Geometry Mario Dash Maker

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Geometry Dash playing Zejoant's Mario levels. These levels are beatifully crafted using pixel perfect design of the original games. The games recreated are:
Super Mario World
Super Mario Bros 3
Super Mario Bros 2
Super Mario Bros 1
Super Mario Land

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#GeometryDash #GD #Mario
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Ive wanted you to play these for a long time! I cant thank you enough for doing it :D im so happy!

Zejoant
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Imagine a Mario Maker level with the 2.2 plat-former mode... 🤔

jay.kk
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Eric: Is this Geometry Dash or Mario Maker?!
Me: Noticing this video posted on his Geometry Dash Channel.

phyzyxofficial
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For anyone curious about what happened to the player sprite at 10:32 (as well as other places like 1:45, 3:09, 6:29, 18:34), here's an explanation.
-tl;dr: the Move trigger's "lock to player Y" function doesn't account for ledge clips, creating a lasting offset between the player's position and the sprite's position.-

The most common way to make custom player sprites in Geometry Dash is to lock the sprite to the player's X and Y values for the duration of the level. This is the method used in these levels. In theory this should work without a hitch, and the sprite should be displayed on top of where the player is at all times. So why isn't that the case in these clips?

When you use lock the sprite to the player's X and Y values, all the game is actually doing is keeping track of all the calculations it makes for the player's position (technically "transformations") and applying them to the group of objects that makes up your custom sprite. However, there's one type of transformation to the player's position that the game doesn't take into account when transforming the position of the object group: when they player "clips" onto a ledge.

You've almost certainly seen it if you've watched/played much Geometry Dash. When you jump to a platform, and it kind of seems like you should have missed the jump and crashed into the side of the platform, but at the last moment you seemed to "clip" or even "teleport" up onto the platform.... You've seen it. Anyway the point is, that little movement when you go from just beneath the top of the platform to just on top of it, that doesn't get applied to the custom sprite. (I don't know why that is, but my best guess is that it's some side effect of the way the game engine handles collisions, and therefore not part of the code RobTop wrote for Geometry Dash.)

So, that's what results in the player sprite seeming to sink into the ground at times. If you watch those some of those clips carefully, you'll notice that Eric just _barely_ makes a jump at the instant the sprite gets messed up. In some of the other clips where that isn't the case, you'll notice that the sprite gets messed up after the player comes out of a transition, so there was probably some janky behind-the-scenes player movement that we'll never know about unless we view the level in the editor. (edit: there were also a couple place where Eric fixed it by turning off v-sync, so yeah some instances of this glitch could also be caused by plain and simple refresh rate jank, like many other glitches in this game🤷)

Oh, and if you're wondering how to avoid this in your own levels, the most consistent way that I know of is to use the FollowPlayerY trigger, which actually constantly updates the object group's Y value to match the player's Y value, instead of relying on transformations. (Incidentally, this is the same reason the FollowPlayerY trigger works with teleport portals, while the Move trigger's "lock to player Y" function does not.)

Hope you found that interesting :)

dialog_box
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When a cube jump game can do more than the best programmers in the 1980's.

randomeggthatworksforthefb
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It sucks that a lot of people in GD don't understand how fun Mario Maker is. Plus, they can create crazy levels in there just like GD. Also, the community is absolutely amazing. Go sub to Eric's Mario Maker channel!

detrezo
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"Get on top"
~ Eric Wilderman 2020

Huseey
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The fact that Mario Maker music is the background music is so confusing.

imvirpil
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21:36 man that "acropolix" has to be a kaizo mario game bcs it's an extrerme demon

eifl_
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These levels are so cool! Im working on a level that is very long, like hypnotic travel long, and I'm trying to save as many parts so I can do some art. I'm still a bit new to the editor, even though I've been using it for quite some time now, but i think I can do it. Now back to the video.

These levels are amazing! You can tell Zejoant put a lot of work into these, especially with the art part of the levels. The colors he uses match almost perfectly with the real games colors, and using little tidbits of the levels was a good idea in my opinion.

so_pew_all
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That Mario impression was flawless, the resemblance is uncanny

Ziroikabi
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These levels are absolutely amazing I will definitely play them rn zejoants so underrated

catgamer
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I wouldn't mind watching Eric stream a full playthrough of Mario Bros. and Mario World in the future.

MrBjnelson
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As a huge nintendo fanboy, those recreations are really amazing!

Hyperiox
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Usually I am not interested in GD videos, but in your MM2 ones. This one cought my attention and it was super nice to watch. That's why I am still subscribed to this channel, too. :)

ephanitor
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“all kinds of mario levels”

scrolls down to *The Legend of Zelda*

hbdme
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That was an insanely precise Mario impression

provexus
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Eric:Mario!

Mario:your done for it...

nanno
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You should do "Mario Geometry Maker Dash" now! Geometry dash in mario maker!

jackrudolf
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19:01
Eric: Dang Son!
Mario: *hop hop*

nineleafalt