I Coded Super Mario Bros in 1 HOUR.#tiktok #minecraft #fyp #minecraftmemes
I recently embarked on a thrilling challenge to code a fully playable version of Super Mario Bros in just one hour using the Godot engine and C# scripting. The experience pushed me to focus on core game mechanics such as character movement, jumping physics, and interaction with the environment, all while optimizing code efficiency. One crucial aspect I encountered was managing hitboxes to ensure precise collision detection. For example, I implemented a method to detect when Mario interacts with objects or enemies using the OnBodyEntered event. This enabled responsive gameplay, allowing Mario to bounce off shells or ricochet off fireballs effectively. Controlling velocity and acceleration was another challenge. I applied gravity effects and handled varying speeds using vectors, where code snippets like "velocity += new Vector2(0, JumpVelocity * 0.5f);" helped simulate realistic jumps. Input was managed dynamically, checking for sprinting or directional movement, which I found essential for smooth player control. Leveraging scripting features like overriding the _PhysicsProcess function provided frame-by-frame updates for physics calculations, improving the game's responsiveness. I used state management to handle Mario’s different forms, such as small or fire Mario, switching animations and abilities accordingly. This project demonstrated that with focused effort and deep understanding of game physics, one can recreate classic game experiences quickly—yet effectively. Sharing this process empowers indie developers to embrace rapid prototyping and iterate on their game ideas using Godot and C#. If you're passionate about game design, I highly recommend trying such time-limited challenges to improve your coding skills and creativity.
























































































