|
Countblanc posted:sorry that you think adding slopes is going to suddenly turn nintendo's countless michelangelos and warhols into mindless sheeple i guess. lmao what the gently caress
|
# ? Aug 24, 2015 17:05 |
|
|
# ? May 29, 2024 14:19 |
|
VideoGames posted:because we're not making full mario games. we're making levels. Actually you can make full 4 level worlds in SMB1 style, though even if you couldn't it'd still be cool to be able to create unavoidable enemy encounters. Whilst I can think of ways to possibly work around the current limitations (having to wait for a moving platform to arrive inside a boss room in order to leave it for instance) there's no reason you couldn't build a scenario like that anyway even if a win item existed, except then you'd have even more possibilities
|
# ? Aug 24, 2015 17:51 |
|
Countblanc posted:sorry that you think adding slopes is going to suddenly turn nintendo's countless michelangelos and warhols into mindless sheeple i guess. It's a shame SMM won't allow Mario to make giant leaps like this one
|
# ? Aug 24, 2015 17:53 |
|
A Steampunk Gent posted:Actually you can make full 4 level worlds in SMB1 style, though even if you couldn't it'd still be cool to be able to create unavoidable enemy encounters. Whilst I can think of ways to possibly work around the current limitations (having to wait for a moving platform to arrive inside a boss room in order to leave it for instance) there's no reason you couldn't build a scenario like that anyway even if a win item existed, except then you'd have even more possibilities you can, but the idea is you make levels and then each person plays the random 100 levels challenge which grabs stuff. itd be weird to have a boss level in 1-3 or something. sure they could have boss level flags but again the way this game has been advertised is a level maker. not a full mario game maker. the big draw here is the random level challenges thing. that appears to be what they wanted to create for the public.
|
# ? Aug 24, 2015 17:57 |
|
The only mechanical thing I'd like to see would be some simple on-interaction trigger tool, like "when this item is killed/used, this item appears/disappears". Then you could have walls that vanish after killing a boss or pipes that only appear when you hit a series of blocks in the right order or whatever But that seems to go against the visual nature of the level design toolset as it currently exists, where everything is just made to be understood as an individual 'toy' you can stick into the level or glue to other 'toys' to get weird interactions, so i can't blame them for avoiding any logic-based tools
|
# ? Aug 24, 2015 17:59 |
|
Metroid guy used those time delay falling donuts to prevent people from skipping the boss
|
# ? Aug 24, 2015 17:59 |
|
blablablabla posted:Metroid guy used those time delay falling donuts to prevent people from skipping the boss that only works if the boss moves around enough to force people out of the corner like that though. it wouldn't work for everything. but it is a clever solution
|
# ? Aug 24, 2015 18:00 |
|
VideoGames posted:you can, but the idea is you make levels and then each person plays the random 100 levels challenge which grabs stuff. itd be weird to have a boss level in 1-3 or something. I don't see why they couldn't coexist. They have a manual level search by popularity/uploader/most played too so the system is obviously built for methods of play other than random disconnected levels through the 100 life challenge. I'm not sure why you're insistent the full priced retail release title needs to pidgeonhole itself so much, I look forward to building short SMB3-style levels for the X-life challenges and longer exploration based levels in the create-a-world mode
|
# ? Aug 24, 2015 18:15 |
|
Doesn't seem like much to program a enemy to drop something like a p-switch. Slopes would be nice and an angry sun + desert motiff would help me make my retelling of the second Iraq war level a lot easier. That said these things seem pretty trivial compared to all the things you could do at launch.
|
# ? Aug 24, 2015 18:15 |
|
A Steampunk Gent posted:So how do creatively handle a boss level? Right now there's nothing in place just to stop you walking past them to the exit, that seems more like it's enforcing a single method than encouraging original level designs So people have the choice to either run past or fight the boss, and you think that's forcing them to only beat it in a certain way?
|
# ? Aug 24, 2015 18:26 |
|
A Steampunk Gent posted:I don't see why they couldn't coexist. They have a manual level search by popularity/uploader/most played too so the system is obviously built for methods of play other than random disconnected levels through the 100 life challenge. I'm not sure why you're insistent the full priced retail release title needs to pidgeonhole itself so much, I look forward to building short SMB3-style levels for the X-life challenges and longer exploration based levels in the create-a-world mode im not insistent on anything pidgeon holing anything. im saying what this game is apparently designed to be.
|
# ? Aug 24, 2015 18:27 |
|
Booourns posted:So people have the choice to either run past or fight the boss, and you think that's forcing them to only beat it in a certain way? Bypassing a challenge isn't the same as beating one, unless you liked flying over the entirety of most of the levels in SMB3 and SMW. So yes I do think if you design something in a game to be overcome it shouldn't be able to be trivially ignored VideoGames posted:im not insistent on anything pidgeon holing anything. im saying what this game is apparently designed to be. I'm not sure if we're just talking past each other at this point but this game does have a create-a-world mode and several boss enemies so it was evidently designed to be more than random Mario level program
|
# ? Aug 24, 2015 18:35 |
|
Bosses have always been the weakest part of Mario games so I don't care that we can't make bosses
|
# ? Aug 24, 2015 18:40 |
|
I think bosses, and checkpoints aren't really the point. It's supposed to be a small experience each level. Although I guess Nintendo doesn't need anybody to fight for them. I'm just sayin' I've already preorder and am very excited for this game. I ain't even care about none of that stuff!
|
# ? Aug 24, 2015 18:47 |
|
Saying "limitations breed creativity" is dumb as gently caress in this context when the entire point of the game is to be a big open sandbox for players to make Mario levels. The point of content creator games like this isn't to "challenge" the content creator into being creative with a narrow set of creation tools, it's the opposite. You give the person access to as much poo poo as possible in order for them to be able to figure out how they can creatively impose their own limitations on themselves when designing. That's where the fun comes from with these games. "I'm going to make an interesting level using only bricks" "I'm going to make an interesting level that is fun to play but doesn't have any 'ground' you can stand on at all" or "I'm going to make a level that constantly keeps Mario invincible but must still be challenging and fun" and so on. I'm having a hard time understanding what's so hard to grasp about this idea. Maybe it's that in that case, the amount of fun you can have would be proportionate to how creative you are, which is a lot to ask of a lot of people who play video games I know.
|
# ? Aug 24, 2015 18:48 |
GreatGreen posted:Saying "limitations breed creativity" is dumb as gently caress in this context when the entire point of the game is to be a big open sandbox for players to make Mario levels. Lol
|
|
# ? Aug 24, 2015 18:49 |
|
GreatGreen posted:Saying "limitations breed creativity" is dumb as gently caress in this context when the entire point of the game is to be a big open sandbox for players to make Mario levels. lmao
|
# ? Aug 24, 2015 18:49 |
https://www.youtube.com/watch?v=sb3UFp7HajQ
|
|
# ? Aug 24, 2015 18:58 |
that was a long post
|
|
# ? Aug 24, 2015 19:02 |
|
My biggest issue with this game is it's somehow going to have to share gaming with MGS5. Why did the two hypest releases of the year have to come a week apart?
|
# ? Aug 24, 2015 19:04 |
|
Remember, remember the 11th of September
|
# ? Aug 24, 2015 19:04 |
|
this commercial is cool and i hope it gets a lot of kids excited about making their own mario levels
|
# ? Aug 24, 2015 19:06 |
A Steampunk Gent posted:My biggest issue with this game is it's somehow going to have to share gaming with MGS5. Why did the two hypest releases of the year have to come a week apart? Because Konami doesn't have the balls Nintendo has to launch a game in 9/11
|
|
# ? Aug 24, 2015 19:07 |
A Steampunk Gent posted:My biggest issue with this game is it's somehow going to have to share gaming with MGS5. Why did the two hypest releases of the year have to come a week apart? Its a tough life for us
|
|
# ? Aug 24, 2015 19:13 |
|
I've been watching a lot of videos and streams for Mario Maker recently, and I'm getting really annoyed that nobody bothers to try and show off all the weird combinations you can do with different items and enemies. I remember one video where the guy was going through a level and there was a Kuribo's shoe with wings. Mario looks at the shoe and then turns right the gently caress around and continues on his merry way. What does the winged shoe do? Why would you not just take the extra second to jump in the drat thing and show it off? I'm more interested in how everything changes when you attach wings to it or what you can put in a lakitu than the same level everyone else shows off that isn't even going to be on the sever when the game is officially released.
|
# ? Aug 24, 2015 19:22 |
|
The biggest thing I got from watching some youtube videos and streams is that people don't seem to know poo poo about the Mario games. One youtuber never used the run button. Then you have streams from gaming web sites where no one seems to know the basic rules of the game such as standing next to a pipe or bullet bill blaster stops anything from coming out of it. They kept dying for stupid reasons and complaining that levels were poorly designed. No, you just suck at Mario. What kind of levels is everyone planning on making? I kind of want to start out by trying to make some levels that feel like they could be an authentic missing world from SMB (overworld, underground, athletic level with moving platforms, and a castle). I was looking at maps of the levels from SMB and SMB3 last night and was amazed at how short and simple most of them look. I figure then I'll take a shot at a tricky SMW ghost house with plenty of doors and P-switch shenanigans. Then go all out crazy with the tools making challenging or just ridiculous courses.
|
# ? Aug 24, 2015 19:53 |
|
Come November anyway it won't matter because everyone is going to be talking about Fallout 4 non-stop for 24 hours a day =\
|
# ? Aug 24, 2015 20:03 |
|
I'll be very upset if the people in the Super Mario Maker and Wii U threads are only talking about Fallout 4, that's for sure
|
# ? Aug 24, 2015 20:05 |
|
I won't because Bethesda games are buggy and broken 90% of the time and I don't care enough about fallout to deal with it.
|
# ? Aug 24, 2015 20:05 |
|
witcher 3 has replaced other rpgs, especially bethesda ones
|
# ? Aug 24, 2015 20:06 |
|
GI_Clutch posted:The biggest thing I got from watching some youtube videos and streams is that people don't seem to know poo poo about the Mario games. One youtuber never used the run button. Then you have streams from gaming web sites where no one seems to know the basic rules of the game such as standing next to a pipe or bullet bill blaster stops anything from coming out of it. They kept dying for stupid reasons and complaining that levels were poorly designed. No, you just suck at Mario. It's really bizarre how many people there are that play videogames for the internet but are completely incompetent at Mario games, especially since they're mechanically pretty simple compared to any given flavor of the month game they have to pump out videos for.
|
# ? Aug 24, 2015 20:07 |
|
Motto posted:It's really bizarre how many people there are that play videogames for the internet but are completely incompetent at Mario games, especially since they're mechanically pretty simple compared to any given flavor of the month game they have to pump out videos for. I find this really weird too. I have some younger friends that can't play a 2D mario game for poo poo, but they can play a 3D mario game. Although those people mostly play Minecraft and Call of Duty and aren't really my friends.
|
# ? Aug 24, 2015 20:23 |
|
PandaCookies posted:Come November anyway it won't matter because everyone is going to be talking about Fallout 4 non-stop for 24 hours a day =\ why would i bother with fallout4 when GOTY forever, Super Mario Maker, is in my wiiu being used?
|
# ? Aug 24, 2015 20:31 |
|
There's a lot to unpack, here. I dunno, w.r.t. limitations, it all kind of clicked with me when somebody brought up how it wouldn't actually be fun if Mega Man could shoot up. Made me think of how boring Half-Life was when I put noclip on. Designing/playing around a limitation does make a more cohesive end product imo.
|
# ? Aug 24, 2015 20:47 |
|
zfleeman posted:There's a lot to unpack, here. I dunno, w.r.t. limitations, it all kind of clicked with me when somebody brought up how it wouldn't actually be fun if Mega Man could shoot up. Made me think of how boring Half-Life was when I put noclip on. Designing/playing around a limitation does make a more cohesive end product imo. I think the root of the issue is the things people are missing are things which have already been in numerous games, Mega Man has never been able to shoot up so people don't expect him to be able to, but Mario has been able to slide down slopes since SMB3 so not going able to sticks out far more VideoGames posted:why would i bother with fallout4 when GOTY forever, Super Mario Maker, is in my wiiu being used? We agree on one thing
|
# ? Aug 24, 2015 20:52 |
|
Will I be able to make a SMW themed version of Fallout 4 with the limited tools at my disposal in this upcoming video game? Will I be able to make Mario Maker in Fallout 4 with the modding tools Bethesda will be releasing?
|
# ? Aug 24, 2015 20:52 |
|
Wake me up when Bethesda makes a non poo poo leveling system
|
# ? Aug 24, 2015 21:04 |
|
zfleeman posted:There's a lot to unpack, here. I dunno, w.r.t. limitations, it all kind of clicked with me when somebody brought up how it wouldn't actually be fun if Mega Man could shoot up. Made me think of how boring Half-Life was when I put noclip on. Designing/playing around a limitation does make a more cohesive end product imo. Counterpoint: Mega Man 2's Metal Blades being most folks' first pickup when they play through that particular game, for the very purpose of being able to fire in any direction, especially up. For my part, I'm actually pretty okay with the omissions in the toolset so far. For what it's worth, the only romhack Mario game I've ever played to "completion" is Super Mario Bros 3Mix and it is for this reason that I'm actually curious to see what people do with the limitations.
|
# ? Aug 24, 2015 21:15 |
|
I wish this game was already out, I've seen too many videos and really want to play. Great move by Nintendo getting all the review copies out so early to get everyone hyped. At least I'm finally finishing Super Luigi U.
|
# ? Aug 24, 2015 21:18 |
|
|
# ? May 29, 2024 14:19 |
|
3mix is really good and everyone should play it.
|
# ? Aug 24, 2015 21:22 |