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Mario!
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# ¿ Feb 16, 2019 23:36 |
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# ¿ May 16, 2024 01:57 |
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It does feel like a missed opportunity that there weren't many goon streams of goon levels at least from what I remember. There was a SMM lp a long time ago but that died pretty quickly. On a related note, trying to get random streamers to play my levels back in the day was a particularly enlightening glimpse into hell.
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# ¿ Feb 26, 2019 01:06 |
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SSJ_naruto_2003 posted:The number one thing I want but won't get is custom over worlds. I've been playing so many super Mario world rom hacks
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# ¿ Mar 31, 2019 03:30 |
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I just noticed that that piranha plant is upside down attached to a block. I remember actually wanting that for a couple of levels in Mario Maker 1
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# ¿ Apr 30, 2019 12:15 |
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I watched this a few times, and I think I was able to figure out three new things. 1. at 0:41: Bloopers seem to work differently in 3D World style. It looks like they swim directly at you now. I don't remember if bloopers were even in 3D World so I don't know if this matches their behavior in that game. 2. at 0:44: The podoboos coming out of that red pipe seem to be spawning very quickly compared to how quickly enemies spawned out of green pipes in SMM1. 3. at 0:41: This one might be a stretch and will take some explaining, but you can see a banzai bill moving right when Mario moves toward the top of the stage. In SMM1 when enemies became active because the screen moved close enough to spawn them, and they would move or be oriented toward Mario. So if Mario is moving right, a Goomba would be moving left. Enemies becoming active would not be affected by vertical space. So if Mario is moving to the right underneath a Goomba and then moves up to where the Goomba can be seen, the Goomba will still be moving left. The first horizontal Banzai Bill in the trailer is moving right, which suggests the game is taking into consideration of vertical space when spawning in enemies which could suggest you can change the vertical height of levels in some way. Or it could just be nothing idk.
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# ¿ May 1, 2019 14:54 |
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I looked this up a while back, and it feels real weird. https://www.youtube.com/watch?v=NLS458ekSEI
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# ¿ May 6, 2019 02:17 |
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I was thinking about it, and if my theory about enemies spawns being affected by vertical distance is true, that's actually a fundamental mechanical difference between SMM1 and SMM2 which means levels from 1 aren't going to work exactly the same if recreated in 2. I know some of my old levels rely on this mechanic to function. At the very least, it rules out Nintendo letting you auto-upload your old levels, but it should still be possible for there to be an option to download old levels and manually re-upload them.
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# ¿ May 9, 2019 01:33 |
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Current mood:
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# ¿ May 15, 2019 01:28 |
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g0lbez posted:I haven't had a chance to watch it yet but this is probably the last direct before it comes out. If they didn't touch on it at all then it's probably not in Game comes out after E3, and there's still that obviously missing game style, so the game will probably show up in the E3 direct. I'm still holding out some hope. It could even be a thing in that invitational.
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# ¿ May 16, 2019 00:17 |
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J-Spot posted:Sounds like co-op is random level selection. I really think they ought to give everyone in the game a chance to pick a level. I want to force my co-op partners to play my stuff! I think going through randomly selected levels is specifically for the network play mode whether with online or local players. I'm pretty sure you can play specific multiplayer levels or else this wording wouldn't make sense. Also, there's some multiplayer looking icon in the "my course" section at 0:31.
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# ¿ May 16, 2019 01:33 |
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DalaranJ posted:For some reason when you get the car it shows the super famicon logo? It might be a sound effect attached to the car.
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# ¿ May 16, 2019 03:13 |
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Low-key one of my favorite additions is the on/off rails. That was one of the first specific objects I wanted added in MM1, because rails are real useful for setting things up and having more control is even better.
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# ¿ May 16, 2019 03:57 |
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I'm curious what the night effect for the water, castle, and airship theme is gonna be. edit: I'll make a prediction and say the night water effect is gonna be ceiling water like an inverse of the forest theme. Sam Faust fucked around with this message at 12:49 on May 20, 2019 |
# ¿ May 20, 2019 12:46 |
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MonsterEnvy posted:There is apparently still some hidden stuff and Nintendo has not revealed everything. At the very least, that's probably the second extra game style (I'm betting on SMB2).
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# ¿ May 30, 2019 00:45 |
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Trasson posted:I know it'll never happen, but I wish we'd get the All-Stars versions of Mario 1 and 3 graphics. The NES can suck it, SMAS is the version I grew up with. Yeah, . I watched a gameplay video of all-stars for fun the other day, and was surprised at how hard the nostalgia hit me.
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# ¿ May 30, 2019 07:25 |
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Internet Kraken posted:So how many of ya'll are gonna remake your favorite levels from Mario Maker 1? Probably never gonna bother trying to do a 1-to-1 recreation, but there are quite a few levels with a central theme/gimmick that I want to bring into the new game. Especially with some of the new objects that I could use to improve the old ideas.
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# ¿ May 31, 2019 00:30 |
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https://www.youtube.com/watch?v=LPDIQ2Pc6Jo&t=275s
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# ¿ Jun 3, 2019 10:11 |
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I just thought it was cute that there was a dog in the sky...
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# ¿ Jun 3, 2019 12:22 |
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Rupert Buttermilk posted:I really think it works better this way, rather than just cause the player to die immediately upon failing it. I kind of like the possible uncertainty of whether or not you've completed the condition, until you get to the tape. There's not really any uncertainty because if the clear condition is fulfilled, there will be a flag icon near the character. I am curious how that type of condition will work in multiplayer. Like, if everyone needs to not touch the ground to keep the flag out or if just one person can finish it.
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# ¿ Jun 3, 2019 14:34 |
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# ¿ Jun 4, 2019 08:09 |
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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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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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Did anybody find out what the deal is with the blinking p-switches/POW blocks?
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# ¿ Jun 8, 2019 03:18 |
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Pablo Nergigante posted:Did we know you could mix night and day in a course? They're showing off one now that uses pipes to switch between upside down and right side up and it's awesome Night and Day are still basically just different themes and you could always mix themes between the main area and sub area.
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# ¿ Jun 11, 2019 20:48 |
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MarioMarioMarioMarioMarioMarioMarioMarioMarioMarioMario MarioMarioMarioMarioMarioMarioMarioMarioMarioMarioMario MarioMarioMarioMarioMarioMarioMarioMarioMarioMarioMario MarioMarioMarioMarioMarioMarioMarioMarioMarioMarioMario
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# ¿ Jun 23, 2019 00:33 |
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# ¿ May 16, 2024 01:57 |
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If it's a youtube video, you can right-click and select "copy video url at current time."
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# ¿ Jun 26, 2019 04:09 |