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Nep-Nep posted:I enjoy the garbage levels by pretending I'm playing levels from alternate universe Mario games where the series just totally went to poo poo early on, and that's good amusement for me in small doses. Thank you for this, I'm now going to be able to at least passably enjoy probably 40% of the garbage levels
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# ? Jun 5, 2019 12:07 |
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# ? Jun 5, 2024 02:53 |
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ThisIsACoolGuy posted:I also wonder if you can stack anything on him or put him on anything. With how dynamic he is I feel like he'd just leap off of a enemies head and become normal or something. Apparently stacking doesn’t work at all in 3D Land.
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# ? Jun 5, 2019 12:50 |
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Nep-Nep posted:I enjoy the garbage levels by pretending I'm playing levels from alternate universe Mario games where the series just totally went to poo poo early on, and that's good amusement for me in small doses. In that universe Sonic Odyssey is selling gangbusters
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# ? Jun 5, 2019 13:23 |
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Zelder posted:In that universe Sonic Odyssey is selling gangbusters Also, Gangbusters never stopped making films after 1989, and there is currently a very successful Gangbusters Cinematic Universe.
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# ? Jun 5, 2019 13:52 |
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Apparently if your level has a clear condition it can’t have checkpoints so that just increases the likelihood that I’ll be skipping those as soon as I see them.
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# ? Jun 6, 2019 14:50 |
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J-Spot posted:Apparently if your level has a clear condition it can’t have checkpoints so that just increases the likelihood that I’ll be skipping those as soon as I see them. I actually think the clear conditions will allow a whole new layer to puzzle levels, as always for better or for worse. I'm picturing a level starting near the flag/tape/ending block from SMB3, and it's impassable. There's a door nearby in front of what looks like a mushroom house. The player has to go on a hunt for # coins in that 'building' and then they'd need to backtrack and leave, and then they can properly exit the level.
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# ? Jun 6, 2019 15:27 |
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At the very least, levels with clear conditions should display exactly what those clear conditions are at the start of the level. Otherwise, expect a lot of getting to the end of a level with no way to go back and see "Clear Condition: collect 1 coin, you know, the one coin in the entire level that was in plain view behind the starting line that nobody would care about otherwise HAHAHA gently caress YOU." Also, get ready for levels with clear conditions of like "collect 100 coins" with exactly 99 coins out in the open and a single coin in an invisible block somewhere.
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# ? Jun 6, 2019 15:36 |
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Yeah it shows the clear condition when you start the level
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# ? Jun 6, 2019 15:39 |
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GreatGreen posted:At the very least, levels with clear conditions should display exactly what those clear conditions are at the start of the level. Otherwise, expect a lot of getting to the end of a level with no way to go back and see "Clear Condition: collect 1 coin, you know, the one coin in the entire level that was in plain view behind the starting line that nobody would care about otherwise HAHAHA gently caress YOU." From all of the 'hot garbage' I've seen on youtube so far, playing through a level like that would be the least of my worries.
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# ? Jun 6, 2019 15:39 |
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Never underestimate the limitless cruelty of a million+ anonymous children.
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# ? Jun 6, 2019 15:41 |
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So hey, does anybody know if we can spawn empty shells into levels or can we only spawn turtles?
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# ? Jun 6, 2019 15:44 |
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GreatGreen posted:So hey, does anybody know if we can spawn empty shells into levels or can we only spawn turtles? koopa shells no but you can spawn empty buzzy beatle shells, but those can also be used as power-ups. Depending on what you're trying that might be an issue.
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# ? Jun 6, 2019 15:47 |
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Sam Faust posted:koopa shells no but you can spawn empty buzzy beatle shells, but those can also be used as power-ups. Depending on what you're trying that might be an issue. Basically I think it would be cool to setup situations where you're given a shell and have to do one of those "grab shell, jump, throw shell against a wall and bounce off it in the air to jump really high over some wall" type moves. It would be more convenient to just get the shell first thing instead of having to eject the turtle from it first.
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# ? Jun 6, 2019 15:49 |
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GreatGreen posted:Basically I think it would be cool to setup situations where you're given a shell and have to do one of those "grab shell, jump, throw shell against a wall and bounce off it in the air to jump really high over some wall" type moves. It would be more convenient to just get the shell first thing instead of having to eject the turtle from it first. I seem to be incapable of pulling that move off. All of those mid air object jump techs everyone has latched onto are pretty annoying.
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# ? Jun 6, 2019 16:00 |
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Hell, I'm sick of the abundance of spin jumps. Oh look, you have to spin jump here and bounce off of a bunch of enemies. And then do it a few more times in the level as well. Wow, that's so original! Keep putting that into every level! I think there was a video posted here about the differences between Mario Maker and the source games, and one of the examples was how many more enemies Mario could spin jump off of in Mario Maker vs Mario Word. It's not hard or anything, it's just so drat overused and unoriginal. But maybe it's just me. I mostly made traditional style levels. Typical Mario games don't expect you to use tricks like that all over the place. Maybe to get to a secret or a requirement in a later "challenge" level, but not all over the place just to make it through a level.
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# ? Jun 6, 2019 16:09 |
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J-Spot posted:I seem to be incapable of pulling that move off. All of those mid air object jump techs everyone has latched onto are pretty annoying. I can't do it moving forward yet but I can if I have the space to stand still. You have to do it real close to the wall, like the shell needs to be about 3/4ths of a Mario away from the wall and you have to release it at the right time, usually right around the apex of your jump. I've actually had fun practicing. In MM1, I setup a pipe to output infinite turtles and a wall close by that I can only jump over by getting the shell jump right. It's been fun practicing, and it's such a pro-move that getting it right really makes you feel cool. It's actually really fun setting up technique practice courses like that. I wish we could setup those levels with no timer and practice with no time pressure. GreatGreen fucked around with this message at 16:23 on Jun 6, 2019 |
# ? Jun 6, 2019 16:15 |
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GreatGreen posted:Basically I think it would be cool to setup situations where you're given a shell and have to do one of those "grab shell, jump, throw shell against a wall and bounce off it in the air to jump really high over some wall" type moves. It would be more convenient to just get the shell first thing instead of having to eject the turtle from it first. Mario maker 1 you could sneakily do that 🦷🐢 💣🧱 🧱 🦷=muncher That set up will drop a turtle shell to use
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# ? Jun 6, 2019 17:32 |
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I want a blitzkrieg mario maker 2 https://pokyfriends.com/bkmario/
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# ? Jun 7, 2019 01:29 |
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ThisIsACoolGuy posted:I want a blitzkrieg mario maker 2 I don't understand what this site is about.
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# ? Jun 7, 2019 01:43 |
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Rupert Buttermilk posted:I don't understand what this site is about. It's for Mario Maker 1. It tells you which tools your allowed to use, and which 4 of them should be "featured" the most. Goal is to build a stage with what it rolls for you.
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# ? Jun 7, 2019 01:53 |
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Remember there is a Downvote option now. So if you don't like a level, you can downvote it, so it will come up less for other people.
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# ? Jun 7, 2019 02:24 |
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ThisIsACoolGuy posted:I want a blitzkrieg mario maker 2 What features would you want from this? (I'm afraid Dr. DOS never PMd me back.)
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# ? Jun 7, 2019 02:28 |
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MonsterEnvy posted:Remember there is a Downvote option now. So if you don't like a level, you can downvote it, so it will come up less for other people. Along the same lines, you don’t have a limit on likes you can give out so don’t feel like a level has to rock your world to earn one. As long as the creator put some effort in and didn’t actively try to make it unfun I try to show some love which helps decent levels show up more for other players.
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# ? Jun 7, 2019 02:32 |
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DalaranJ posted:What features would you want from this? Honestly just hoping for it to be updated with all the new tools that's all I had fun making a few courses in the tail end based off what it gave me.
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# ? Jun 7, 2019 02:39 |
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GI_Clutch posted:Hell, I'm sick of the abundance of spin jumps. Oh look, you have to spin jump here and bounce off of a bunch of enemies. And then do it a few more times in the level as well. Wow, that's so original! Keep putting that into every level! I think there was a video posted here about the differences between Mario Maker and the source games, and one of the examples was how many more enemies Mario could spin jump off of in Mario Maker vs Mario Word. It's not hard or anything, it's just so drat overused and unoriginal. When was the last time you played Mario World because you can spin jump off literally everything in that game, including multiple things that kill you in Mario Maker. The main difference between the two is that when you spin jump off an enemy in World you get way less height.
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# ? Jun 7, 2019 14:50 |
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But your initial spin jump was much higher
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# ? Jun 7, 2019 14:56 |
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I love spin jumping, but my favorite is when you spin jump off of several enemies in a row where instead of bouncing off, they fuckin explode, and you fall down slightly slower. I love putting in a level a small segment where you bounce off a spiny or something then cascade down a stairway of goombas.
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# ? Jun 7, 2019 15:05 |
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Holy gently caress, I can't wait for this game, and I wish journalists were given copies already and were showing a ton of previews. I'm at the point now where, I don't know who's footage I keep seeing, but I've practically memorized it. Yeah, yeah, the three goombas in the SMB1 sky level... player loses his super power up from hitting one, before he stomps on all of them, gotcha. It's almost like what Tim Rogers said, except I don't want to see 15 minutes of Mario Maker 2. I want to see 1,000 hours of Mario Maker 2 (when I'm at work and can't play it).
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# ? Jun 7, 2019 16:45 |
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Artix posted:When was the last time you played Mario World because you can spin jump off literally everything in that game, including multiple things that kill you in Mario Maker. The main difference between the two is that when you spin jump off an enemy in World you get way less height. It turns out the video I was referencing (from this thread) was the differences between NSMBU and Mario Maker.
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# ? Jun 7, 2019 17:18 |
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Reminder that the Mario Maker Invitational is tomorrow. I doubt they'll show off any new functionality (drat it Nintendo quit pretending we don't know about the hammer) but it'll be a good chance to see some of the new stuff in action I'm sure. https://twitter.com/NintendoVS/status/1134580593784700928 I don't know most of these people but I enjoy Feeney's 100 Mario streams.
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# ? Jun 7, 2019 17:31 |
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Where the gently caress is John Numbers
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# ? Jun 7, 2019 17:41 |
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I just realized this game comes out THIS MONTH and got very happy. Perfect thing to wind down with after a stressful moving process is over.
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# ? Jun 7, 2019 18:00 |
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The last Mario Maker championship was incredibly entertaining, although that was also the first time we got a taste of what was really possible. Hopefully we will see some new features in the championship to keep it spicy, even if they don't elaborate on the new things until the Direct. I'd bet money the first round is four player with only the winner moving on just to show that off, though.
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# ? Jun 7, 2019 18:08 |
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One thing I’m relieved about (as somebody who didn’t play Mario Maker 1 until just recently) is that Mario actually feels good to control in all modes. I know that should seem obvious, but Mario seemed kinda sluggish to me in New Super Mario Bros U Deluxe, like he took forever to get up to full running speed. For anybody curious, Mario feels zippy and responsive in Mario Maker.
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# ? Jun 7, 2019 18:14 |
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Suspicious Cook posted:I'd bet money the first round is four player with only the winner moving on just to show that off, though. They've posted the format: quote:Round One I don't know what the point of round 1 is if the finals are only based on round 2. I guess it would decide the teams? GreatGreen posted:One thing Im relieved about (as somebody who didnt play Mario Maker 1 until just recently) is that Mario actually feels good to control in all modes. I know that should seem obvious, but Mario seemed kinda sluggish to me in New Super Mario Bros U Deluxe, like he took forever to get up to full running speed.
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# ? Jun 7, 2019 18:18 |
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Round one winners may get a head start in round two
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# ? Jun 7, 2019 18:21 |
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J-Spot posted:They've posted the format: Ah, cool. At least there's some multiplayer in there so I wasn't completely off base. Hopefully they'll show off how easy it is to just get in each other's way and provide the comedy we desire.
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# ? Jun 7, 2019 18:31 |
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GreatGreen posted:I can't do it moving forward yet but I can if I have the space to stand still. You have to do it real close to the wall, like the shell needs to be about 3/4ths of a Mario away from the wall and you have to release it at the right time, usually right around the apex of your jump. Please don't upload any courses like this. There were HUNDREDS of courses like these in SMM1. It would suck to be going through 100 Man and get "alright now do ten shell jumps in a row THAT'S THE LEVEL." As someone who's done 100 normal and expert runs and 50 super expert runs, here's some things I just never want to see again: * Spike Mazes * Spin jumping on bob-ombs over spikes * Any level that relies on finding one hidden block * Spitting out a thousand enemies but there's ONE STAR hidden somewhere * Pick-a-pipe/door * Hidden block troll traps * Recreating the Mario 3 Bowser fight (he doesn't jump the same way and is too unpredictable - I'm guilty of this one myself) * Any puzzle level where you have to die if you make a single mistake (just put in a reset door) * Levels that waste your time like one-block high mazes you have to duck jump through or back and forth full level running with no enemies * "Speedrun" levels that are essentially just the same thing every time (spin on these enemies/bounce off this spring/throw this POW at the right time - they all have the same gimmicks) * Anything "Kaizo." Hidden blocks aren't fun. I think any level that needs memorization to be beaten isn't a very on-brand Mario level, but that's just me. There's probably other things and I might sound a little salty, but SMM is my favorite game of all time and I just want people to be forced to watch that one Game Maker's Toolkit video before being able to upload a level themselves.
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# ? Jun 7, 2019 18:36 |
So what I'm gathering is you don't like Mario
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# ? Jun 7, 2019 18:45 |
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# ? Jun 5, 2024 02:53 |
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I think it would be cool if Nintendo put some restrictions or slight nerfs on things. If you're making coins a goal for example you can't put them in hidden blocks. If a enemy has a key they have a slight gold glow around them. Blocks with enemies in them quiver every few seconds. Just to cut at some of the lovely things that people will try to abuse.
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# ? Jun 7, 2019 18:48 |