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I saw in the previews you could pin things in the Pallet. Does anyone know how to do that?
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# ¿ Jun 28, 2019 19:08 |
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# ¿ May 16, 2024 01:09 |
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Ben Nerevarine posted:This guy's feet must really be a sight Kuribo is just the Japanese name for a Goomba.
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# ¿ Jun 28, 2019 19:39 |
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Spellman posted:It would be cool if they added the Koopalings someday maybe based on Mario Bros 3 They have been quite requested would not be shocked to see them added in a later update.
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# ¿ Jun 29, 2019 05:19 |
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lunar detritus posted:Is there a way to flip an enemy? For example to make a Spike Top walk to the right. They go whatever direction Mario is coming from I think.
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# ¿ Jun 29, 2019 05:19 |
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SeANMcBAY posted:Just do what they did in Smash and make them reskins of Bowser Jr. I’d be satisfied. I think they should have different behavior than Jr. Maybe be more aggressive movement wise and maybe each have a unique effect that can be applied.
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# ¿ Jun 29, 2019 05:31 |
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SeANMcBAY posted:That would be ideal. Especially for the more unique ones like Lemmy. For differing them from Jr I would have them more aggressive movement wise running around and jumping more than him, while not being quite as aggressive with fireballs. For the Koopalings themselves Larry and Iggy are the basic types, jumping around and shooting fireballs. Lemmy and Wendy are the special ammo types as they don't shoot fireballs. Morton and Roy are the Heavy types, shaking the area with their jumps. Ludwig is the Super Koopaling and is overall the most dangerous Then we just need them all to have a form of uniqueness in one or two ways. As even Koopalings of the same type should feel different. Robot Hobo posted:Canonically, Bowser Jr. is Bowser's only offspring. Though this was a retcon back in 2012.
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# ¿ Jun 29, 2019 05:55 |
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AlBorlantern Corps posted:The only thing that ever pegged the Koopalings as his kids were the lovely cartoon, which didn't even have their names right
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# ¿ Jun 29, 2019 06:42 |
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Can't take Screenshots but my first level is here. Bowser's Boss Bash Castle WBM-75X-MHF Not super great, one area I would criticize myself in is that I did not take advantage of the lava level.
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# ¿ Jun 30, 2019 07:53 |
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Rupert Buttermilk posted:Remember how in some Mario 3/World levels, even when you were flying up, the screen didn't move? Is there any way to replicate that? Maybe Scroll stopping blocks
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# ¿ Jun 30, 2019 15:41 |
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Course obsolete.
MonsterEnvy fucked around with this message at 04:15 on Jul 4, 2019 |
# ¿ Jul 4, 2019 03:16 |
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J-Spot posted:When you've already got the magikoopas dropping keys the clear condition is redundant and you lose the ability to put in a desperately needed checkpoint. Watch for having fish drop on players heads when they're stuck on a slow moving block. Thanks.
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# ¿ Jul 4, 2019 03:55 |
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Updated Kamek's Magic Mayhem Airship. 068-1SP-RKF
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# ¿ Jul 4, 2019 04:14 |
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Looking forward to seeing what all the diffrences the Koopalings have.
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# ¿ Apr 22, 2020 01:27 |
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SeANMcBAY posted:Bowser in 3D World was a good boss since he was basically just a level. And you can use him the sameway here.
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# ¿ Apr 22, 2020 03:35 |
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Koopaling differences from experimenting with them. Larry is default. He jumps around a bit and shoots fireballs, shooting them faster as he takes hits. Giving him wings makes do big jumps. Iggy runs around back and forward making landing on him tricky, while shooting fireballs. His shell speed seems to be higher than the other koopalings. Giving him wings makes him short hop back and forth rather then run. Wendy shoots rings that bounce around while jumping adding more rings that last longer as she takes hits. Giving her wings makes her leap higher. Unlike Larry she tends to stay more or less in place with these jumps. Lemmy runs on his ball while launching balls that bounce you. He shoots more of them and faster as he takes damage. Giving him wings makes him bounce the ball he rides. Roy burrows and pops out either on the ground or on the roof of the area he is in. Creating a shock wave and shooting fireballs between burrowing. Giving him wings makes him jump out of his burrows and fake you out by not always coming out when he first appears Morton sends out fireballs that travel on the ground after doing a ground pound. Giving him wings causes him do to fake out ground pounds. Ludwig sends out three fireballs at once and flies around between shots on his last hit he sends out five at once. Giving him wings causes him to fly around shooting multiple bursts of fireballs
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# ¿ Apr 22, 2020 05:35 |
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Little Mac posted:So we tested a lot of things on tonight's stream. You can watch it here: https://www.twitch.tv/videos/598939265?t=00h39m57s Surprised you only experimented with Wings for Larry it changes all Koopaling behavior.
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# ¿ Apr 22, 2020 07:32 |
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Macaluso posted:That's what I was worried would be the case. Classic Nintendo 7 seconds seems like a good amount of time to me.
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# ¿ Apr 22, 2020 09:04 |
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While I like the Super Mario World Style Koopalings. It's Ludwig was off to me and I just now figured out why. He lacks his bucktooth in that style.
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# ¿ Apr 23, 2020 02:23 |
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SeANMcBAY posted:He looks too much like his Mario 3 version. You sure they look pretty different to me.
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# ¿ Apr 23, 2020 06:16 |
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Trying to go through making a game. And wanted to gather ideas for the second Fortress and Boss. I know I am going to use a Koopaling for the boss, but have not decided which one. (Only certain that I am not using Larry or Ludwig as Larry is the first world boss who I have already done and Ludwig is going to be the final one. Also wanted some help in figuring out the theme and gimmick for the Fort. Larry's castle was themed around Firebars for example.
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# ¿ Apr 24, 2020 00:28 |
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OneMoreTime posted:By the by, here's the VOD and level list for last night's stream. Thanks to everyone who dropped by and submitted levels! It was fun watching all of this. MonsterEnvy fucked around with this message at 18:51 on Apr 24, 2020 |
# ¿ Apr 24, 2020 18:48 |
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tonberi posted:That's awesome, congratulations! Hey did you change the design of your castle. How did you do that?
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# ¿ Apr 25, 2020 07:02 |
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Amppelix posted:the same way you change the design of anything else (long press on it); the unexplained catch is that you can't change the look of the final castle in your super world. That one always has to look like a final boss castle. Of course with the one-world super worlds everyone's making, you only have the one castle which is also the final castle, so this isn't very well known or very intuitive. Ah thanks a ton.
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# ¿ Apr 25, 2020 08:15 |
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Amppelix posted:Very nice first level! It's really hard to get the balance of not too challenging but still interesting and I think you nailed it. Secret placement was on point, too. Weird. Why is that even an option.
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# ¿ Apr 26, 2020 20:47 |
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ThisIsACoolGuy posted:
I have an easy fix for you. Create a second Roy at the boss arena. That way you have the pursuing Roy, and a Fresh Roy for the boss fight when the other despawns. Haschel Cedricson posted:Agreed. When I first saw him I thought "He can't hurt you with his projectiles? Lame; he's gonna be just a more-annoying Boom Boom." But with the right boss arena? Made a stage based around him. Namely Lemmy in a Lakitu cloud that pops out the balls needed to get past many of the obstacles.
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# ¿ Apr 27, 2020 02:42 |
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I want to get back into Mario Maker and fully create a world.
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# ¿ Oct 23, 2021 18:31 |
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# ¿ May 16, 2024 01:09 |
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Sam Faust posted:I wasn't happy with how a few of the levels in my super world turned out in regards to difficulty and polish. So, I've been booting up Mario Maker again to fix that up to where I like it. I updated 14 levels (if you wanted to specifically play them, they're obviously just the 14 newest levels in my uploads) of my 40 level world, I figured I should at least post about it in the old Mario Maker thread for old time's sake. Thanks will check it out.
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# ¿ Feb 26, 2022 20:17 |