Remaking COINS and COIN BLOCKS in Unity - Mario Maker Deconstructed #2

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Published 2019-09-07
Welcome to PocketMars (now PolyMars), a channel focused on game development in Unity!

In this video, I recreate two level mechanics that are found in just about every Mario game— coins and coin blocks. This is the second episode of Mario Maker Deconstructed, a series where I recreate various course elements from Mario Maker in Unity.

Project repository:
github.com/PolyMarsDev/Mario-Maker-Deconstructed

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All Comments (21)
  • Try to remake Goombas next! Maybe even Big Goombas that split in two small Goombas when jumped on, Para-Goombas that jump and, when jumped on, lose their wings and turn into Goombas, parachuting Goombas that float down and lose their parachute when jumped on or when it lands on the ground and a Goomba stack that loses Goombas when jumped on. I wanna see it! Also, I am a huge Mario fan and also learning Unity and, I gotta say, this series is great!
  • @jmvr
    There's a few issues I have with this that are minor and won't affect any other opinion on the potential full recreation of SMM2: The coin shine animation isn't actually a gradient, but a sudden change that loops. Also, if the animation is tied to each object instead of globally, it might desync when loading and unloading the coins offscreen. It looks like the jump follows a realistic curve. In SMM, it doesn't (for my knowledge, I could be wrong). I believe it takes a shorter time reaching the ground from the highest point in the jump, than it does reaching that point from the ground. In the recreation and in real life, both those times are equal. The 10-coin coin block gives you equal or less coins based off when you hit the block, as in if you don't hit it fast enough, you won't get all 10 coins. From what I've seen from the code, it looks as though you'll always get 10 coins no matter how long it takes. These are all little things, and doesn't affect the recreation at all, but I just wanted to give my 2 cents. Please do tell me if I'm wrong about any of these.
  • @Mythicalwaters
    like a lot of other comments have said, im looking forward to the next episode, but dont feel rushed! take ur time :)
  • @mikaxms
    3:05 I would convert the enum to an integer and then have one function that has an integer parameter which is added to the coinCount. This makes it easier when you need to add more coin types or when you need to change something about the add coin function. I would also rename "coinCount" to "playerCoins"; coinCount is pretty vague.
  • @otesunki
    3:16 ... 1. The last check should just be "else" 2. USE SWITCH-CASE
  • I really like the pace and structure of your videos. And the audio sounds great!
  • @SeithonJetter
    Very informative :) I agree with Mika's comment and was going to say the same, anytime you find yourself duplicating a block of code and changing a single variable, try and see if you can instead just inject the variable into the original block in some way :)
  • @bruhawman8922
    imagine you remaking the entire mario maker 2 in unity.
  • Makes one think the process involved in making the classic SMB back in 1985
  • @777omen
    This coin system recreation can be used for purples coins challenges ! Just make coins purples with a star on it and add a counter for purples coins depending how many they are !
  • @mak7066
    I love this series! Could you figure out pipes and sub areas
  • @smbroos8316
    P.D. You are so great, its incredible, I can´t do that miself, you got a new subscriber!!!
  • @Dennis_xm
    You are underrated, you deserve more subs! so I subbed
  • I think for the "AddCoins" functions, I would've made it so that based on which coin you get, it would pass in a parameter of the amount of coins, kind of like "AddCoins(int coinNumber)" instead of coding every one of them separately.