Ok so I am new to unity and I am slowly learning C#. I do how a couple of questions. Is it possible to go from a side view (like Mario) to a top view (like Pokémon or Zelda) all within the same game? Second question I have is right now to help me better learn C# and unity I am just making a Mario clone (since the basis of the game and such is simple. My question is with the pipes. If I am making a pipe to warp to a different level I would essentially set a warp target system from point A to point B. THat part I under stand what I am confused on is how would I do the downward animation like in the games. I appreciate any advice and tips.
It’s definitely possible to switch from side-scrolling to top-down, especially if there’s some clear transition point (like the underground areas in Link’s Awakening).
If you’re doing a warp pipe, I’d do this:
disable player control
translate them down
use a trigger box collide inside of the pipe that triggers the switch to the other location.
The other location could be in the same scene, so you’d just have to move the player and the camera. It just depends on how you want to do it.
Jester i appreciate the answer. You wouldnt happen to have a lik that would give examples and snipits of code with camera adjusting and such. I am screwing around and actually toying with the idea with making a game with the first level being an exact clone of SMB and then when he goes into the pipe to go to level 2 it instead takes him to a pokemon type world. reasoning behind it is that it uses alot of the basics of unity as well as some advanced features. Can you reccomend any books to read about C#?
I’ve attempted making a SMW clone for sake of exercise, and ill probably try again.
For the camera, it only followed the player once the player moves outside of a certain threshold, once it does the camera adjusts, similarly like the way it does in the original game.
For the pipes, I’ve setup a system where if the player is above the pipe or below or to the sides (depending on the type of pipe), and if the player pressed a button, the player would start transition. At this stage, the pipe takes full control over the player movement, then when the player reaches a certain distance after pressing the button, say the player moved 2 units down, then the player is teleported inside the second pipe. After the player is teleported, the player is moved for another 2 units, then the player gets full control.
There isnt a lot of advanced c# techniques used, the most it takes is just a lot of trial and error and some strong logic.
If i find the time to start on my SMW clone, i might be able to help out more.
@print_helloworld
Hey thanks for the response. Both the ways you and Jester have explained make really good sense. I am using Tiled for the maps. Well the base maps, (pipes and ground) the breakable blocks, question marks and everything like that I will make items for in unity. Rather than using Tiled’s collision, I will just add my own collisions manually that way I have more control (it may be an illusion of course). Both of you have given me food for thought. Either of you know some books that I can read to help a little bit more. I know making even a simple game will take a lot of work, but if its worth doing its worth working for!