Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP

Anything to do with games at all.
User avatar
Qikz
#420BlazeIt ♥
Joined in 2011

PostRe: Super Mario Maker 2 - June 2019
by Qikz » Sun Feb 17, 2019 3:01 pm

Cheeky Devlin wrote:Nice big video from Tim Rogers (at Kotaku) and GrandPOOBear dissecting the trailer and going into detail on a lot of the new additions and what they could mean for the game.

Long watch, but worth watching.



Couple of things I am wondering as well.

Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


The ghost house background looks different.

I think there might be custom backgrounds which would be sick.

The Watching Artist wrote:I feel so inept next to Qikz...
User avatar
Alvin Flummux
Member
Joined in 2008
Contact:

PostRe: Super Mario Maker 2 - June 2019
by Alvin Flummux » Sun Feb 17, 2019 5:58 pm

Cheeky Devlin wrote:Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


Super Mario 3D World assets are present in the trailer, so it would come as no surprise to see the Galaxy games represented too.

User avatar
Cheeky Devlin
Member
Joined in 2008

PostRe: Super Mario Maker 2 - June 2019
by Cheeky Devlin » Tue Feb 19, 2019 11:08 am

Alvin Flummux wrote:
Cheeky Devlin wrote:Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


Super Mario 3D World assets are present in the trailer, so it would come as no surprise to see the Galaxy games represented too.

Was talking about this with Jazzem during Mario Kart last night. Specifically how would you implement Galaxy specific mechanics in this. Then I realised you could have variable gravity sections. :shock: The roof is now the floor!

Odyssey would be cool as well if you have a Cappy mechanic, that let you control enemies but I think that might be a stretch for the game.

User avatar
Alvin Flummux
Member
Joined in 2008
Contact:

PostRe: Super Mario Maker 2 - June 2019
by Alvin Flummux » Tue Feb 19, 2019 3:14 pm

Cheeky Devlin wrote:
Alvin Flummux wrote:
Cheeky Devlin wrote:Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


Super Mario 3D World assets are present in the trailer, so it would come as no surprise to see the Galaxy games represented too.

Was talking about this with Jazzem during Mario Kart last night. Specifically how would you implement Galaxy specific mechanics in this. Then I realised you could have variable gravity sections. :shock: The roof is now the floor!

Odyssey would be cool as well if you have a Cappy mechanic, that let you control enemies but I think that might be a stretch for the game.


Aren't gravity reversal mechanics already a thing in Mario? I know they are in Galaxy. You could also have those stars that throw you across the map, or into the foreground or background, planetoids of shapes and decor of your choosing with their own gravity, black holes and more. Galaxy is totally doable in Mario Maker.

Cappy is doable too. On a simple level, treat it like a Koopa shell - jump on it, it spins or bounces into an enemy, you assume control of it.

Alternatively, treat it like the fireballs mechanic, but it's Cappy instead of fireballs.

User avatar
OrangeRKN
Community Sec.
Joined in 2015
Location: Reading, UK
Contact:

PostRe: Super Mario Maker 2 - June 2019
by OrangeRKN » Tue Feb 19, 2019 3:47 pm

Cheeky Devlin wrote:Then I realised you could have variable gravity sections. :shock: The roof is now the floor!


Veni Vidi Vici Mario Maker Mode

Image
Image
orkn.uk - Top 5 Games of 2023 - SW-6533-2461-3235
User avatar
Cheeky Devlin
Member
Joined in 2008

PostRe: Super Mario Maker 2 - June 2019
by Cheeky Devlin » Thu Feb 21, 2019 10:22 am

Been thinking a bit about the non-gameplay elements of this and what we need.

Certainly I think the whole level browser needs revamped. Even little things like being able to quickly see levels made by friends instead of having to find them and "Follow" them in game would be a big help.
The ability to tag levels, much like Little Big Planet. Should allow you to easily avoid item-spam, autoplayers, music and kaizo levels if you so wish.
A more detailed rating system. So instead of awarding a single star to a level, make it out of five.

Certainly I think curation is going to be much harder on this one, simply due to the much bigger install base Switch has. It also means a much higher amount of gooseberry fool to sift through, but hopefully much more quality levels as well.

User avatar
OrangeRKN
Community Sec.
Joined in 2015
Location: Reading, UK
Contact:

PostRe: Super Mario Maker 2 - June 2019
by OrangeRKN » Thu Feb 21, 2019 10:26 am

Finding levels was awful, it definitely needs tagging and search (by title and by author).

Image
Image
orkn.uk - Top 5 Games of 2023 - SW-6533-2461-3235
User avatar
Pedz
Twitch Team
Joined in 2009
Contact:

PostRe: Super Mario Maker 2 - June 2019
by Pedz » Thu Feb 21, 2019 12:25 pm

Also needs to be more levels with block penises.

Image
User avatar
SerialCeler
Member
Joined in 2008
AKA: Booripides
Location: Stuck in the Tron machine

PostRe: Super Mario Maker 2 - June 2019
by SerialCeler » Thu Feb 21, 2019 1:16 pm

Cheeky Devlin wrote:Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


Could it be from the Star Road in Super Mario World (enhanced for NSMB)? That would be my guess.

Nintendo Network ID: SerialCeler (Switch: 5559-9603-3982) | Xbox Live: Serial Celer
User avatar
Cheeky Devlin
Member
Joined in 2008

PostRe: Super Mario Maker 2 - June 2019
by Cheeky Devlin » Thu Feb 21, 2019 1:37 pm

SerialCeler wrote:
Cheeky Devlin wrote:Every background they've used has been from a previous Mario title. Which makes me wonder about the "Space" background and I can only think of two games that had that as a location, Mario Land 2 and Mario Galaxy.


Could it be from the Star Road in Super Mario World (enhanced for NSMB)? That would be my guess.

Another good possibility!

NickSCFC

PostRe: Super Mario Maker 2 - June 2019
by NickSCFC » Sun Feb 24, 2019 8:02 pm

Possible stupid question, but has touch screen support been confirmed?

User avatar
Cheeky Devlin
Member
Joined in 2008

PostRe: Super Mario Maker 2 - June 2019
by Cheeky Devlin » Mon Feb 25, 2019 12:52 pm

NickSCFC wrote:Possible stupid question, but has touch screen support been confirmed?

It's not been explicitly confirmed, but I think it's a given that it will be there.

One of the breakdown videos I watched talked about how one of the screens (The radial selection screen) had an X in the top right corner, which wouldn't make much sense if there was no touch interface. The palette along the top of the screen might suggest that as well.

Fake EDIT:

You can see the X in this image
Image


It's by no means definitive, but I don't see the point in them removing it when Switch has a touchscreen.

User avatar
Jenuall
Member
Joined in 2008
AKA: Jenuall
Location: 40 light-years outside of the Exeter nebula
Contact:

PostRe: Super Mario Maker 2 - June 2019
by Jenuall » Mon Feb 25, 2019 1:13 pm

I'm really excited for this, June can't come soon enough!

Quick question from someone with no exposure to the first game - does the game use separate physics in line with the change in visuals when you switch between SMB/SMB3/NSMB etc. or is there one single set of physics used by each style?

User avatar
Cheeky Devlin
Member
Joined in 2008

PostRe: Super Mario Maker 2 - June 2019
by Cheeky Devlin » Mon Feb 25, 2019 1:19 pm

Jenuall wrote:I'm really excited for this, June can't come soon enough!

Quick question from someone with no exposure to the first game - does the game use separate physics in line with the change in visuals when you switch between SMB/SMB3/NSMB etc. or is there one single set of physics used by each style?

It's a unified physics set so they all have the same jump height, run speeds etc.

You get used to it practically instantly though.

NickSCFC

PostRe: Super Mario Maker 2 - June 2019
by NickSCFC » Mon Feb 25, 2019 1:23 pm

Jenuall wrote:I'm really excited for this, June can't come soon enough!


Me neither, I passed on Mario Bros U Deluxe as, by the looks of things, this should encompass everything in that game anyway.

jawafour
Member
Joined in 2012

PostRe: Super Mario Maker 2 - June 2019
by jawafour » Mon Feb 25, 2019 1:32 pm

Through Cheeky Dev's GRcade AYAMMM events, I've played way, way more Mario in this game than in all the other Mario games put together! I think I plugged around 90 hours into the U version.

User avatar
OldSoulCyborg
Member
Joined in 2010

PostRe: Super Mario Maker 2 - June 2019
by OldSoulCyborg » Mon Feb 25, 2019 1:40 pm

Cheeky Devlin wrote:
Jenuall wrote:I'm really excited for this, June can't come soon enough!

Quick question from someone with no exposure to the first game - does the game use separate physics in line with the change in visuals when you switch between SMB/SMB3/NSMB etc. or is there one single set of physics used by each style?

It's a unified physics set so they all have the same jump height, run speeds etc.

You get used to it practically instantly though.


That's mostly correct.
Same jump height and run speed, but each game type has its own feel similar to the original games (though not exactly the same).
The difference in feel of movement comes most obviously (if we ignore the super obvious stuff like different flight power-ups per game and NSMBU's walljump) from differences in acceleration, but there are other minor differences.

User avatar
Jenuall
Member
Joined in 2008
AKA: Jenuall
Location: 40 light-years outside of the Exeter nebula
Contact:

PostRe: Super Mario Maker 2 - June 2019
by Jenuall » Mon Feb 25, 2019 1:53 pm

OldSoulCyborg wrote:
Cheeky Devlin wrote:
Jenuall wrote:I'm really excited for this, June can't come soon enough!

Quick question from someone with no exposure to the first game - does the game use separate physics in line with the change in visuals when you switch between SMB/SMB3/NSMB etc. or is there one single set of physics used by each style?

It's a unified physics set so they all have the same jump height, run speeds etc.

You get used to it practically instantly though.


That's mostly correct.
Same jump height and run speed, but each game type has its own feel similar to the original games (though not exactly the same).
The difference in feel of movement comes most obviously (if we ignore the super obvious stuff like different flight power-ups per game and NSMBU's walljump) from differences in acceleration, but there are other minor differences.


Cool, thanks for the info guys. Makes sense to broadly centre on a single set of physics from a development standpoint, and it's easier to work with as a creator I imagine.

Just looking back over the AYAMMM threads now - some great stuff came out last time (can't believe MM1 was way back in 2015!) so it will be very interesting to see what folk produce with the expanded tools!

NickSCFC wrote:
Jenuall wrote:I'm really excited for this, June can't come soon enough!


Me neither, I passed on Mario Bros U Deluxe as, by the looks of things, this should encompass everything in that game anyway.



I had the same thought as well, I'm still interested in NSMBU but I can't justify getting both at this point and so in a fight between the two Maker wins for me! :toot:

jawafour
Member
Joined in 2012

PostRe: Super Mario Maker 2 - June 2019
by jawafour » Mon Feb 25, 2019 1:55 pm

My fave tileset is still probably the original Super Mario Bros one. It has fewer functions / moves than the newer versions, but I kinda like the "less is more" potential.

Plus I can't do those dang spinning jumps in the newer games' tilesets!

User avatar
OldSoulCyborg
Member
Joined in 2010

PostRe: Super Mario Maker 2 - June 2019
by OldSoulCyborg » Mon Feb 25, 2019 2:13 pm

jawafour wrote:My fave tileset is still probably the original Super Mario Bros one. It has fewer functions / moves than the newer versions, but I kinda like the "less is more" potential.

Plus I can't do those dang spinning jumps in the newer games' tilesets!


It's one button!


Return to “Games”

Who is online

Users browsing this forum: Billbones84, Christopher, Cumberdanes, Dowbocop, Edd, OldSoulCyborg and 455 guests