battery" noise is Mario getting burned, because I find it kinda funny. I had a mini heart attack here, cus I've been working on something, and haven't saved in a while. lol
For being just the very first episode in this series, this is already a ridiculous amount of progress. I myself spent quite a bit of time over the past two years working on player controls for our game, so I know just how ridiculously complicated it can get. Getting the details right is always the hard part, and there's always stuff that breaks under very specific circumstances.
Having a clear idea of what you wanna do helps a lot
@@w花bIt does, though when working on commercial games, it's very rare that you already start with a clear idea. Most of the time, it's an iterative process where the idea itself is only formed during development and keeps evolving over time, until eventually you arrive at a point where your feature feels good to everyone in the team.
In that sense, trying to recreate a game's physics does have some advantages, since you already have a clear idea of what you need to achieve from the get-go.
This is by far one of the best videos on the topic and on Godot at the same time, uniting snappy editing, good audio commentary, trivia and humor into a wonderful blend that kept me engaged throughout the whole video. Especially when mentioning it's one of your first forays into "proper" videos, this just asks for more forays into the same direction - good job!
dude this is PHENOMENAL you are going to blow up i think. this is such high quality and im super excited to see more :)
Haha, loved the "If you enjoyed this video, you're a freakin' nerd"...you're right my man, you're completely right.
I read this comment 20 minutes ago and it still caught me off guard 😂🤣
For tileset collisions, there's a tool where you can select your collision shape and "paint" it onto the tiles that need to have the same shape. Go to the Tileset tab, Paint, Select a property editor and then choose your collision layer to apply your shape to any tiles. There are keyboard shortcuts to make the job easier. The most useful I've found is "R", which lets you rotate the shape. I've been looking for scripts to do this automatically, but nothing.
The video is really cool!
P.S: sorry, I had to have everything translated by Deepl, otherwise it would have been incomprehensible, I'm 15 and I'm French ;)
baguette le fromage
Loved your video! Keep it up, man!
Ur fake, you like generator
nerd
(so am i i guess)
You're HEAVILY underrated my dude.
maybe that is why he does not share the code *wink*
I keep having this idea in the back of my head that these type of projects where SMW's physics are moved natively into another engine will eventually become the future of where romhacks go, because then we won't be constrained by the limitations of hardware from 1990. This was a great video, extremely informative and entertaining the whole way through!
I love this video. So many programming and game dev channels don’t have any attention to detail and just half bake everything for content. This is so satisfying to see you make sure every little detail is correct.
believe it or not, i also ported mario's physics to godot a year or two ago! and i also had to document the entire subroutine! there was one thing i got wrong though. his acceleration is biased to the left, because of sub-speed. the sub-speed gets truncated when the acceleration is applied. in 2's compliment, this effectively means the number gets floored. so -2.5 becomes -3, not negative 2. i can send my gd file if you want to compare but yours is probably structured a lot better. i didnt implement slope logic, but i did figure out how it works.
flight physics are even more complicated. i didnt implement those, but i did document them, if you ever need help!!
Thanks a lot! I did implement speed truncation, but I didn't bias it to the left, so that's definitely a puzzle piece I was missing.
I'll be sure to get back to your for flight physics if nothing else!
"his acceleration is biased to the left"
There's a political joke in there somewhere
@@pointyorbmaybe if you reach REALLY hard
@@graffiticat8471 you'd have to reach but not THAT hard. more like "slightly leaning over to grab the SODA!! on your desk" kind of reach.
I absolutly love how faithful you made the game!!
I clicked on the video in the hopes of getting a very faithfull recreation, but honestly expected it not to be, but you nailed it!
i SINCERELY and deeply appreciate you going out of your way to explain the physics you're working with. having done a lot of research on platform fighters and prototyped a few of them, i felt like my understanding of 2D platform physics was pretty complete, but you gave me some real insights and things to consider here. and in my favorite engine to boot! definitely subscribed
Dude you're a legend of SMW hacking, it's nice to see a new project from you.
I appreciate all the little details that went into the video editing, like the animations and sound effects, you made complex concepts like subpixels very easy to understand.
Great indie devlog! I appreciate just how detailed the information was and the polish of the video in general. Really looking forward to part 2
I love to see you're still doing SMW stuff after so many years! I Also, in my opinion, SMW has one of the best player physics in any platformer.
Dude's "warm-up project" is probably bigger than my college graduation project 💀
What a cool project! As a Godot beginner (and also SMW ROMHacker), this is extremely helpful. Very excited to see where this is going :)
I really loved this video, my man, if you keep this up you will go far!
Literally NOBODY ever remakes old games like this.. and that's exactly the kind of videos I am searching for, they are just so fun to watch, all the math and physics explanation that old games had, and how hard it took due to hardware limitation.. awesome.. simply awesome.
I wouldn't say NOBODY remakes old games. I created a remake of Super Mario Bros World 1, in response to a sub-par Super Mario Bros 1-1 remake made by someone else. Mario fangames with sub-par platforming movement are one of my pet peeves. My only complaint with this video is that Mario doesn't quite collide with slopes in the same way as the original game, which can cause problems when using the original level layouts. However, I also know that modern game engines don't make it easy to do this. A generic collision solution won't easily allow the very specific interactions these old games had, especially with slopes.
@@Johncw87 yeahh, but yk, i mean on youtube, if i search "super mario remake", i dont find much stuff.. maybe 2-3 videos, and if i search for something specific like "super mario 64 remake unity" then the best i can find is one video which isnt even really correlated..
I just love remaking these games and seeing other people remaking them too
this stuff does happen a lot, but mostly in the sonic community! there's a huge section of sonic retro dedicated to cataloging sonic's physics from the early 2D games and it's really cool
This is once again reaffirming my belief that Godot is the best game engine for people who have previously done romhacking. Coming from SM64 hacking, Godot just feels like home and I'm assuming it's a similar feeling here. Great video by the way, looking forward to seeing some more of these videos!
The amount of dedication to these physics are amazing! There’s lots of videos of people recreating a certain mario game, but they all look and feel different… the fact you go through such lengths to get the physics and look as close as possible is amazing! Keep working on it. This is looking great!
You're doing something that I've been working on myself for several months off and on. I spent an ungodly amount of time studying SMW physics and its game code to understand how it worked and how its collision worked. I specifically wanted to mimic the feel of the collision in the game, so that is where most of my efforts went. I got it mostly working, but there's still a few wrinkles to iron out. I'd also managed to cobble together jumping and running physics, complete with P-speed. It mostly feels like SMW now. You went the extra mile in implementing slopes, spin jumps, and sliding. Very well done!
I've been really interested in creating games with godot. and seeing the process of creation is so satisfying and really good to understand the workflow and learn on the way. keep going with the series!
Holy moly, you created a better character controller than most of those long year game dev people posting these kind of videos!
I'm very impressed. Awesome work.
0:54 OMFG OMFG OMFG OMFG *THAT* WAS THE ROM HACK I ALWAYS PLAYED ONLINE THAT WAS IT, THE SECOND REALITY PROJECT RELOADED FINALLY I HAVE FOUND IT AGAIN I'M SO THANKFUL FOR YOU USING THAT ROMHACK AS BACKGROUND FOOTAGE :D :D :D :D
Instantly fell in love with your narration style, and I've been looking for a way to get into Godot. So I immediately subbed :D
oh this video scratches such a good itch in my head. i've begun working on a little godot project for myself so this video showing up is so fitting, teehee
Instant sub. I like how you went into some detail here whilst having the text for people to actually pause and implement some of these ideas.
As someone trying to learn these things through videos like this in my limited free time (i have an idea, the hardware, and the software, but a full time job in teaching), having videos i can come back to and to do iterate with is a godsend. They are hard to find!
It's great knowing how to do x or y but they generally leave you only able to replicate (and at that level) whilst this has multiple levels and allows for tweaks to x and y rather than just "copy this."
Well done. Looking forward to more.
I just want to thank you for the subtitles. Most people dont bother adding them, and even if you just copy pasted the script, its still good 👍
what is wrong with the AI generated one?
I absolutely loved the video and how it was edited! Recreating video game mechanics has always fascinated me, so this was right up my alley.
As a young beginner game developer that also uses Godot this video provided a lot of interesting insight! Even got me to delve into a bit of physics, and when watching tutorials I always wondered why you always had to multiply speed by delta and what it actually means (a lot of these tutorial videos unfortunately don't do as good of a job explaining things) but i'm glad I was able to gain some knowledge, this will definetly help with the development of my own game! Also being called out like that at the end put a smile on my face, i'm 100% subscribed now and hope you keep this content up
I can tell you've done your research. Keep up the good work! Godot still has many secrets to reveal to you. Looking forward to this series
Glad you're paying attention to detail, which not a lot of recreations do, I am admittedly part of that group. Good luck on your remake, and I hope for the best.
I've been wanting a video like this for so long, 10/10!
wow. i went into this video expecting a very basic platformer, but you went all out. when you brought up that you made a plumber for all seasons, i knew i was in for a good video.
great stuff. keep it up, this was so good. subscribed :)
I'm actually surprised at how complex platforming physics can be, and the fact that it's so difficult to duplicate Mario's physics in Super Mario World down to the pixel just shows how much effort Nintendo puts into getting Mario's physics to feel just right.
this was a fun and insightful watch!
I loved this video. Well done, eagerly anticipating future videos!
Fascinating!
Also, the last sentence got a surprised chuckle out of me.
The multiple Marios made me think of multiplayer! Imagine all the cool co-op levels you could make.
Quite possible lol
This is brilliant! I've been working on my own "Mario-like" game and I wanted to nail down the physics as close as possible, (at least for certain parts), so this is a big help.
I'll be following your series with great hope for your journey and my own : )
99 missed calls from Nintendo
I always love this kind of video. Great content, WYE!!
In SMW, mario's collision to the floor is actually at the bottom center of its sprite. You are colliding with the edges of the sprite (apparently just a box?). This ends up looking really weird when walking on slopes.
3:26 they mention that as they're creating the collision box
@@KrisSplatana HE
love that you accurately captured the physics of the original game, the movement has gotta be one of the most overlooked yet important parts of all games
Remember. This good game started with a simple click on create a 2d scene.
very good, interesting and entertaining video! keep it up! (also coming from the smw hacking scene)
It is now leap year.
Just stumbled across this video, didn’t realize you were the person who made a plumber for all seasons! That hack is so great
I suppose the question we need to ask is... Wye?
John Carmack, original Doom programmer, reached programming genius nirvana status when he replicated Mario 3 on a DOS PC. In a nutshell, you learn a lot by copying, just like musicians learn by playing others songs.
@@karlimo4034 you missed the original intended joke.
This is an incredible video! I found it neat to see you describe almost all the things I've struggled with making my game (momentum, variable jump height, ETC). I excitedly await your next upload!
decent mario world
16:25 you want to learn how to use godot? i felt like your the one teaching about godot, this video actualy made me learn some things and you explained how mario works very well, really nice video overall
This kind of idea with that much attention to detail is always fun. I support you every step of the way.
this is exactly the kind of video I wanted to see. I would also love to see how the camera works.
Thank you wye for allowing us to learn godot through you, with a cool project that has attn to detail
this was an awesome vid didn't even know it was possible. I know this probably would be possible but imagine re-creating NSMBU in Godot.
This is really funny to me since I just started getting into Godot today! But good job on doing what you felt was good enough! It might even help me for a game I'm trying to make!
Hahah. That sign off at the end is great. An actual laugh out loud moment. Great video.
underrated video, this makes me understand way more about Mario physics. This could be my main inspiration if I'll ever make a game someday
Hey, I remember this channel! You are the guy who made "a very modest number trick", never checked out your channel and I just founded out you made hackrooms. You learned so much about Godot in just this part! I will be here waiting the next one, keep the good work!
"A Plumber For All Seasons" looks really nice!
What a great video! The physics was so cool.
I've been learning godot over the last week and after getting absolutely furious at my own stupidity and ineptitude and taking a days break, I get this recommended. Way to make me feel inferior, youtube lol. Good work, man, this stuff's crazy.
This is a treasure trove of information in a very fun to watch video. Hope you make a ton more.
Great video and project. Protip: use _physics_process() for your physics, that way you don't have variable delta time and your physics will thus end up being closer/identical to the original game.
RUclips suggested me this video... I pressed play and got hooked imediately. Can't wait for the other parts! Wish you the best.
This is an awesome video, the production is really great, and the script was really on point to convey your journey !
I really hope to be able to watch the rest of this Godot adventure 🙂
I attempted this awhile back and ended up dropping it as it just got more complicated the further I got. It's even more complicated than I could have imagined!! Great work!
Oh wow, this was a pleasant watch. I learned a lot of new things about the original game as well as Godot. Really inspires me to take my own dive into learning the engine. Looking forward to seeing the rest!
I started this video thinking, there’s no way this guy understands anything about SMW. "…something called, ROM hacks" okay, I sub. This series is going to be a banger.
this is looking up to be one of the best fan remakes. the fact that you decided to remake mario's physics is suprising. and a nice breath of fresh air compared to most mario fangames in general.
This was an incredibly insightful video. Instant subscribe. Look forward to more of what you have to share.
The explanations of the physics were just great, man.
This is a really well made video, hope you have fun and will continue : )
Amazing video! You definitely deserve more recognition.
Such a cozy video ! Your passion for Mario world warms my heart, this was really nice and i got a lot of insight on how Mario world physics work !
Watching the 5 Marios jumping in sync and off each other's heads brought me immense joy.
This is awesome! I've wanted to do this forever and I can't wait to see it finished!
As someone new to game dev and Godot, your way of explaining things and the brief snippets of code I can pause and look at are fantastic.
That's actually an insanely good start.
Making a good character controller is far from an easy task and the fact that you're going in such depth with your first Godot project is really impressive.
Your knowledge of the original game really shows.
Hope to see more of those soon!
Hello, let me summarize my words. I am a game developer and I created a horror game that took me 6 months and I finally finished it and I want help in uploading it because I do not currently have a Visa card 💳 in order to earn money from it on sites that profit from games such as Steam or others, which will help me if we share the money. Play it forever🐸💚
Awesome breakdown of what makes the controls in this game so good! Never noticed how complex it really was, nice to see it applied in Godot too
This video was very engaging to watch! I’ve learned quite a bit about both Godot and the development of Mario World. I look forward to future parts!
Awesome first video. Going from ROM Hacks to gamedev sounds like a fun challenge!
12 seconds in and I already got my eyes shining for this. It's honestly an idea I had over and over in my brain but didn't execute since I'm working with IT instead of gamedev right now.
Best of luck with the project!
This is excellent! Good job!
This is great! I’ve actually never played the actual SMW, just Super Mario Maker in the SMW style. But this is extremely impressive! It seems like you put so much effort just to make the movement accurate too! Good luck on the project!
My man have been playing/uploading periodically videos with Mario Bros for 14 years. That's a dedication I can respect and stand behind. Great video!
When I just got into Godot and didn't want to use tutorials to do everything, I had decided to write movement myself... and little you know, I also came to an idea that since speed can vary due to delta being float, I need to keep floating point part in buffer and update position with one pixel once buffer is higher than 1.0.
I am also working on game recreation in Godot but taking much more structural and complex approach (it's a little bit of a challenge for me after I read about Clean Architecture and idea of abstractions got much clearer to me that it's been for 6 or so years).
I've always dreamed of seeing a "remaking game" video that ACTUALLY goes the extra mile and makes a serious effort to push for pinpoint accuracy!
Amazing video :) Excited for the next episodes.
I cannot believe this video comes from someone with less than 1k subscribers. Wonderfully animated and explained, the pacing is really well made, just a really really good video all around. Sticking around to see the future parts!
This explains why sometimes you can make a jump and then other times not but feel as if you're doing the same thing. Wow. I knew SMW physics were unique but this is insane! Thank you so much for explaining everything so well!
i admit when I clicked the video, I thought it was another one of those crappy videos trying to recreate a Mario game but ends up like it's made in Scratch. But turned out i was very wrong. This video is amazing, from the editing, to the recreation itself. I'm looking forward for this project :))
This is great! I've seen a few "recreating" videos for old games and they never pay as much attention to detail!