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Author Topic: Mario Maker  (Read 101930 times)

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GendoIkari

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Re: Mario Maker
« Reply #200 on: June 20, 2019, 04:52:50 pm »
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I'm not disappointed by a lack of any new specific thing, even though there are new things that I think would be cool. But I think even introducing just a couple new tools in the toolkit will allow people far more creative than I to think of all sorts of amazing and fun things that can be done with them; and that's what I look forward to the most.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.
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LastFootnote

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Re: Mario Maker
« Reply #201 on: June 20, 2019, 05:54:58 pm »
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And the 3-D world style is missing e.g. tracks.

That doesn't irk me so much. The 3D World style is just sort of a separate game, and at least I can use parts like that in the rest of the styles.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

The people who've had the game for a few weeks are still not allowed to talk about certain things. So there's hope new power-ups/whatever-other-new-content. I do like how the ring menus make it easier to add new stuff than it was in Super Mario Maker 1.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.

Removing overlapping pipes is probably for one of two reasons. Either 1) they built the engine up from scratch and it just works differently or 2) they're trying to put the kibosh on easy-to-thwart troll mechanics. The fact that the rate enemies spawn from pipes is color coded instead of fully customizable makes me think that they're trying to make levels more what-you-see-is-what-you-get for players.

EDIT: As far as removing things, I think the multiplayer features were the reason they removed certain things, like SMB1 costumes.
« Last Edit: June 20, 2019, 06:04:59 pm by LastFootnote »
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pubby

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Re: Mario Maker
« Reply #202 on: June 21, 2019, 06:29:27 am »
+1

Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.
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LastFootnote

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Re: Mario Maker
« Reply #203 on: June 21, 2019, 09:31:26 am »
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Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.

Maybe. They sure were nice, though. My levels will be uglier for not having access to them.

EDIT: And less cool, too.
« Last Edit: June 21, 2019, 09:33:43 am by LastFootnote »
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GendoIkari

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Re: Mario Maker
« Reply #204 on: June 24, 2019, 01:53:50 pm »
+1

Anyone else staying up late on Thursday to play Mario Maker 2 the moment it comes out?

Trying to figure out how the release date works with time zones... it's supposed to be available at midnight Thursday night, but I can't find any info about time zones. Is it your local time? And if so could you update your switch time zone settings to play it a few hours earlier?  I assume not... but is it eastern time, etc? If it's western time zone, then I'm screwed, because I can't stay up just to start playing it at 3am.

*Edit* Found it! Looks like it goes by Eastern Time.

So I'll be up from about 12-2 playing Mario Maker 2.
« Last Edit: June 24, 2019, 02:07:09 pm by GendoIkari »
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LastFootnote

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Re: Mario Maker
« Reply #205 on: June 24, 2019, 03:16:41 pm »
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I might stay up late. Probably I’ll play some Story Mode.
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GendoIkari

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Re: Mario Maker
« Reply #206 on: June 24, 2019, 03:27:08 pm »
+1

I'd normally go straight to story mode; but that's something my wife may want to go through with me (and she won't be up). So I'll probably just mess around in the editor and check out what various modes and features there are that aren't already known.
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GendoIkari

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Re: Mario Maker
« Reply #207 on: July 01, 2019, 04:50:26 pm »
+1

So it's been out for a few days now. I haven't played it a whole lot yet, and most of the time I have has been spent building a level. Should be done soon.

But I've been really enjoying all the new videos from the Mario Maker streamers I watch. There's a lot of interesting changes that I didn't realize would be there... actual new physics.

Some of the various physics changes that will really change the way a lot of levels play:
  • No more midair shell jumps.
  • Regular shell jumps are a bit harder now.
  • You can't stop a knocked out beetle or koopa from coming back to life by setting it down and picking it back up.
  • Spring jumps are a lot harder, but still possible.
  • Holding up when going through a door won't automatically send you back through the door again. You have to let go of an re-press up to go back.

Other interesting changes aside from physics:
  • The clock display rounds down instead of rounding up. So when it goes from 1 to 0, you have a second left before death.
  • Bowser dies to spike shelmets sooner. Used to take 20 hits, now it's 7. I know because my level uses this mechanic.
  • Spikes placed on the same row as one-way ground now don't kill you, you can walk on the ground.

The question I had about how clear conditions will work with things that respawn when going through a door or pipe. The answer is, they don't respawn. Any item that's part of the "do x things" clear condition simply doesn't respawn, whether it's a coin or an enemy. So this could be used to make some interesting things where a room is different the second time you enter.

I played some multiplayer... fun, but 4 out of 6 games I played were incredibly laggy. One of them so bad that it was about 2 frames per second framerate. So bad.

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LastFootnote

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Re: Mario Maker
« Reply #208 on: July 01, 2019, 04:53:08 pm »
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Also, if there’s an enemy clear condition, pipes that spawn enemies will spawn 10 total, then stop.
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LastFootnote

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Re: Mario Maker
« Reply #209 on: July 01, 2019, 05:13:34 pm »
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In trying to recreate and update some of my old levels, I've also run into more differences. The way Airship ground is rendered has changed a lot, at least in the SMB3 theme. No longer will a pillar of ground 2 blocks wide form a mast. Now it's just siding like wider ground. The underside of Airship ground is also much blockier unless you use slopes, which I guess is the idea. I mostly like that change except it means I can't put decorative portholes in some places I'd like them to go.

When a pipe comes out of a wall, there's special graphics done to make it flush with that wall, but when a pile comes out the side of another pipe, no such luck. It's bewildering to me.

I wish scroll stop were a bit easier to use. I appreciate that it can be done in any direction, but hate that only ground and hard blocks work for it. At least make slopes and pipes work too! I've been wrestling with it a bit. I also wish that I could make a vertical area one screen wide without resorting to scroll stop. I was hoping that if I left the right (or left) half of a vertical area empty, the screen wouldn't scroll into it, much the same way that a horizontal area won't scroll up if you don't put anything above one screen height. No such luck.

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LastFootnote

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Re: Mario Maker
« Reply #210 on: July 01, 2019, 05:14:53 pm »
+1

Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.
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sudgy

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Re: Mario Maker
« Reply #211 on: July 01, 2019, 06:02:33 pm »
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Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.

I totally agree, but I did see a hot garbage level that had a bunch of likes...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

ConMan

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Re: Mario Maker
« Reply #212 on: July 01, 2019, 08:06:57 pm »
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I think it's partially driven by Nintendo making sure there was a lot of pre-existing content before they launched, so that's provided a buffer against the hot garbage created as people's first levels. I suspect that the ratio will get a bit worse as more people pick up the game, then maybe better as the number of players drops off leaving mostly people who are actually interested in level design.
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GendoIkari

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Re: Mario Maker
« Reply #213 on: July 02, 2019, 09:16:08 am »
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Mario Maker 1 levels gradually got better as the actual good content creators learned how to make good and better stuff. Those people already were around and knew what they were doing when MM2 launched, so that's one big reason that the average quality of level seems higher.
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popsofctown

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Re: Mario Maker
« Reply #214 on: July 02, 2019, 01:28:21 pm »
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I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.
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GendoIkari

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Re: Mario Maker
« Reply #215 on: July 02, 2019, 03:40:25 pm »
+1

I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.

I think it's a different genre. While you can make "Mario-type" levels in Mario Maker, you're right; it will never feel like playing a full 2D Super Mario game. Instead, it's a combination of cool platforming, puzzle solving, troll-avoiding, and pure creative things that you would never see in a Nintendo-made Mario game.
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popsofctown

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Re: Mario Maker
« Reply #216 on: July 02, 2019, 04:05:52 pm »
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Oh man.  I should probably pass then. 

I'd rather play a SMW romhack where people make full games.
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GendoIkari

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Re: Mario Maker
« Reply #217 on: July 03, 2019, 12:20:50 am »
+2

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.
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sudgy

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Re: Mario Maker
« Reply #218 on: July 03, 2019, 02:46:52 am »
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Gendo: Before you freak out, that is not what I actually look like.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

LastFootnote

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Re: Mario Maker
« Reply #219 on: July 03, 2019, 01:24:50 pm »
+1

I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.
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GendoIkari

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Re: Mario Maker
« Reply #220 on: July 03, 2019, 03:23:01 pm »
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I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.

In my upload attempts I definitely found that 1, 3, and 5 were the hardest. I had intended to actually order them from easiest to hardest.. I built room 1 last, thinking that I was going to make it the easiest room, but it ended up being one of the hardest. And the order was somewhat forced by wanting the visuals of alternating pipes and doors.

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.
« Last Edit: July 03, 2019, 03:24:43 pm by GendoIkari »
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LastFootnote

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Re: Mario Maker
« Reply #221 on: July 03, 2019, 03:41:28 pm »
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Sadly I am that level of player. I had no idea what to do in that room and have never heard of a "bomb slide".
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GendoIkari

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Re: Mario Maker
« Reply #222 on: July 03, 2019, 04:01:32 pm »
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Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.
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Re: Mario Maker
« Reply #223 on: July 03, 2019, 05:01:24 pm »
+1

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

GendoIkari

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Re: Mario Maker
« Reply #224 on: July 04, 2019, 12:00:56 am »
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Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.

You’re still the only clear!
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