Super Mario Maker 2 2.0

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Re: The end of SMBX? - Super Mario Maker 2

Postby Eri7 » Fri Feb 15, 2019 8:21 am

stageleft wrote:
Fri Feb 15, 2019 7:59 am
Fair enough, people will have their reasons for switching to a Mario Maker 2 like new game mechanics.
My reasons for sticking with SMBX 2 are being able to draw whatever I imagine and adding custom music so for me its case closed. Nintendo doesn't offer what I want these days.
The fact that we have scripting which allows us to customize almost everything means that smbx is an engine that can be used for mario AND non-mario stuff which is already a big reason as to why smbx won't die out.
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Re: The end of SMBX? - Super Mario Maker 2

Postby stageleft » Fri Feb 15, 2019 8:23 am

Eri7 wrote:
Fri Feb 15, 2019 8:21 am
stageleft wrote:
Fri Feb 15, 2019 7:59 am
Fair enough, people will have their reasons for switching to a Mario Maker 2 like new game mechanics.
My reasons for sticking with SMBX 2 are being able to draw whatever I imagine and adding custom music so for me its case closed. Nintendo doesn't offer what I want these days.
The fact that we have scripting which allows us to customize almost everything means that smbx is an engine that can be used for mario AND non-mario stuff which is already a big reason as to why smbx won't die out.
Exactly! SMBX is the bomb

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Re: The end of SMBX? - Super Mario Maker 2

Postby Super Luigi! » Fri Feb 15, 2019 11:21 pm

stageleft wrote:
Fri Feb 15, 2019 8:23 am
Exactly! SMBX is the bomb
Where else can we create a level that involves a very colorful Mario riding a Piranha Yoshi on a quest to stop Queen Waffle from ruining the land of Vermont, while Amiga Double Dragon music plays? SMBX is a true gift.
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Re: The end of SMBX? - Super Mario Maker 2

Postby MegaDood » Sat Feb 16, 2019 1:31 am

SMBX2 and Mario Maker 2 might be completely different anyway. I mean, sure there are similar elements and enemies, but Mario Maker's focus has always been on playing and rating other levels and submitting your own, and SMBX has always been about making creative and fun levels and letting others leave their thoughts about it.
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Re: The end of SMBX? - Super Mario Maker 2

Postby Scroll » Sat Feb 16, 2019 7:53 am

MegaDood has a good point

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Re: The end of SMBX? - Super Mario Maker 2

Postby Eri7 » Sat Feb 16, 2019 8:16 am

MegaDood wrote:
Sat Feb 16, 2019 1:31 am
SMBX2 and Mario Maker 2 might be completely different anyway. I mean, sure there are similar elements and enemies, but Mario Maker's focus has always been on playing and rating other levels and submitting your own, and SMBX has always been about making creative and fun levels and letting others leave their thoughts about it.
And also about making fun adventures in the forms of episodes which Mario Maker lacks.
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Re: Another System Seller? - Super Mario Maker 2

Postby Enjl » Sat Feb 16, 2019 7:13 pm

The day they add multi-level-pack support to mario maker is the day mario maker dies. People will start getting fixated on getting a pack done and neglect the importance of individual levels, and there will be a multi-level committment both on the player and designer end. The fact that mario maker lets you easily browse more levels from your favourite creators is the best multi-level support people could ask for.
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Re: The end of SMBX? - Super Mario Maker 2

Postby MegaDood » Sat Feb 16, 2019 7:56 pm

Eri7 wrote:
Sat Feb 16, 2019 8:16 am
MegaDood wrote:
Sat Feb 16, 2019 1:31 am
SMBX2 and Mario Maker 2 might be completely different anyway. I mean, sure there are similar elements and enemies, but Mario Maker's focus has always been on playing and rating other levels and submitting your own, and SMBX has always been about making creative and fun levels and letting others leave their thoughts about it.
And also about making fun adventures in the forms of episodes which Mario Maker lacks.
Absolutely. LunaLua only strengthens this idea.
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Re: The end of SMBX? - Super Mario Maker 2

Postby Eri7 » Sat Feb 16, 2019 7:57 pm

MegaDood wrote:
Sat Feb 16, 2019 7:56 pm
Eri7 wrote:
Sat Feb 16, 2019 8:16 am
MegaDood wrote:
Sat Feb 16, 2019 1:31 am
SMBX2 and Mario Maker 2 might be completely different anyway. I mean, sure there are similar elements and enemies, but Mario Maker's focus has always been on playing and rating other levels and submitting your own, and SMBX has always been about making creative and fun levels and letting others leave their thoughts about it.
And also about making fun adventures in the forms of episodes which Mario Maker lacks.
Absolutely. LunaLua only strengthens this idea.
I would rather say scripting because teascript exists for 38A so its not only luna lua that plays a role.
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Re: Super Mario Maker 2

Postby User199X » Sun Feb 17, 2019 10:54 pm

To be honest, both games will coexist.

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Re: Super Mario Maker 2

Postby Scroll » Mon Feb 18, 2019 7:40 am

User199X wrote:
Sun Feb 17, 2019 10:54 pm
To be honest, both games will coexist.
I guess because there wasn't any problem with the original SMM. Or yes?

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Re: Super Mario Maker 2

Postby Cedur » Mon Feb 18, 2019 7:41 am

There obviously wasn't a problem with SMM so why would there be one with SMM2 either.
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Re: Super Mario Maker 2

Postby FireyPaperMario » Mon Feb 18, 2019 10:22 am

I really don't know what made (Nintendo) decide to make a sequel to Mario Maker*

*I doubt Mario Maker 2 was made to compete against other Mario fan games with level editors btw. :roll:

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Re: Another System Seller? - Super Mario Maker 2

Postby Taycamgame » Mon Feb 18, 2019 10:31 am

Enjl wrote:
Sat Feb 16, 2019 7:13 pm
The day they add multi-level-pack support to mario maker is the day mario maker dies. People will start getting fixated on getting a pack done and neglect the importance of individual levels, and there will be a multi-level committment both on the player and designer end. The fact that mario maker lets you easily browse more levels from your favourite creators is the best multi-level support people could ask for.
You make a good point, but this certainly isn't to say that people won't be attempting to make full games if there isn't official support for it. I quite enjoyed playing some of the "full games" in the original and is essentially what i mainly used MM for. It gives a nice sense of flow from level to level rather than "this level is a grasssland, cool. The next level is in space!" I probably will be making more individual levels than i did in the original though, especially since i have improved in design since then.
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Re: Super Mario Maker 2

Postby Electriking » Mon Feb 18, 2019 11:11 am

FireyPaperMario wrote:
Mon Feb 18, 2019 10:22 am
I really don't know what made (Nintendo) decide to make a sequel to Mario Maker*
People want it.
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Re: Super Mario Maker 2

Postby AlphaCPS » Fri Feb 22, 2019 7:37 am

FireyPaperMario wrote:
Mon Feb 18, 2019 10:22 am
I really don't know what made (Nintendo) decide to make a sequel to Mario Maker*
It's most likely due to high demand. Mario Maker also gives Nintendo more profit because so many people love the game, so why not?
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Re: Super Mario Maker 2

Postby FireyPaperMario » Fri Feb 22, 2019 7:38 am

AlphaCPS wrote:
Fri Feb 22, 2019 7:37 am
FireyPaperMario wrote:
Mon Feb 18, 2019 10:22 am
I really don't know what made (Nintendo) decide to make a sequel to Mario Maker*
It's most likely due to high demand. Mario Maker also gives Nintendo more profit because so many people love the game, so why not?
Guess that makes sense. :|

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Re: Super Mario Maker 2

Postby Zeldamaster12 » Tue Feb 26, 2019 1:25 am

I never owned a Wii U so I wasn't able to own the first one, but since I have a Switch, I'm definitely stoked for this. I've mostly fallen out of making Mario levels but who knows, maybe this will get me back into it.
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Re: Super Mario Maker 2

Postby zioy » Tue Mar 26, 2019 5:59 pm

As someone who soaked way too much time into SMM1, I'm pretty hyped. The only thing is that designing levels on the Switch touchscreen doesn't seem as convenient as the Wii U touchscreen+stylus. I'm sure it'll be a quick transition, but I'll miss the way the Wii U Gamepad feels to design levels on.

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Re: Super Mario Maker 2

Postby Scroll » Tue Mar 26, 2019 10:44 pm

zioy wrote:
Tue Mar 26, 2019 5:59 pm
The only thing is that designing levels on the Switch touchscreen doesn't seem as convenient as the Wii U touchscreen+stylus.
You never know what is Nintendo going to come up with.


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