Entryhazard
Banned
The bouncing on enemies seems too high compared to the original SMB
So in the end, you can only make levels in a single style with its respective physics, or can you still switch styles within finished levels (like it was shown in the very first trailer back at E3 2014)?
The bouncing on enemies seems too high compared to the original SMB
The bouncing on enemies seems too high compared to the original SMB
I did play The Lost Levels, still it isn't SMB1
That's what I meant. Once the level is finished and uploaded, the style can no longer be changed.If you are asking can you change a published level style? You can't do that.
That's what I meant. Once the level is finished and uploaded, the style can no longer be changed.
They're not the original engines so there's nothing stopping them from adding functionality to the SMB style. They've gone as far as as new level themes and music to it so a few graphical tweaks to the ground element isn't that much of an ask.Also I don't see slopes making it in since there's no SMB1 equivalent. But who knows. Either way, they won't put something in if it can't be back ported to each game "engine". So while they can simply create enemies from SMB3 or World that were never in SMB1 with SMB1 styles, something like slopes would just be weird. But who knows. Maybe they'll give in. But don't depend on it.
They're not the original engines so there's nothing stopping them from adding functionality to the SMB style. They've gone as far as as new level themes and music to it so a few graphical tweaks to the ground element isn't that much of an ask.
Took me a couple of seconds to make and I'm sure a pro at Nintendo could do a better job but it's just to give an idea of how it could look. As pointed out, it's the only one of the three without them originally so for the other three styles the work is basically already done.
Now as for a sliding sprite, if it was just Mario that wouldn't be too bad, but as we know, the sheer number of NES style Amiibo sprites would make this a much more taxing task. However it really depends on how long it takes them to whip out these bonus sprites. They are after all mostly all originally drawing someone has to make anyway so the sliding graphic would just be one more position to take into account.
What would be cool though is a level that has been uploaded, say, with NSMBU art/physics, beatable with wall jumps and propellor mushroom and whatnot, but can also be completed in 3 unique ways using the other three styles (SMW using cape/tossing shells, SMB3 using raccoon, and SMB1 using... Well, I'm sure there's something that can only be accomplished using those physics).Actually you can. Someone at the Treehouse event said you can download and change the style of the levels.
If you played a SMB level but what to try it using the SMB3 style then you simply need to download that specific level ahd change the settings.
You can't upload that level even if it has a different style tho. It still belongs to the original user.
What would be funny is if you could switch through the styles to "solve" different parts of the same level, in the same logic of the Zelda light world/dark world mechanics.What would be cool though is a level that has been uploaded, say, with NSMBU art/physics, beatable with wall jumps and propellor mushroom and whatnot, but can also be completed in 3 unique ways using the other three styles (SMW using cape/tossing shells, SMB3 using raccoon, and SMB1 using... Well, I'm sure there's something that can only be accomplished using those physics).
They're not the original engines so there's nothing stopping them from adding functionality to the SMB style. They've gone as far as as new level themes and music to it so a few graphical tweaks to the ground element isn't that much of an ask.
Took me a couple of seconds to make and I'm sure a pro at Nintendo could do a better job but it's just to give an idea of how it could look. As pointed out, it's the only one of the three without them originally so for the other three styles the work is basically already done.
Now as for a sliding sprite, if it was just Mario that wouldn't be too bad, but as we know, the sheer number of NES style Amiibo sprites would make this a much more taxing task. However it really depends on how long it takes them to whip out these bonus sprites. They are after all mostly all originally drawing someone has to make anyway so the sliding graphic would just be one more position to take into account.
It depends on what you are asking.
If you are asking if you can build a level in SMB theme and then decide in the middle of building it that you actually want to make it in SMW style-you can easily switch it.
If you are asking can you change a published level style? You can't do that
Can you make a level that's one part SMB one part SMW/ I don't know but I highly doubt it.
Also has anyone pointed out that you're limited to 10 uploads until you unlock more? I read that over on IGN today and found that interesting.
I actually found a printer that could print passable versions of all the unreleased levels to go with the official cards I had for the US levels. I still have those cards I made somewheremore than I could even fit on the cartridge! So good.Yes, I missed that, all 10-12 levels.
I would do this if I knew exactly how many blocks were in each level. So far I've only designed a rough outline of my first level.So, are any of you guys hyped enough that you're already planning out some levels?
I'm tempted to just get some graph paper and start drawing out some rough levels, but I wonder if there's a better way to go about this besides "crack out the Lunar Magic" (I'm sadly stuck to a chromebook for the time being lol)
So, are any of you guys hyped enough that you're already planning out some levels?
I'm tempted to just get some graph paper and start drawing out some rough levels, but I wonder if there's a better way to go about this besides "crack out the Lunar Magic" (I'm sadly stuck to a chromebook for the time being lol)
I've only seen them rotated by 90°. Nothing fancy like the different angled pipes in the NSMB games.Haven't they shown that you can rotate the orientation of pipes?
I think you can rotate them 45° (there were 45° pipes since SMB3 if I remember correctly).I've only seen them rotated by 90°. Nothing fancy like the different angled pipes in the NSMB games.
I really hope we get different "ground styles" by shaking them in the rest of the game.
It would be a shame if they keep them NSMBU exclusive.
Unfortunately, I haven't been able to successfully print any sincethe printer I originally used is long gone 😢Some day I will finally print out the reader codes for the import only stages Zigg is referring to.
Yep, they mention it in one of the Treehouse videos.Do Goombas in the SMW theme use the style they had in the original where they're more chestnut shaped instead of mushroom?
Unfortunately, I haven't been able to successfully print any sincethe printer I originally used is long gone 😢
Don't forget though (I assume you haven't) that invisible blocks only blockade you from below. So you'd need to create a little two-square bottomless pit or something, where you'd need to jump to get through.I just had an amazing idea for a course. You start off and it looks like the goal is in sight right off the bat. You run for it- There's an invisible wall that makes it impossible to run straight for the goal. The entire goal is actually boxed off by invisible blocks, and the only way to actually reach it is through a warp pipe to the right of the goal that you can't see until you climb to the top of the box (probably through wall jumping) and move forward. As you move beyond the box, there are all sorts of tricky platforming challeneges, and of course a warp pipe to the second part of the level that you have to tackle
They showed how different ground styles looked in the SMW mode on the Treehouse Live (day 2 segment, a couple of minutes in).
Don't forget though (I assume you haven't) that invisible blocks only blockade you from below. So you'd need to create a little two-square bottomless pit or something, where you'd need to jump to get through.
Oh my God, you're right.
Oddly enough, I didn't watch that specific video. Weird.
Thank God. Stuff like this will prevent the game from feeling too repetitive.
Those aren't ground styles. They're... I don't know an exact term for them. They are platforms with background below them. You can walk through the sides of them and walk on top of them. They change based on the style and theme.
Here they are in SMW:
In the airship theme they become an airship wall, wooden crates, and cargo netting. In the underwater theme one of them is a sunken ship wall.
It still feels lacking to me. Unless there's more in the actual game. The fact that of the six backgrounds three are specialty ones (castle, air ship and ghost house) really sucks. There should at least be two more.
Then there is the fact that there is only one exclusive powerup per later game, Racoon Mario, Cape Mario and Propeller Mario. NSMBU in particular have some really interesting powerups with Squirrel Mario, Penguin Mario and Mini Mario that would radically change how levels could be designed.
Alison Rapp said they still have quite a few things secret that we won't know until launch.It still feels lacking to me. Unless there's more in the actual game. The fact that of the six backgrounds three are specialty ones (castle, air ship and ghost house) really sucks. There should at least be two more.
Then there is the fact that there is only one exclusive powerup per later game, Racoon Mario, Cape Mario and Propeller Mario. NSMBU in particular have some really interesting powerups with Squirrel Mario, Penguin Mario and Mini Mario that would radically change how levels could be designed.
These are two glaring weaknesses to me. It feels like they are almost limiting variety so the actual games don't become redundant. Which is unnecessary because there's multiplayer and no way to create full games.
It still feels lacking to me. Unless there's more in the actual game. The fact that of the six backgrounds three are specialty ones (castle, air ship and ghost house) really sucks. There should at least be two more.
Then there is the fact that there is only one exclusive powerup per later game, Racoon Mario, Cape Mario and Propeller Mario. NSMBU in particular have some really interesting powerups with Squirrel Mario, Penguin Mario and Mini Mario that would radically change how levels could be designed.
These are two glaring weaknesses to me. It feels like they are almost limiting variety so the actual games don't become redundant. Which is unnecessary because there's multiplayer and no way to create full games.
Because levels have to be specifically designed for multiplayer, you can't turn solo levels into multiplayer levels just like this, many solo levels (most, in fact) we've seen would be unsolvable in multiplayer.Why doesn't this game have multiplayer?
Surprisingly, it seems so!Bummer, are the links to the converted eReader codes still intact? I need to get on that.
Why doesn't this game have any number of wishlist items?Why doesn't this game have multiplayer?
Good answer, I didn't think about it.Because levels have to be specifically designed for multiplayer, you can't turn solo levels into multiplayer levels just like this, many solo levels (most, in fact) we've seen would be unsolvable in multiplayer.
To make multiplayer work, the game would have to require the author to beat his own level with 4 players. It's completely unreasonable, so multiplayer is out.
Do we have confirmations of all the power ups and level themes?
Alison Rapp said they still have quite a few things secret that we won't know until launch.
I'm not really expecting anything major at this point but who knows, maybe there are a few surprises here and there.
More themes and powerups seem obvious to me
I wish the selection of powerups were bigger but I'm not really concerned about it.
Plus there's always DLC
Maybe you can alter some powerups by shaking them?I didn't take screenshots of them but you see where the Super Leaf and Mystery Mushroom are? That's where Racoon Mario and Propeller Mario are as well.
Maybe you can alter some powerups by shaking them?