I Made Super Mario Bros but it’s 3D

I Made Super Mario Bros but it’s 3D

The first thing I decided to do was figure out how I was going to make the change from 2d to 3d and remaking the sonic I just decided to find a model of classic Sonic online. Old games like Super Mario Bros were made using sprites that consisted of two-dimensional pixels; another form of pixel art uses the third dimension called voxels, which is the form that Minecraft builds take. I’ve seen the old eight-bit Mario voxel art before and decided to make a game entirely in this art style. So the first step was to make a 3d version of all the 2d sprites, and oh, this will take a while.

I began using the running cartoon because the participant will most likely be seeing the most. I grabbed three colors for the red, green, and yellow and started placing blocks down to make the 2d Sprite. But the issue is that it’s still basically 2d, so I had to figure out how to make it 3d. So I started studying the existing box lore of Mario to see how people go about making something into 3d. I really don’t have footage of me messing about with this material because it took me to perform. And I’m starting to run the one storage space. So I’ll jump to the finished models. The body on all three of these models was completely different, so I had to make them from scratch. But luckily, the head is the same on all of them. I really could copy and paste it on.

The next step was to make a model for Mario while he’s idle. This was a bit weird because no one is standing up sideways like the Chad meme at all times. So I had to edit it a little bit; his left arm was lower than his right arm, so I raise it to make it symmetrical, then all I do is take his head and rotate it the right way. And finally, the last model that I needed before moving on was Mario jumping. That’s pretty much the same process as all the others, so there was nothing new to show there. With all these models complete, I was able to start making his move around in the game.

I started with the idle model and slapped on the character controller that I always use. So I had to add in the other models. I made it so that when Mario performs a specific action, it will activate the right model and deactivate the other one. When Mario jumps, it changes to the jumping model, and the landing will go back to normal. Anyway, Mario is walking, and it’ll start a timer to know when to switch between the three runs cycle animations.

I also made it so that Mario can run when holding the Shift key, he will run faster, and the time between running animations decreases. The next thing I wanted to do was create a little play area for Mario to run around. And I started by making a couple of textures to represent the different blocks. I ended up with five different textures for the ground and other types of blocks. For the question block, I made a second version of the texture without a question mark to put it on the top and bottom of the cube. But Mario couldn’t interact with anything yet. Naturally, I won’t start making Mario interact with the cubes When Mario punches a question block, it immediately changes the sprite from the yellow block to a brown block to indicate that it’s been hit.

Knowing this, I started working on replicating that I made an animation using unities built-in animator to change the y position of the block, which is just the height. I added a trigger below the block. And if Mario enters that trigger, the block will change materials and play the animation. The brick blocks also behave similarly. If Mario is a small thing, a brick block will make it jump up a bit. But that’s it doesn’t change materials. However, if Mario is big and hitting a brick block will break it into four pieces.

So now we have to figure out how to make Mario big. Everyone knows that grabbing the mushroom makes Mario bigger. So I started making a 2d version of the mushroom. Next, I tried to figure out how to turn that into a 3d model and finally made it so they can move along inside of unity. Then I added a trigger to it so that Mario could pick it up and get bigger. And yeah, that’s all I did. I just made it so that Mario gets bigger when he grabs a mushroom. It took me hours to make the first few models for Mario. And I didn’t feel like spending another few hours doing it all over again for a slightly taller Mario.

Instead, I just decided to compare Mario’s size when he’s small and when he’s big, small Mario is 16 pixels tall, 12 pixels wide. And the tall Mario is 32 pixels tall and 16 pixels wide. This means that Mario gets two times taller and 1.333333 times wider. I tried using these numbers to skill up Mario when he’s bigger. In my opinion, it looks slightly off-angle like skinny Mario, so I reduced it from two times taller to 1.6 times taller.

And now it doesn’t look that bad. Because Mario can get big now, we can continue working on the brick blocks. The old me would have just destroyed the block and called it a day. But now, I finally started to learn how to use the unities particle system. And now I can make cool effects like the cool kids on YouTube. The original game, the block would break into four circular pieces. And now it looks a lot better than just making the block disappear.

Since I was in the mood polishing up the game. I also miss the question blocks will shine by making the mental aspect of the material ping pong back and forth between one zero. Since they realized they didn’t have a way of spawning mushrooms yet, I made it to hit the question box and spawn a preset item. The next thing I want to do is create the pipes.

As always, I started with a 2d shape first, but then I realized I don’t know how to make a circle using pixel art. To save time, I only modeled one half of it, and then I rotated it and mirrored it to create the other half. But if I were to stay true to the original design, that would mean having this ugly-looking black outline on the side here. It looks fine from a 2d perspective, but it doesn’t look good in 3d, so I changed it to be the normal green color. And with that, the top part is now done. I did the bottom separately because it can copy and paste and make it into a taller pipe.

With the pipe finish, I had to make Mario enter the play. Mario can enter the pipe by quoting and the original game, so I made Mario crouch by shrinking him down. Now when he crouches on top of a pipe, he gets brought to the center faces the camera, and then I turn off collision and camera tracking to make it look like he entered the fight, where he’s just falling through the world forever. When Mario comes out of a pipe, I have to re-enable collisions to fall back through what the pipes finished. I decided to make the bushes next because they had the same color palette as the fight.

Unlike the fight, the black outline doesn’t look bad in the bushes, so I decided to keep it. And there are three different versions of the bushes, but the only difference between them is that they copy and paste into a small bush a few times to make the larger bushes. And by this point, I started to realize how much copying pasting the original developers did when making the game. Like, watch this. Did you know that Goombas are just the same model as the mushroom but just slightly modified to be able to fit their feet? It wasn’t hard for me to edit the mushroom model to make the goombah. I even use the same script I use to make the mushroom move to make the Duma move.

The only difference is I had to make Goombas hurt Mario instead of giving him a powerup. And I also quote-unquote enemy at the Goomba by mirroring it every few frames to make it look like it was walking. The only difficulty I had making the gumbo was trying to get Mario to stomp on it.

I made a hitbox for Mario’s to jump on the Goomba. When Mario touches the hitbox, it’s supposed to shrink the Goomba and make Mario jump a little bit half the time it works as intended. But the other half of the time, he misses the hitbox and hits the hitbox instead, making him take damage. But Next up was making the other iconic Mario anime a Koopa. I realized that the coupon would be a lot more complicated to make than the gumbo. This is because the Koopa has two distinct animation frames. While the shell stays constant, the head and the feet change.

I tried my best to convert it to a 3d model, and it looks really good, but don’t look at it straight on. When stomping on the Goomba it turns into a shell that will start spinning away when stepped on. Other than that, I reused the mushroom script once again to make the cuckoo move. The enemy’s finished. I think it’s time to add the rest of the power-ups. The next power-up I worked on was the fire flower and making the fire flower model. I thought about making it look like this first, but then I realized that the fire flower later games doesn’t look like that, so I changed it.

The interesting thing about the fire flower is that it constantly changes color. I did this by simply changing the colors and magical box so and then imploring the new versions of unity to get the new materials then I could say on a timer and swap between the materials every few frames, then grabbing the fire flower will also give me the power which will change his color as well. Then I modeled the fireball and made the Rotate lens active.

Then I picked the spawn point in front of Mario to shoot fireballs, and now clicking will shoot fireballs. These fireballs will bounce using the physics material and will also destroy any enemies that it touches. The last powerup to add now is the star-like fire flower, the star will show ultimate colours, and like the fireballs, it’ll bounce on the ground. When Mario has to start powerup, he’ll gain instability, and he will also change between forged from colored water, which is what he currently looks like. And then I had to make it to destroy any enemy he comes into contact with constantly.

At this point, I was getting ready to start replicating world one dash one; there were still a few more things that I needed to add. In World one dash one, there’s a secret underground section where you can collect some coins. I modified the textures and made for the ground block in the brick block to create the blocks’ blueish underground version. In the original game, the coins don’t spin. They shine. All the 3d games and even Super Nintendo World show that the coins spin, so I decided to make them spin.

Next, I need to show that Mario could collect the coins. So I started working on the UI. But for now, the only thing I’m going to change is the coin count. I’ll save the score and timer until later in the blog. The reason being is that we still need to make the iconic end of the level the flagpole and the castle. Mario gains points based on how high on the flagpole he reached and how much time he had left when he finished the level.

First, I need to model the flag in the castle. The flag was pretty straightforward. It was just a sphere on top of a very long two-by-two-pole next time in the castle by taking a brick block, making a base, and then making the top. Then I made all the little pieces on the castle that stuck up and added the yellowish outline to both the top and the bottom. Finally, I made the doorway and the two windows to make Mario grab the pole.

I needed one more animation model. So I decided to take the jumping model and alter it slightly, so both arms and legs look like they’re reaching out. Finally, I can make it so that when he grabs the ball, he’ll slide down and walk inside the castle. To do this, I made sure that when the poles grabbed, the collision on the castle is disabled, so I placed a block inside the castle that will stop Mario from completely walking through the castle.

This block will be important later again when calculating The final score. For now, we need to work on the timer. The timer is weird because when it shows 400 times left, that is an extra 400 seconds. It’s 160 seconds. Because why use something that already exists and works when we could make our own? You can figure out how much time is left by taking what the timer shows and dividing it by 2.5. We can figure out how to calculate how much time is left and make an accurate timer with that in mind.

Then we can start calculating points. Martin gains points based on each enemy he destroys. He gains more and more points for the enemy destroyed if he doesn’t touch the ground. This is also how he can gain infinite one. Other ways you can collect points from the flagpole and the time remaining is finishing the level. Based on how high Mario grabs the ball, he’ll gain more points. In the later games, he gets one-off protection to the ball on the top button the original; you’d only get 5000 points. Once Mario goes inside the castle, it’ll start giving them 50 points per unit of time left. This is why the Balkan side is important.

When Mario touches that block, the points start adding up, and now there’s only one thing left to do. And that’s the start of making the levels. But I’m only going to be doing world one dash in this Super Mario bros but it’s a 3D blog. I found a picture of the line to the level and then use that as a basis to start creating place blocks, and the other stuff that I found first made a 2d outline. Then I started moving things around to make it have more depth than a one-block-wide level. I made a blue texture to create a skybox and made it turn black when you enter the underground level. And the result is exactly what you’re looking at now. I also started testing with other camera angles instead of a third-person camera like this.

I tried doing an orthographic camera like the one from crossroads, but it was kind of hard to play the game this way. Finally, I believe that the perfect way to perform with this particular level would most likely be the first 2d view. But I think this little game serves as a cool playable version of the Super Mario Bros. diorama. As with all the other games that I remake on this website. I Will Not be Publishing this for obvious reasons, however, I think it Could be cool if Nintendo themselves Produced a 3d game in this Fashion in the future. And that’s pretty much all I have for this blog. Alright, see you.