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Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 1:21 am
by qig
TangledLion wrote:HMMMMMM.. Now there couldn't POSSIBLY have been a fangame on PC that inspired this now could there... certainly not with an "X" at the end now could there?
wow because smbx was the first thing to ever have a level editor. amazing insight.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 2:48 am
by Thundaga_T2
I must have been living under a rock. I don't think I've ever heard Miyamoto speak English before.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 3:00 am
by Ace
I like this game because its limited options encourage making fun and interesting levels instead of basing the level around graphics and/or complex gimmicks. SMBX just has so much customization that people keep trying too hard to make levels that are pretty/complicated and they end up not being very fun.
I won't be getting this game because it doesn't really seem like something that I'll want to play more than a couple of times. But it's a neat idea, especially for kids who like to make levels on pen and paper and want to make some real ones.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 7:33 am
by Knux
14 years too late
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 9:04 am
by DarkShadeX
Thundaga_T2 wrote:I must have been living under a rock. I don't think I've ever heard Miyamoto speak English before.
I think thats just a English Sub.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 9:58 am
by BMatSantos
The E3 announcement for this made my year. I hope they add slopes, and find a good way to put them in SMB style.
Am I the only one who have a tiny hope to see SMB2 style?
TangledLion wrote:HMMMMMM.. Now there couldn't POSSIBLY have been a fangame on PC that inspired this now could there... certainly not with an "X" at the end now could there?
I'll only believe in that if I see Flamethrowers, Billy Guns, ice, purple and black Yoshis, fire and flying shoes, and Power Stars.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 11:31 am
by Mable
SMBX did not inspire Nintendo by that you gotta know that everything Mario related is owned by them. SMBX is only a fangame. I remember the discussion about Nintendo stealing from smbx bc they suddenly had stuff like the Propeller Block in nsmbwii. This doesn't mean they get it from smbx hell they don't even give a crap about it.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 11:44 am
by FanofSMBX
I have to be honest about two things
1. I'm sure this is still way more limited than SMBX (even though I didn't watch the new trailer) except for the NSMB style graphics
2. I'm bitter that a million people will buy it anyways because it's the first mario editor they're aware of
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 11:49 am
by Mable
Theres no smb2 so far so i may get it but i hope they bring up some more stuff tho.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 11:59 am
by bossedit8
CaptainSyrup wrote:Theres no smb2 so far so i may get it but i hope they bring up some more stuff tho.
We are only in 2014 still so somewhere at 2015 it will be featured and maybe getting into more Possible Features to add it in. We can only prepare...
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 12:06 pm
by FallingSnow
I don't think they're adding SMB2 based on how the engine is designed to switch level themes. All of the enemies exist in each of the styles. None of them exist in SMB2.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 12:47 pm
by Julia Pseudo
DarkShadeX wrote:Thundaga_T2 wrote:I must have been living under a rock. I don't think I've ever heard Miyamoto speak English before.
I think thats just a English Sub.
No, I'm pretty sure he speaks English. I've seen him do it in other presentations in the past I think.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 1:59 pm
by Quill
FanofSMBX wrote:I have to be honest about two things
1. I'm sure this is still way more limited than SMBX (even though I didn't watch the new trailer) except for the NSMB style graphics
2. I'm bitter that a million people will buy it anyways because it's the first mario editor they're aware of
How can you be sure of your first point when you just stated you haven't even watched the new trailer? It looks like a lot of progress has been made since E3 and I'm sure lots more will have been added by release. I wouldn't be surprised if it got updated after release too.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 2:41 pm
by FanofSMBX
I just tried, but the loading got to like 0:03 in a span of 30 seconds. Sorry.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 3:13 pm
by DarkMatt
TangledLion wrote:HMMMMMM.. Now there couldn't POSSIBLY have been a fangame on PC that inspired this now could there... certainly not with an "X" at the end now could there?
Are you saying that Redigit had his, pfft, intellectual property stolen and that's totally unfair and he should sue? Nevermind the fact that SMBX wasn't the first, nor the last, "build your own marios" thing.
FanofSMBX wrote:I have to be honest about two things
1. I'm sure this is still way more limited than SMBX (even though I didn't watch the new trailer) except for the NSMB style graphics
2. I'm bitter that a million people will buy it anyways because it's the first mario editor they're aware of
1. So sticking to a set formula while sprucing it up is a bad thing?
2. So exposure to a nice friendly editor is a bad thing? They have to go head first into clunky shit that requires effort to even understand how to work?
Oh and not to mention
Quill wrote:FanofSMBX wrote:I have to be honest about two things
1. I'm sure this is still way more limited than SMBX (even though I didn't watch the new trailer) except for the NSMB style graphics
How can you be sure of your first point when you just stated you haven't even watched the new trailer?
Way to assume, FoS.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 3:25 pm
by MistakesWereMade
making custom levels for mario is such an uncreative idea they must be stealing from lord redigit
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 3:40 pm
by FanofSMBX
Are you implying SMBX is complicated to use? It's pretty inituitive except when it comes to events, and even basic ones of those make good sense. The parts that ARE complicated are powerful, for example, changing item in a block, enemy death events, no more objects in layer, npc codes, etc.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 5:18 pm
by Ace
haha I didn't realize they had a new trailer, they've added a lot since E3. I might actually get it now.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 5:54 pm
by qig
FanofSMBX wrote:Are you implying SMBX is complicated to use? It's pretty inituitive except when it comes to events, and even basic ones of those make good sense. The parts that ARE complicated are powerful, for example, changing item in a block, enemy death events, no more objects in layer, npc codes, etc.
i mean, i'd have to disagree that SMBX is "pretty intuitive" . i mean, i remember first trying out SMBX and having the hardest time figuring out how to increase the size of the level which should be one of the most basic and simple things to do. there was also multiple topics on the forum at the time about this exact same thing. idk, maybe everyone with that issue was an idiot. in addition, smbx has multiple mechanics like auto-scrolling which are like half-broken and stupidly complicated to use.
Re: Second to Super Mario Uprising - Mario Maker
Posted: Sun Dec 07, 2014 6:41 pm
by DarkMatt
qig wrote:FanofSMBX wrote:Are you implying SMBX is complicated to use? It's pretty inituitive except when it comes to events, and even basic ones of those make good sense. The parts that ARE complicated are powerful, for example, changing item in a block, enemy death events, no more objects in layer, npc codes, etc.
i mean, i'd have to disagree that SMBX is "pretty intuitive" . i mean, i remember first trying out SMBX and having the hardest time figuring out how to increase the size of the level which should be one of the most basic and simple things to do. there was also multiple topics on the forum at the time about this exact same thing. idk, maybe everyone with that issue was an idiot. in addition, smbx has multiple mechanics like auto-scrolling which are like half-broken and stupidly complicated to use.
This and "ease of use" extends past "can find all the buttons". Level building in SMBX takes a while, is fairly unintuitive, and playtesting as you make the level can be a hassle.