Hey Everyone! If you are following along I made a Group which has all the enemies in it (Not the ShellAttack Obejct) which is not in the video! To add a Group click on the 3 boxes on the top right of your screen 'Open Objects Groups Panel' + Add a new group and name it 'Enemies'. Then just drag Goomba + Koopa + BeachKoopa in there.
Another great GDevelop tutorial from you! Please keep up the great work and I look forward to seeing more in this series. I've found that recreating a game you know well like SMW is a great way to learn this game engine! I'm trying to recreate the basics of SMB3 right now myself and have learned so much from your videos already! Thanks and keep it up!
That's awesome. I should technically cover everything you will need... Eventually :-P I am trying to produce the series quickly .. but life is hectic 😬
The Goombas move with an Event: Condition - If Goomba variable isFlipped = false | Action - Simulate Pressing Left key. So setting the variable isFlipped to true - will break that condition. Also, if you have default settings for the Platform Character Behavior still active - Goombas will move when you press your move keys.
This is hard to pinpoint without being able to see your code, but here are the key points: 1. Set multiplier back to 1 when it is time to reset - here we are using collision with the ground 2. Set points to the value times 200 - you no longer declare 'variable' when grabbing the value of Multiplier: ToString(200*Mario.Multiplier) 3. Increase the Multiplier value after adding it to Points - here we hare multiplying by 2 Both the enemies have their own collision events so we need to do this for Goomba and Koopas
Usually this means your different animations have different spacing between the ground and your collision box. If you need more help than that you will have to hop on my Discord Channel so we can share Screen Shots back and forth: discord.gg/BzfHvzkzrw
There are a lot of things going on when you hit the shell. Make sure you are creating the new 'ShellAttack' Object which has PlatformerObject and 3 variables. left, right and moving. On your initial collision with the koopa you need to set moving and one (only one) of the 2 directions to true - this is based of the x position of the koopa. In other code you should have a check for each Shell attack, if left is true simulate pressing left and if right is true simulate pressing right.
In my code we are using Platform Character Behavior for the movement, so it would come down to changing the speed value of the shell object based on time. The timer would start right at the 'push' and would need an algorithm with an inverse relationship with time and speed. clamp(algorithm, minspeed, maxspeed) Which would look something like this: Objects movespeed = clamp(600-GloppySlime.ObjectTimerElapsedTime("MSTimer")*225,300,600) Then you would just have an event that sets the objects movespeed every tick to that value
I am not sure what you are asking? All I can picture is Koopa's exploding out of Mario If you want some help, swing by the Discord and give me some Screen shots or a video please. discord.gg/hBfuaCdSWf
Hello, Please help. I am having issues with getting my shell to move. I have finished the video and copied everything you did. However, my shell is still not moving. Please respond ASAP if you can. Thanks!
The idea is: On collision with the shell, force the shell to move - Using the platform character behavior. It's hard to know what's wrong with yours specifically without seeing your code. Feel free to swing by my Discord and you can drop a screen shot: discord.gg/HY2WkZp3pX
It sounds like your koopa might not have the PlatformerObject Behavior. If that is not the case, feel free to hop on my Discord so you can send screen shots and I can help you more! discord.gg/NyXJHrGeHY
The goal is to cover every mechanic that SMW uses. So we will get to the Select 1 Player or 2 Player screen as well as the World map where you can wonder to different spots. But I need to get to the point in my video where I can move out of the current Level I am in, so it will probably be 3 or so episodes down the line.
One more request for a future video, since I've been having trouble getting it to work....could you cover how to change Mario when he picks up a powerup using object variables? Like, changing him to big Mario when he collides with a mushroom?
I am planning on adding the Power up box next episode - but I try to limit the length to 10-15 minutes. I am not sure If I will be able to get both in, but I will try!
Hey Everyone!
If you are following along I made a Group which has all the enemies in it (Not the ShellAttack Obejct) which is not in the video!
To add a Group click on the 3 boxes on the top right of your screen 'Open Objects Groups Panel' + Add a new group and name it 'Enemies'. Then just drag Goomba + Koopa + BeachKoopa in there.
Muito bom! Aguardo ansioso pelos próximos 👍
Obrigado que significa muito! Nos vemos na próxima! 🥳
Another great GDevelop tutorial from you! Please keep up the great work and I look forward to seeing more in this series. I've found that recreating a game you know well like SMW is a great way to learn this game engine! I'm trying to recreate the basics of SMB3 right now myself and have learned so much from your videos already! Thanks and keep it up!
That's awesome. I should technically cover everything you will need... Eventually :-P
I am trying to produce the series quickly .. but life is hectic 😬
@@Winstreak1 Totally understandable! I'll be glad to get your tutorials whenever you can get them done!
once again another helpful vid! thank you
Thank you so much Q, very grateful to have you as a fan.
yay new tutorial also just because of you,i learned how to make my own game thanks :)
That's Awesome!
What type of game are you creating?
@@Winstreak1 just like a 2D mario game
this is perfect!! cant wait to see results, but one issue, when the galoomba gets hit, it keeps moving. why?
The Goombas move with an Event: Condition - If Goomba variable isFlipped = false | Action - Simulate Pressing Left key.
So setting the variable isFlipped to true - will break that condition.
Also, if you have default settings for the Platform Character Behavior still active - Goombas will move when you press your move keys.
hiiii great video but some reason my points arent multiplying even though its the same as yours, what should i do 😢
This is hard to pinpoint without being able to see your code, but here are the key points:
1. Set multiplier back to 1 when it is time to reset - here we are using collision with the ground
2. Set points to the value times 200 - you no longer declare 'variable' when grabbing the value of Multiplier:
ToString(200*Mario.Multiplier)
3. Increase the Multiplier value after adding it to Points - here we hare multiplying by 2
Both the enemies have their own collision events so we need to do this for Goomba and Koopas
im so sorry thank u but im still confused is it ok if i ask on discord 😭
@@thecourtesybath Of course - Throw in a screen shot of your code
when i preview mario goes through the ground please help
Usually this means your different animations have different spacing between the ground and your collision box.
If you need more help than that you will have to hop on my Discord Channel so we can share Screen Shots back and forth:
discord.gg/BzfHvzkzrw
@@Winstreak1 thank you so much i figured it out
@@TreLeonLewis That's Great!
My Koopa shell wont move when i try to kick it, how can i fix this?
There are a lot of things going on when you hit the shell.
Make sure you are creating the new 'ShellAttack' Object which has PlatformerObject and 3 variables. left, right and moving. On your initial collision with the koopa you need to set moving and one (only one) of the 2 directions to true - this is based of the x position of the koopa.
In other code you should have a check for each Shell attack, if left is true simulate pressing left and if right is true simulate pressing right.
how to make make koopa "push" or move with a burst of speed (like the koopa in Mario) when it enters the "shell" animation?
In my code we are using Platform Character Behavior for the movement, so it would come down to changing the speed value of the shell object based on time. The timer would start right at the 'push' and would need an algorithm with an inverse relationship with time and speed.
clamp(algorithm, minspeed, maxspeed)
Which would look something like this:
Objects movespeed = clamp(600-GloppySlime.ObjectTimerElapsedTime("MSTimer")*225,300,600)
Then you would just have an event that sets the objects movespeed every tick to that value
@@Winstreak1 thanks
Hello, thanks for these great videos. Did I miss a part where you made the coins add to your total points?
Hey there!!! Check out your other comment, I’d love to help you out!
whwnever mario jumps the beach koopa's burst out from him and i cant jump on him, how do i fix this?
I am not sure what you are asking?
All I can picture is Koopa's exploding out of Mario
If you want some help, swing by the Discord and give me some Screen shots or a video please.
discord.gg/hBfuaCdSWf
@@Winstreak1 ok, and i mean whenever i press the space bar to jump, multiple beach koop's appear and i cant jump on them.
Hello, Please help. I am having issues with getting my shell to move. I have finished the video and copied everything you did. However, my shell is still not moving. Please respond ASAP if you can.
Thanks!
The idea is: On collision with the shell, force the shell to move - Using the platform character behavior.
It's hard to know what's wrong with yours specifically without seeing your code. Feel free to swing by my Discord and you can drop a screen shot:
discord.gg/HY2WkZp3pX
@@Winstreak1 Thanks for the quick reply! I have sent it through discord.
@User I think I figured it out for ya ;D
I'm not sure what I am doing wrong but my beach koopa isn't sliding it is only staying in the air where Mario stomped on koopa
It sounds like your koopa might not have the PlatformerObject Behavior. If that is not the case, feel free to hop on my Discord so you can send screen shots and I can help you more!
discord.gg/NyXJHrGeHY
are you going to make a world map and main menu?
The goal is to cover every mechanic that SMW uses. So we will get to the Select 1 Player or 2 Player screen as well as the World map where you can wonder to different spots. But I need to get to the point in my video where I can move out of the current Level I am in, so it will probably be 3 or so episodes down the line.
For some reason when I stomp on a Koopa all the enemies disappear
Nevermind it was just a small issue with my code lol
When you Delete an Object without specifying what exact Object to delete, then the engine has to guess :-P
Good job figuring it out on your own.
One more request for a future video, since I've been having trouble getting it to work....could you cover how to change Mario when he picks up a powerup using object variables? Like, changing him to big Mario when he collides with a mushroom?
I am planning on adding the Power up box next episode - but I try to limit the length to 10-15 minutes. I am not sure If I will be able to get both in, but I will try!
@@Winstreak1 Sounds good! I'm looking forward to it!