gimymblert
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« Reply #120 on: October 03, 2015, 05:00:57 PM » |
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Conker
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« Reply #121 on: October 03, 2015, 06:00:20 PM » |
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Yeah this game needs a tag system to save itself
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SirNiko
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« Reply #122 on: October 04, 2015, 01:22:33 PM » |
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I can't help but feel there's something terribly wrong when the #1 fan of Mario Maker on TIGS doesn't even own the console, let alone the game.
I wonder if Nintendo will incorporate features like the special effects (eg, disco lights, bowser faces) into their next 2D Mario title.
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gimymblert
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« Reply #123 on: October 04, 2015, 03:56:39 PM » |
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Its' call marketing, notsalgia and brand recognition, I watch the videos and my finger and body react to what happen, I literally feel the muscle acting on their own.
Other are too busy the game anyway.
More seriously it's a gold mine of level design, even when the design are broken.
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gimymblert
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« Reply #124 on: October 05, 2015, 12:04:32 AM » |
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18C2-0000-004F-B452 phoenix wright, tricky puzzle
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LucasMaxBros
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« Reply #125 on: October 05, 2015, 02:25:01 AM » |
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If there's one thing that I don't like about Mario Maker, it's that the Springs are so finicky. They were NOT this hard to jump off of when I did a marathon of the 2D Mario games before its release. It sometimes feels like luck when I'm trying to bounce off them in a critical moment.
On another note, making another game along this one has really messed with my timing on some things. Like sometimes I forget that I need to hold a direction to wall-jump because the game I'm making doesn't require you to do that. It's hilarious to some degree.
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ThemsAllTook
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« Reply #126 on: October 05, 2015, 07:57:37 AM » |
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If there's one thing that I don't like about Mario Maker, it's that the Springs are so finicky.
YES. This is my biggest gameplay complaint, and I've heard it from a lot of other people too. One theory is that they were using the SMB1 spring timing for everything, which I remember being pretty precise, but all it really does is make levels with springs super unpleasant to play.
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Alevice
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« Reply #127 on: October 05, 2015, 12:41:10 PM » |
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SMB1 springs are horrid
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ProgramGamer
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« Reply #128 on: October 05, 2015, 12:54:57 PM » |
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Springs have got to be the worst mechanic in SMB1 by far. And it would have been so simple to fix too, just extend the period in which the player can press jump to jump higher. But hey, maybe they were meant to be finicky by nature. Go figure, it's Nintendo after all.
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Landshark RAWR
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« Reply #129 on: October 05, 2015, 02:26:52 PM » |
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cant you just hold the jump button? im pretty sure that's how it works in pretty much every other mario game
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LucasMaxBros
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« Reply #130 on: October 05, 2015, 02:34:22 PM » |
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Nope. I sure as heck tried. You have to press Jump while the spring/noteblock is pushed down. Not while it's rising, or before, and you can't be holding it. A lot of times I'll think I timed it correctly, only to not have and a lot of times...fall to my doom.
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Conker
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« Reply #131 on: October 05, 2015, 03:53:01 PM » |
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So its not just me
Yeah springs aren't great.. at all..
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Brother Android
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« Reply #132 on: October 08, 2015, 08:53:41 AM » |
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i've been messing around with making "ambient" levels that focus on exploration & nonviolence & generally being interesting without being very hard
i figure if anybody out there would like these levels, it's people here
my best one so far is "Temple Ruin No. 2" 57E5-0000-008E-9E31
then there's this very minimalist one "A Study in Caverns" C7A9-0000-0074-45F9
looking forward to trying some other people's when next i am at home
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ProgramGamer
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« Reply #133 on: October 08, 2015, 04:59:50 PM » |
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Are there sprites for game modes above Mario Bros. for the weird mushroom? Just curious.
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mks
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« Reply #134 on: October 08, 2015, 05:46:01 PM » |
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What I miss in this thread:
ppl talking about the levels tigs members posted here.
No one willing to give feedback? :/
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Where's the Spelunky 2 DevLog, Derek?
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Brother Android
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« Reply #135 on: October 09, 2015, 07:00:57 AM » |
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Are there sprites for game modes above Mario Bros. for the weird mushroom? Just curious.
no, unfortunately
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gimymblert
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« Reply #136 on: October 09, 2015, 07:05:58 AM » |
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I think they might have had more features to old mario (amiibo, weird mushroom) in fear people would find it less attractive than others' graphics.
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Jordgubben
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« Reply #137 on: October 10, 2015, 05:04:53 AM » |
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Save it for later24E0-0000-009B-6612 It's a (mostly) puzzle-oriented level. This level has been sitting on my Wii U for at least two weeks. I like to let the levels marinate in their own sauce for a while before I upload them. It helps me see the details that where overlooked on the first rough sketch. I should probably try to do something that is not an avoid-the-powerups-level, but they are so fun to make.
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Jordgubben
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« Reply #138 on: October 10, 2015, 06:00:14 AM » |
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What I miss in this thread:
ppl talking about the levels tigs members posted here.
No one willing to give feedback? :/
This is a fair point. So, in a deterministic order.. Molten Caverns - 5AAF-0000-0041-031A
The tower of flaming pipes provides a good change of pacing. That giant Thwomp game me an idea for a puzzle. Goomba Saga I - 39AF-0000-0035-183B
Putting sound effects on a subset of the gombas give them a bit of extra personality. The alternate passage way makes replaying more varied and thats good because the final section is really tough. Ghastlyvania: Boo-dlines - 95FE-0000-0033-26BB
This evel has a lot of nifty tricks up it's sleeve. But what it does best is the mind screw pacing. First there is the flying block section that requires a lot of precision, then there is the "elevator" a calm section where you basically do nothing, final you have the.. hmmm... on second thought.. nope.. there is nothing more after that.. promise
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gimymblert
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« Reply #139 on: October 11, 2015, 09:31:29 AM » |
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Top 10 DLC we want in Super Mario Maker
YES
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