Knight Posted September 1, 2015 Share Posted September 1, 2015 It does make sense if you consider the fact that it would be harder to transition between. (but then why don't they just give Mario 1 slopes?) Quote Link to comment Share on other sites More sharing options...
Mrs Chrom Posted September 1, 2015 Share Posted September 1, 2015 The reason that SMM doesn't have slopes is because SMB1 doesn't have slopes. There's probably more to it than that! It's probably more down to them struggling to make slopes work with the grid-based approach. Quote Link to comment Share on other sites More sharing options...
Zera Posted September 1, 2015 Share Posted September 1, 2015 There's probably more to it than that! It's probably more down to them struggling to make slopes work with the grid-based approach. Basic slopes are easy to implement in a 2D game. Super Mario Flash 2 is grid based and allows slopes. Bangai-O Spirits and Missile Fury are both grid based and allow slopes. My guess is that Nintendo doesn't want to give players the full tool set so they can continue selling 2D Mario games, which is a bunch of hogwash. I buy games for fun, high quality levels made by people who are paid to make them. It's the main reason I bought Bangai-O Spirits even though Missile Fury has a level editor. Quote Link to comment Share on other sites More sharing options...
Knight Posted September 2, 2015 Share Posted September 2, 2015 Do you think with the Shovel Knight Amiibo announced we might get Shovel Knight in Mario Maker? (If not in the base game, as an update or DLC) Quote Link to comment Share on other sites More sharing options...
Zera Posted September 2, 2015 Share Posted September 2, 2015 Don't know, don't care. Why is 100 costumes not enough? Quote Link to comment Share on other sites More sharing options...
Knight Posted September 2, 2015 Share Posted September 2, 2015 It's fine enough, I'm just curious. Quote Link to comment Share on other sites More sharing options...
Hardin Posted September 2, 2015 Share Posted September 2, 2015 Honestly I don't expect Nintendo to support the SK amiibo beyond generic uses like in Hyrule Warriors. It's a third party amiibo made at an external factory, I think all the effort to using it will be squarely placed at YCG. Quote Link to comment Share on other sites More sharing options...
Zera Posted September 3, 2015 Share Posted September 3, 2015 On very rare occasions, you may get a somewhat...unique death sequence. https://youtu.be/yfqOMhZ3xVU?t=29m43s Quote Link to comment Share on other sites More sharing options...
Mrs Chrom Posted September 3, 2015 Share Posted September 3, 2015 Basic slopes are easy to implement in a 2D game. Super Mario Flash 2 is grid based and allows slopes. Bangai-O Spirits and Missile Fury are both grid based and allow slopes. My guess is that Nintendo doesn't want to give players the full tool set so they can continue selling 2D Mario games, which is a bunch of hogwash. I buy games for fun, high quality levels made by people who are paid to make them. It's the main reason I bought Bangai-O Spirits even though Missile Fury has a level editor. Well of course when they've hardcoded it all it's possible. But Mario Maker's gonna be based on dynamic and adaptable rules. So maybe not necessarily the grid based nature of it but certainly the dynamic nature of the situations the game code needs to be able to handle. You have to think of it from the point of view that for every new item they include, they have to program the behaviour of how every other item in the game interacts with that thing. With slopes, that probably didn't seem worth the effort (e.g what happens if a restrained chain chomp lands on a slope?) Quote Link to comment Share on other sites More sharing options...
Zera Posted September 4, 2015 Share Posted September 4, 2015 You have to think of it from the point of view that for every new item they include, they have to program the behaviour of how every other item in the game interacts with that thing. With slopes, that probably didn't seem worth the effort (e.g what happens if a restrained chain chomp lands on a slope?) Developers typically use this magical thing called a "physics engine", that dictates how all objects interact with terrain on a basic level. It can be hard-coded and custom for your game, or you can purchase a license for a pre-built engine (this is common in AAA games). Some game development environments like Unity have built-in support for polygon collision and such. Once you have a physics engine, unique AI for enemies and objects is pretty much the only thing you need to worry about. A round object on a slope (like a chain chomp) would be extremely easy to implement. The only unique interaction I can think of would be the chomp sliding down the slope during contact as it bounces around, and that would already be taken care of by the physics engine. Quote Link to comment Share on other sites More sharing options...
NeonZ Posted September 4, 2015 Share Posted September 4, 2015 Well of course when they've hardcoded it all it's possible. But Mario Maker's gonna be based on dynamic and adaptable rules. So maybe not necessarily the grid based nature of it but certainly the dynamic nature of the situations the game code needs to be able to handle. You have to think of it from the point of view that for every new item they include, they have to program the behaviour of how every other item in the game interacts with that thing. With slopes, that probably didn't seem worth the effort (e.g what happens if a restrained chain chomp lands on a slope?) I think it's already possible to include diagonal moving platforms. I can't remember which video it was, but I remember noticing it. So, implementing slopes on the actual ground shouldn't have been hard. It might even be possible to simulate slops by placing moving platforms right above the ground and using rails to stop them from moving. I don't know if that can actually be done though, but it sounds like it should be possible. Quote Link to comment Share on other sites More sharing options...
kingddd Posted September 4, 2015 Author Share Posted September 4, 2015 (edited) I personally think the problem is the compatibility transition between the 4 versions. When I played Mario Maker at the PAX demo, you can change the engine to any specific Mario game on the fly immediately without significant consequences. Each enemy will be replaced to that specific game's enemy. For example, the goombas from the 8bit Mario will be transformed to their proper Mario World goomba where they behaved a bit differently. The 8 bit brick blocks will be replaced into those flipping blocks from Mario World. etc. Basically when you switch to a specific Mario game theme, they have to replace something. Because the original Super Mario Bros does not have any slopes, making that transition from Mario Bros 3 or World or U to the original game will be difficult because what object can they replace the slopes with? Definitely not into a random terrain or something because that would not make sense at all. In other words, they probably want to make object replacements easier when you switch themes. Also: Literally every costume revealed Edited September 5, 2015 by kingddd Quote Link to comment Share on other sites More sharing options...
Zera Posted September 6, 2015 Share Posted September 6, 2015 Here is everything NOT included in Super Mario Maker: https://i.imgur.com/eDoFVeM.jpg Quote Link to comment Share on other sites More sharing options...
NinjaMonkey Posted September 6, 2015 Share Posted September 6, 2015 I don't know why they listed SMB2 items there, because SMB2 isn't even one of the possible themes available. Quote Link to comment Share on other sites More sharing options...
Anacybele Posted September 6, 2015 Share Posted September 6, 2015 (edited) Aw, the FE characters don't have unique jingles like other characters do (they all share the same one). That's no fair. :( (I was hoping Ike would get a few notes from his theme, Eternal Bond, and Robin and Lucina got some notes from some Awakening music) Ah well, at least Ike still looks awesome even as an 8-bit sprite. ^^ Edited September 6, 2015 by Anacybele Quote Link to comment Share on other sites More sharing options...
Erdall Posted September 6, 2015 Share Posted September 6, 2015 (edited) Aw, the FE characters don't have unique jingles like other characters do (they all share the same one). That's no fair. :( (I was hoping Ike would get a few notes from his theme, Eternal Bond, and Robin and Lucina got some notes from some Awakening music) Ah well, at least Ike still looks awesome even as an 8-bit sprite. ^^ What is WORST: No Aether = No Ike On the other hand, the game is so seriously kickass ... that I wish it could launch for the 3DS system too, :'( Oh well, time to wait for NX I guess ... Mmmmh, also the newest Shovel Knight Amiibo could have some sort of participation here? Could be nice, ya know. Edited September 6, 2015 by Erdall Quote Link to comment Share on other sites More sharing options...
Anacybele Posted September 6, 2015 Share Posted September 6, 2015 (edited) I don't mind that Ike can't Aether in the game. It'd be cool if he could, but I'd imagine that giving all the Amiibo costumes a special skill would have extended development time by a lot and cost more money, so... Edited September 6, 2015 by Anacybele Quote Link to comment Share on other sites More sharing options...
Captain Wesker Posted September 6, 2015 Share Posted September 6, 2015 Holy crap the Lottie one is so cute! And Tingle has "Tingle-oompa". That's good. I like how they also included Peppy too. Quote Link to comment Share on other sites More sharing options...
Randoman Posted September 8, 2015 Share Posted September 8, 2015 GoNintendo has revealed all 100 Costume Mario forms available: Quote Link to comment Share on other sites More sharing options...
Anacybele Posted September 8, 2015 Share Posted September 8, 2015 There's a Waluigi costume, but not a Daisy one? That's ridiculous. Why the hell does Daisy keep getting shafted?! It's not fair. Quote Link to comment Share on other sites More sharing options...
kingddd Posted September 8, 2015 Author Share Posted September 8, 2015 There's a Waluigi costume, but not a Daisy one? That's ridiculous. Why the hell does Daisy keep getting shafted?! It's not fair. Dark Pit had priority over daisy kek. Quote Link to comment Share on other sites More sharing options...
Anacybele Posted September 8, 2015 Share Posted September 8, 2015 Because Dark Pit was in Smash. Waluigi isn't in the Smash roster though, and neither are several other characters in that costume list. So why couldn't Daisy be one of them? There was absolutely no reason if Waluigi could be one. Quote Link to comment Share on other sites More sharing options...
BrightBow Posted September 8, 2015 Share Posted September 8, 2015 So there is a costume for Lucas but not Roy and Ryu? Quote Link to comment Share on other sites More sharing options...
kingddd Posted September 8, 2015 Author Share Posted September 8, 2015 So there is a costume for Lucas but not Roy and Ryu? might be added later in an update. Quote Link to comment Share on other sites More sharing options...
Jave Posted September 8, 2015 Share Posted September 8, 2015 Because Dark Pit was in Smash. Waluigi isn't in the Smash roster though, and neither are several other characters in that costume list. So why couldn't Daisy be one of them? There was absolutely no reason if Waluigi could be one. Why would Daisy be in? She was just a substitute character in a game that was Japan only. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.