Recreating Super Mario's Jump
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- Опубліковано 22 бер 2021
- I went down a rabbit hole...
In this video we explore how Super Mario’s jump mechanic works by recreating it from scratch.
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This is not gaming, but how to make a jump in unity or game design about jumps in video games. We look at how celeste works, the secret to Mario’s jump, why celeste feels so good and how to make a 2D platformer. - Розваги
I think this would actually be a useful tool for the asset store for people to get exactly what they want
Came here to say the same, this would be a great tool rather than a "game"
Yes!
edit: A tool I would gladly pay for
@@apvanlaan totes
I think would be great tool.
This is channel is slowly getting wholesome and I love it.
Always has been wholesome
Slowly? Fast
I hate wholesome, why isn't his channel getting more cursed😢
@@JuhoSprite Agreed, absolutley despise the "algorithm juice" joke, his discord server doesn't even allow swearing (even though, he swore, in many videos)
Always has been *
Petition for him to host a game jam
YES
yuh
Y E S S
yes
YES
For what it's worth, your video in combination with a platformer tutorial for godot sent me down a spiraling rabbit hole into the physics of mario 1, and just to recreate his physics, with the upward momentum stopping, took me over a day, and several hours of recording, and pixel measurements, and frame measurements, and yeah. My code is a mess, but (excluding the skid thing) I have managed to recreate it as close as possible.
Prediction: man is gonna get cracked at game dev through his side projects, and then completely rewrite punch a bunch when he comes back to that
Prediction: punch a bunch will fall into the abyss with the "leaving comfort zone" being excuse for procrastinating.
Last proper video about the game was a month ago. And that's being charitable: if we exclude reacting to reacting to a demo, it was 2 months ago. It would be one thing if he spent the time on fixes which is not that possible to show on camera(he alluded to this in previous video), but considering he goofed around in minecraft, among us, gamejam.
There was a post on /r/gamedev along lines "how I made 20k developing the game" which was basically about how authors sold 200 copies of the game but got bunch of money from patreon and youtube. Considering last ~10 videos on the channel, I feel it's the direction of the channel rather than finishing the game.
@@etopowertwon if you were supporting ponty on patreon or something, then your hostility might make sense, but you don't. Why are you so worked up?
A strong internet following is going to be key to punch-a-bunch's success. Ponty is just taking the time to build that up. You can only make devlogs so fast, and they only bring in so many viewers.
If Dani only made Karlson devlogs, would he have 2 million subs? If Dani didn't have 2 million subs, would Karlson still be the most wishlisted game on steam?
Variety is good for the channel, and therefore good for the game. He's taken some time off to study and practice game design in a way that makes for good channel content. I'm sure he'll be back to the game soon.
Reverse engineering weird gdc talks is literally my favorite thing to do. I feel that wife stare man.
Anything and everything that is "not interesting and super nerdy" I end up LOVING. Seriously, weird things like this are my favorite kind of things ever.
I think this is an amazing thing for other smaller devs to use when making their own 2D/3D platformers, as like a plugin or an asset? might help alot of people who are struggling setting up the physics and gravity, Awesome for you to share this Ponty! thanks bro
There is one by game makers toolkit. You can set all kinds of parameters while playing to find out what you like. It is really great and in Unity asset store.
I could see a real game out of this where you go inbetween universes playing as the spirits of other characters. You'd have to relearn how to move, how the world "feels" etc. Turn that into a lore point and make that a skill-based requirement to complete objectives and you could have a really unique game!
Yes that, exactly that :]
I spend a ton of time thinking about "feel" of a game. I think the way a game feels is the most important thing. Appreciate your thoughts on this, you are not alone.
Watched this on my wife's iPad and I had to log into my computer and like it here also, just to feed the algorithm juice! :O
Pontypants: I'm gonna try not torturing her and tell you guys instead :D
Everyone: Yes, we like it, proceed :}
Loved this video. I’m not even a game dev but I could imagine this would be super useful for someone looking to better understand the feel of a specific type of jump they’re looking to implement in a game they’re developing! Love what you’re up to dude and always happy when I get notified of a new Ponty upload!
Oh shit can we just watch GDC talks together noww. That was the most relateable segment I've watched. Laughing my ass off
This is pretty awesome! Please keep doing this type of video! I really like videos that do in-depth on mechanics and share this information for everyone to learn.
I live in this world. This Ponty World you speak of
I feel like I need to create a UA-cam channel to drag other people down my own stupid rabbit holes about like how CG rendering of water works in video games differently than in TV, at like 3:11 am.
Do it 🙏😃
I'm here for it man
when is it coming out?
Ponty, fantastic! This exploration and experimentation is what's setting you apart, man. Really good stuff.
Petition for him to make this into an asset
This is awesome, I'm also so curious about the secrets of good platforming feel. Thanks for making this.
Dude you made this video at a perfect time for me, I was struggling implementing marios jump mechanics! Thank you, this will help a bunch!
"And I learnt a lot"
I love how you care most about actually learning new things.
+I find this project hella interesting and going to test the game right now :)
Loved your MindLoop Game for Brackeys game jam! I am glad you're doing more!
PONTY! It’s unbelievable how I was wishing I rewatched that GDC so I could implement a better 2D Character controller and then 10 minutes later I find this video being posted 🤯 What are the chance? You just saved me days of work! You are awesome man keep following your curiosity!
This is really cool Ponty! That GDC talk is a good one and I think you really applied the lessons from it.
I think this kind of tool is great for game design or even a developer tool/plugin.
You uploaded just in time when I was trying to figure out jump physics for my game😂 thanks! Amazing channel!
This is crazy... And when I say crazy I mean the title sounds like a mystery
I don't see this as a waste of time at all, jump physics is really important especially when your game revolves around jumping around on platforms. Keep it up man, this was a great idea.
Nice video Ponty!
The game you've made sounds pretty fun and useful to me!
Ponty: maybe someone will find it interesting.
The rest: what do you mean
A game where you have to tweak movement physics to basically match other popular games, is such a cool idea
This helps me so much with the game i am making, i am so happy someone on the internet could give an explanation that is not so complicated to the problem at hand.Thank you so much
Love your works man! You're slowly inspiring me into becoming a programmer.
i think the best way to resolve this is to adjust the jump/jump cancel code to *set* the y velocity instead of adding to/subtracting from it. that way you can still have your custom fall gravity stuff and make things like double or wall jumps easier to implement. great video as always!
Man, this is research! Research is super important, and i appreciate your work! Thanks! I want updates =]
So cool man! Really love your videos!
dude, you never know who may find it interesting. i know i find it interesting! keep up the good work
This was super cool. Thanks for sharing it with us.
I love this sort of random stuff.
Please post more!
I admit I am a fellow rabbit-holer though.
This needs to be on the asset store, for money. Especially if you add those features like "Cancel Upward Velocity On Release", or CUVOR as it's referred to on GDC videos probably. You just need to remember to add a slight delay if you're gonna increase gravity or cancel upward velocity on Jump release (like 0.2 seconds, maybe make that a tweakable variable too) if your game allows air jumps (like double, triple jumps etc). To make it even better you could include a slider for "Air Control", how fast your character can be controlled horizontally while jumping/falling. Anyways, this looks like an awesome asset, nice one =)
Its a very useful tool for tweaking the jumping in games easier i think. But seriously it's fun to watch and this type of videos that take a whole presentation and compressed in a short video that's good
I think you're underestimating how nerdy that game dev subscribers are.
I LOVE what you made, and think it would be a great tool to tweak characters before implementing them into various games.
If you can have it spit out some code to copy paste into projects, that would be a killer tool for game development.
It's not boring at all. If you're interested in that sort of thing.
Love the video!!! This is so cool
Dude, this is amazing!!!
You said that you think is useless?!
Not at all, mate!!!!
This is a big jump in your learning and development. If anything, I'm sure you learned a lot from what you did and I'm pretty sure that some people would like to see the source code or even get it. Hehe.
I wish I will know as much as you do 6 months from now.
Damn... this is so cool!
Thanks for sharing man.
It's not useless at all. Your program is a real good tool for game design, and to find the game feel for new game.
You gave me the basis to progress on my new project.
Nice job dude
Excellent stuff as always! And definiteliy interesting topic, and whatever you do in game development is never truely a waste of time if you're growing your knowledge and skill👍
Keep it up dude, the more you explorer, the more you give to people, the better you make the world.
I think this video was a great idea, you came up with a creative way to modify and test the feel of jumps, a similar approach could be applied to other actions like walking or sliding. Very cool!
It's normal to have these variables on sliders off to the side in a game engine, but having them be in-game is the unique idea here
Maybe you will create a game where you have to change the physics to pass each stage it will be really cool
Fraking awesome !
Not only, I tottaly see my self building my own tool (no offense i need the knowledge as mush as the tool :'D) and using it to tweak my characters. but ! i kind also see different game design mechanics where you could build a full game going on the pause menu/real time variables changes *neat* idea ..
You've just added a rabbit hole to my list ... right after i've finished my "mobile game *for my parents* for my incoming son birth" and i've got a couple of month left soooooo Thanks again for the content and motivation about indy dev (even as passion)
This is a great video and a great tool Ponty. I can see some real world applications, maybe developers just use it to fine tune their jumps and movement and can translate those values to their own code. It could be the start of something exciting!
Why don’t you improve this and sell the source code as an asset pack?
@@SebaCape55 there's lots of asset packs just like that out already
@@lintonfor4035 actually there is I couldn't find any thing like it on the unity asset store. He could probably sell it for 5 bucks if he added on to it and polished it up.
Gmtk made a tool like this.
While I imagine this is probably super basic for experienced game devs, for hobbyists like me, this type of tool is ENORMOUSLY helpful. I've been struggling to recreate mario style physics. Basic jumping is very easy to program, but actually recreating specific mechanics has proven challenging. This lets you analyze and craft a jump style so easily, this should honestly be a tool that is just in every engine by default!
What I would recommend is you keep developing this and put it on the Unity Asset store, make it so you have the character controller read from a settings asset and when your developing you can drag in the slider setting asset to change the feel IN GAME and then save it to the settings asset (Scriptable Objects). As you probably know its sometimes frustrating to need to change a setting and have to stop the entire game, change the setting, then relaunch the game only to find out you need to change it again.
This was really cool and useful to see and play around with 😭 the concepts aren’t too hard to understand thanks to the sliders
2:51: EPIK. Love the video by the way.
this is awesome :) you should do more content like this
As a tool for other developers and something to show others what you can do for something like a patreon, this is amazing. Not sure if that's the route you plan on taking something like this, but you creating this is quite awesome.
Enjoy all the videos but this video was exceptionally interesting, i really enjoy small component building
God stuff Pontus! No need to downplay the greatness of this project! :) On the y cancellation thing, to me cutting off the jump just feels so off when playing, but having a slider to adjust the gravity or air resistance to limit the height after button release would add a lot to the tool I think.
This was definitely a rabbit hole but a super interesting one. It's cool to see you chase your development interests.
I like this. This kind of stuff is useful in building your own mini engines for shortening the process of various game creation tasks. You could use a tool like this over and over.
this actually helped me a little and gave me some inspiriation
Crazy enough I’ve been currently been working on a platformer and ended up studying Celeste and Super Mario to see how they make movement feel good. Very interesting, keep making the content you enjoy making!
Good video man. In the same concept, I am trying to create a master variable set for flight dynamics that I can apply to a bunch of different sci-fi flying vehicles. From hover helicopters to fighter jets to starships, all using the same base blueprints, but with sliders to drastically change the "feel" of the vehicle. A future goal is to expand and make the sliders subtract from a master value so not all fields can be maxed out.
I LOVE this. I guess I'm a 'game feel' nerd, but this more than made my day!
This tool looks very helpful! I would love to use it
Hey, i find this kind of videos more intresting. This may be one of my favorites of yours
This is really interesting sir i loved the concept of sliders
I actually recreated this jump a few weeks ago and I’m super pleased with how it turned out.
Thank you for the prototype :) I will not download it immediately (firstly because I watch this video on mobile) but it could be interesting to test or be useful some day 👍 great work
Love these videos so much so entirtaining!
Please keep doing this kind of video, and keep going with Unity!
Nice work! This reminds me of one of those "proof of concepts" people make when applying for programming jobs or for Uni assignments, I think it's really impressive, and could even be great on Unity's asset store! :D
Loving the content
That laptop closing at 02:26 was absolutely savage. Whatta dink move! LOL
You know your video editing skills are really good
Good job 👍👍👍
This is actually really interesting premium video man
There's a Stop Jump node to use for the problem at 8:00 , but that's only if you are using the Jump node to make the player jump in the first place. You can assign it to Released for the Jump Action Event.
that is really cool! Great job
'I'm not sure while I'm doing this'
For the love of science and I so want more
LOVE YOU CONTENT BROO❤️❤️👍👍
Sorry, but I love these kinds of videos... SO keep it up Ponty! :3
I find this wildly interesting, and I'm glad we could save... Vivian? Viviana? ... Your wife from having to feign interest in your rabbit hole.
The slider tool looks fantastic and I'm sure tons of people waiting on little passion projects will love it. I'm definitely going to use it to help me with a 2D runner that I'm eventually going to get up the motivation to work on.
this might actually help me a lot! im making a game in GBstudio and there are all these sliders for these types of things so now i can play around with them and see wut i like
Actually very useful and interesting, thank you!
Continue uploading videos like this!
Hi, basically im working on a big metroidvania game currently and making my player feel just good took about 4 months, I think I studied most of the popular platformer games. For those interested in Celeste's jump - Madeline seems to have a small horizontal boost on take off which makes it feel appropriate, about the floatiness they decided to put a high gravity on her and when she is falling they multiply her downwards velocity by a very small amount (something like in SMB but very slight). On the button's release they multiply the jump force by about 0.6f to give a smooth but simple fall. Her jump force is basically spot on, any higher/lower amount of it would completly ruin the feel. Her take off is definetly the fastest part of her jump and it is crucial about it since it shows the "force" and the impact of you pressing the according button. If anyone wants help with their jumps or they want me to give them answers to when it is propertly "working" just reply to this comment.
Hello Pontypants, I'm a little frenchy guy and yes I'm already subscribe to this lovely YT channel.
I'm just writting this to tell you how much I love your work
Ohh man so cool!!!! All engines should have that representation curve, only thing I would have love this in Unreal, I thought it was a follow along tutorial to replicate different platformers with blueprints 🤷🏻♂️
Game idea...use the slider mechanic to allow players to modify the jump ability during the game. Could be at a level by level basis, mid-game, or spend coins to modify the character’s jump ability. Actually have this as a CORE game mechanic, not just a tool.
You could make a game out of a mechanic like this! Maybe for every level you’d have to tune the jump force to get the right height to make the jump. Would be interesting to see.
This was so generous. Thank you!
Yoo that's funny because literally started googling about these movements the other day and i found this really intresting and now that i a
saw that video I'm really exited to trying and see how different controllers would feel
This could be a really useful tool for rapid prototyping character movement. I'd suggest making the Y velocity cancel a toggle-able option instead of a slider. Nice work!
This is a really interesting idea. I wonder how fun it could be to make a whole game where the idea is that you have to use different jump physics to overcome various obstacles. You could save presets for different sections or something.
The most intuitive way is to set the jump based of the following
- time to peak
- peak height
- time to descent
hey Ponty dont stop making videos
This is a great video and I built a whole gaming PC just to Wishlist Punch A Bunch
Awesome video very interesting!
Jump cancel (or upward velocity cancel) probably wouldn't be a slider, but a toggle (checkbox).
You should totally implement that, and as others have said this would be a fantastic resource for developers to prototype their jump physics.
You could add lots of other features as well, such as wall jump, wall friction (wall slide, slide acceleration, max slide speed, etc.), mid-air jump (double/triple/etc), and entity bounce (such as off an enemy head or object like a balloon), that would be even more useful.
And sliders for mid-air control as well. 0% would be like old-school Castlevania (commit to jump arc), and 100% would be full immediate control of your horizontal speed.
For instance, in Mario, if you jump right, then hold left, you don't stop right away and move backwards, but rather, you decelerate first, then move back. This would be somewhere in the 40% range maybe.
There is a ludicrous number of sliders and options you could add to this for prototyping platformer mechanics, and it makes me pretty excited.
I'd like to see all of these features added, but of course, I could always just make my own version... Still, I like what you've got going on, and I can't begin to imagine how the preview stroke would work.
So yeah, personally, I think you should keep fleshing this out. It could be a fantastic tool.