[QUOTE=Dr. Evilcop;47469922]On the topic of DK64 I have the weird memory (maybe a dream?) about playing it circa ~4 years old. I think I was in part of the overworld or something, and the whole world was dark or rainy. I can't remember if there was music, but it was either silent or slow and a little spooky. I think I jumped across a vine into another area, and then a cutscene happened and all I remember is DK having a shocked expression on his face.
Did this actually happen at any point :v: ? This is my most potent memory of DK64.[/QUOTE]
Pretty sure that's the intro to the second Armydillo fight or whatever his name was.
[media]http://www.youtube.com/watch?v=BuEBr4Rg_dI[/media]
Edit: Correction, was the first fight, though the vines and missing and there's no shocked expression I think this is the closest.
I decided to look back at the recent Direct Mario Maker footage when some LP commentators I keep up with mentioned during a Super Mario World LP if MM would maintain the old physics of the various games, SMW included. They probably won't, all things considered, but I did notice after looking at an IGN analysis video that things like Boos, Wigglers and Thwomps will have SMB1 sprites, the Cape Feather will be back with its flying intact, and other little details.
I really do hope this turns out good, it's pretty much the thing i'm excited to see since I love customization and such.
[QUOTE=RikohZX;47477469]I decided to look back at the recent Direct Mario Maker footage when some LP commentators I keep up with mentioned during a Super Mario World LP if MM would maintain the old physics of the various games, SMW included. They probably won't, all things considered, but I did notice after looking at an IGN analysis video that things like Boos, Wigglers and Thwomps will have SMB1 sprites, the Cape Feather will be back with its flying intact, and other little details.
I really do hope this turns out good, it's pretty much the thing i'm excited to see since I love customization and such.[/QUOTE]
I can't remember where this was said, but I believe in an interview during E3 2014, that the physics that Mario Maker will be using are the SMB1 physics. Don't quote me on that though, but I do remember hearing that somewhere. Just can't remember where exactly.
Also, I wonder if for the Racoon Leaf, when using the SMW set, if they'll just use the beta SMW sprites for it, as the Racoon Leaf [B]was[/B] supposed to be in SMW but got cut.
[img_Thumb]https://tcrf.net/images/1/18/SMWProto_Racoon.jpg[/img_Thumb]
[QUOTE=RikohZX;47477469]I decided to look back at the recent Direct Mario Maker footage when some LP commentators I keep up with mentioned during a Super Mario World LP if MM would maintain the old physics of the various games, SMW included. They probably won't, all things considered, but I did notice after looking at an IGN analysis video that things like Boos, Wigglers and Thwomps will have SMB1 sprites, the Cape Feather will be back with its flying intact, and other little details.
I really do hope this turns out good, it's pretty much the thing i'm excited to see since I love customization and such.[/QUOTE]
If I could only have one physics engine for Mario Maker it'd be Super Mario World. That game had the tightest control in the series.
It's pretty easy to see that depending on the tileset you use the physics and mechanics change
NSMBU has wall jumps and ground pounds which aren't open to players in 1, the cape flying as mentioned using World only really works in World etc.
[QUOTE=Sift;47478013]It's pretty easy to see that depending on the tileset you use the physics and mechanics change
NSMBU has wall jumps and ground pounds which aren't open to players in 1, the cape flying as mentioned using World only really works in World etc.[/QUOTE]
It would be cool to have an option to enable features from other 'sets', so a SMB1 Mario can do wall jumps and ground pounds as well as use power-ups from other games, but that's unlikely at best. As it stands I hope there's more than just power-up and visual variation for the individual sets and they really do have full-blown physics changes that are close enough to their original titles.
It also seems like while everything still has shadows, they're not as quite blatantly recycling the NES Remix engine as they were before.
Just realized on the topic during the special movie Bowser was just out in the open in the middle of a level, think that'll be restricted to the Mario 1 set or can you have a bunch of NSMB bowsers randomly standing around?
There might be entities that are limited to one per stage, and act as a clear trigger (sort of like the ? sphere in SMW used frequently in romhacks, to avoid having to use the massive goal)
Maybe beating Bowser ends the level.
How will Nintendo handle people completely recreating actual sidescrolling Mario games?
[QUOTE=Dr. Evilcop;47480052]How will Nintendo handle people completely recreating actual sidescrolling Mario games?[/QUOTE]
I'm sure it will be too stripped down and limited for something of that scope.
[QUOTE=Ardosos;47480092]I'm sure it will be too stripped down and limited for something of that scope.[/QUOTE]
I mean, will it? Classic Super Mario games are pretty basic. The most advanced shit is the occasional P button and false exit and such.
It doesn't really seem all that complex in terms of SMW or NSMBU. There'll be vertical scrolling, we can make castle levels, and so forth, but we probably can't make boss fights outside of the generic SMB1 Bowsers or gigantic enemies, and I get the feeling more complex level designs (like pipe mazes from SMB3, or mixing water and numerous varying paths) won't be easy or may even be flatout impossible. The way it all looks like it works, seems to favor SMB1-style most.
People have proven that they can make stupidly complex things out of simple tools, I bet we'll get some impressive levels even if the tools are limited or deliberately restricted.
Wonder how long it'll be before things like this appear in Mario Maker:
[media]http://www.youtube.com/watch?v=4xyvQQSbX5o[/media]
I don't think any trailer for Mario Maker has shown Mario going down pipes or opening doors, so I think you can make straight forward levels but nothing multi-layered.
[QUOTE=Sift;47482142]I don't think any trailer for Mario Maker has shown Mario going down pipes or opening doors, so I think you can make straight forward levels but nothing multi-layered.[/QUOTE]
No word on autoscroller levels, either.
Honestly, I always considered this one of the best Automatics.
[media]http://www.youtube.com/watch?v=vDWJFMXOY88[/media]
[QUOTE=The Duke;47483803]No word on autoscroller levels, either.[/QUOTE]
I hate those, so it doesn't break my heart, but it should still be an option for people who do like them.
Mario Maker looks much more accessible, but I don't think it'll be able to top what Lunar Magic is able to do. Lunar Magic is probably the greatest video game level editing software out there.
[QUOTE=TectoImprov;47484340]Mario Maker looks much more accessible, but I don't think it'll be able to top what Lunar Magic is able to do. Lunar Magic is probably the greatest video game level editing software out there.[/QUOTE]
Well of course. There's always going to be a large gap between an official product that lets you make levels using customizable but pre-determined objects, and an unofficial editor that essentially lets you rework the entire game and its assets into entirely different things to make something else altogether.
On the contrary, it seems to let you do things that are a huge pain in LM quite easily (creating winged enemies that aren't in the base game requires some weird entity finagling)
From what we've seen so far, there are distinct trade-offs between the two. MM can do some things by default that would require a large chunk of outside scripting in LM.
[QUOTE=Sift;47482142]I don't think any trailer for Mario Maker has shown Mario going down pipes or opening doors, so I think you can make straight forward levels but nothing multi-layered.[/QUOTE]
If that's the case then the game will be pretty disappointing. Multi-layered levels that go both vertical and horizontal were always fun. (Boo mansions, NSMB Wii custom levels)
[QUOTE=Stiffy360;47484545]If that's the case then the game will be pretty disappointing. Multi-layered levels that go both vertical and horizontal were always fun. (Boo mansions, NSMB Wii custom levels)[/QUOTE]
Well, like I said before there's been vertical scrolling. One of the Treehouse footage plays had a Castle themed SMB1 level with the camera going up and down, and I'm pretty sure the recent Direct footage demonstrated vertical scrolling during the brief snippet of the Cape being used. The game still has until September in terms of scheduled release, so we may see more content added by then, but if they really do lack pipes and doors for extra or multi-path rooms, it'll be annoying.
But then I can see why that'd probably be troublesome to implement.
[QUOTE=RikohZX;47484607]Well, like I said before there's been vertical scrolling. One of the Treehouse footage plays had a Castle themed SMB1 level with the camera going up and down, and I'm pretty sure the recent Direct footage demonstrated vertical scrolling during the brief snippet of the Cape being used. The game still has until September in terms of scheduled release, so we may see more content added by then, but if they really do lack pipes and doors for extra or multi-path rooms, it'll be annoying.
But then I can see why that'd probably be troublesome to implement.[/QUOTE]
It would be for say the original mario bros, but the new ones all have doors. And if you have the "you must complete the level to upload it" thing is still in place it shouldn't be an issue online. Maybe some room and Map size limits to squeeze down filesize.
[QUOTE=Everything;47484377]On the contrary, it seems to let you do things that are a huge pain in LM quite easily (creating winged enemies that aren't in the base game requires some weird entity finagling)
From what we've seen so far, there are distinct trade-offs between the two. MM can do some things by default that would require a large chunk of outside scripting in LM.[/QUOTE]
Back when lunar magic was brand new I made a old mario romhack and tried to program metroids into it, turned them into little glitchy blobs of hatred. Never quite worked that one out.
So here is a good video analyst on the whole Angry Joe Mario Party drama:
[media]http://www.youtube.com/watch?v=jya1hW-_xro[/media]
I feel he hits the nail on the head of the situation.
I think he's a fucking idiot on one section, the "ITS OKAY WHEN NINTENDO DOES IT!!" meme.
Like... it's okay because they make sure you're getting your monies worth. It's not a hard to grasp and you have to genuinely be brain dead to think otherwise. Capcom or EA or whatever will give you 3 maps, maybe a couple new guns, and charge you up to 15-20 dollars for it. Compare it to Nintendo, who in Mario Kart's example is giving a game mode for free, and for a little over 10 dollars is giving 7 characters (counting fem villager), 16 tracks, a handful of new customization options and more... that's why it's okay.
Amiibo's are arguable and the scaricity thing is beyond fucked but once again- if you get one they're doing their best to make sure you get your money's worth. Look at MK8 once again, they got the rights to put pac-man sonic and megaman in it just so those 3rd party amiibos would have a use outside of smash so you AREN'T just throwing money away for the AI and nothing else.
It's absolutely asinine to believe there's not a reason as to why it's okay when Nintendo does it. Search files in the games, the straight up DLC is never there so either they're REAL smart about it or they're doing genuine work unlike Capcom that forces you to pay for unlock codes.
[video=youtube;cv2h_5cbJ0I]https://www.youtube.com/watch?v=cv2h_5cbJ0I[/video]
some of you might be interested, kickstarter here:
[url]https://www.kickstarter.com/projects/972481375/mother-the-original-arranged-soundtrack-album[/url]
Having warp pipes and doors that lead to different parts of a level would drastically increase the potential for MM, certain levels like castles would really benefit. I hope they add them, otherwise levels will be very linear.
[QUOTE=Fangz;47485889]So here is a good video analyst on the whole Angry Joe Mario Party drama:
I feel he hits the nail on the head of the situation.[/QUOTE]
I feel this sort of "you're not above the rules" sentiment is somewhat redundant. It's not as if there is some legal standard for gameplay videos, it all comes down to Youtube's retarded copyright system.
It's all well and good saying "these are the rules", but when the rules are fucking retarded it's somewhat beside the point.
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