

Great to see a project of this scope released. This is the most my-own-preference suggestion of the bunch. I think I'd have more fun exploring if all star requirements until the lategame were halved, to make the progression more fanned out like in SM64. This makes it very tedious to make progress if you don't stumble across the sequence breaks, which in turn make the progression feel rather arbitrary. The costs right now are rather strict, requiring for example 20 shines for bowser 1 after you unlock a door at 18 shines that only allows you to get 1 extra shine behind it. One last suggestion I have is to reduce the shine requirements for doors across the board.

This might be worth fixing for the sake of not having the player wait 10 seconds for 5 warp transitions to finish whenever they want to cross certain screen boundaries.ĥ. I don't know exactly why this is happening here, but I'm guessing it has to do with how the warp entrances and exits are aligned? Perhaps they're overlapping, or cause the player to overlap. Warp transitions tend to be incredibly glitchy around screen-edge instant warps. To fix this, disable autostart events and manually call them from lua via triggerEvent("eventname") in the onStart function.Ĥ. Some levels suffer from the age-old glitch of autostart events not running when a level is reloaded with the "Restart last level on death" flag active. That would be more work though, probably.ģ. A custom pause menu with an option that Level.load()-calls to the hub level would be ideal, but the Super Mario Star Expedition way of making a door appear next to each checkpoint and level start would suffice as well. It's awfully inconvenient to exit a level without beating it.
#ALL SUPER MARIO MAKER SPRITES CODE#
Another way to achieve a similar resolution would be to make keys a non-star NPC and instead have them trigger some lua code that calls Level.load() to transport the player into the cutscene level directly.Ģ. So if you were to trigger an event when the boss dies that changes the star graphic, you can use SMW stars for both red coin shines and for keys in the same level. configfield to change the properties of the SMW star, depending on the section the player is in. For instance, you can use Graphics.sprites to change the graphics of the SMW star, and NPC.config. This may sound like it would be a problem for the Bowser stages, which use SMW stars to warp the player to a cutscene afterwards, but that can easily be avoided using some lua. I recommend making it so that every secret exit that is on the path to the regular exit is a SMW star, to prevent kicking the player out of the level right before the exit.ġa. This wouldn't be so bad if the Red Coin shine wasn't also a level-ending shine. The player is basically asked to play the same level twice, as the red coins are often placed linearly along the path to the exit. Most Red Coin missions are mostly redundant as they are right now. Here are a few suggestions for perhaps a patch, should you want to make one:ġ. Unfortunately, with the close resemblance to older episode comes a set of nitpicks that get in the way of the play experience. She’s in the major leagues now and as soon as fans got a good look at her retro look in Super Mario Maker 2, they showed their enthusiasm for Toadette being chosen as a playable character over Princess Peach –nobody wants her anymore, she’s old news.This episode feels very oldschool, both in its layout and scope, as well as how it feels like it could have been made in 1.3. The two of them look absolutely perfect in their retro looks, especially in Super Mario World, and I’m not the only one who thinks so.Įver since Toadette’s debut appearance in Mario Kart: Double Dash, the girl has been doing nothing but working hard to crawl her way up the Mario food chain to compete with the likes of superstars like Luigi and Princess Peach.īut now, Toadette is a star and has since appeared in pretty much every Mario Kart, Mario platformer, and Mario Party game as a playable character, at least since 2003. Now that Toad and Toadette are playable characters in the new Super Mario Maker, we finally get to play with them in the old-school 8-bit and 16-bit art styles –a first for the ‘shroom kids. There’s a theme for Super Mario 3D World, New Super Mario Bros., and probably the cleanest style –Super Mario World. Super Mario Maker 2 has several different art styles for you to choose from that are based on most of the Super Mario titles. If you guys missed out on the latest Super Mario Maker 2 Direct that aired yesterday afternoon, then not only did you miss all of the new features coming to the game, but you missed out on seeing Toadette and Blue Toad in pixel art styles.
