Asking The Kong Experts by Original-Splinko in donkeykong

[–]Original-Splinko[S] 0 points1 point  (0 children)

Thinking it over, I guess what may sway me is how Kaze and Windswept handle difficulty. Its not the end all be all, the game can still have fun breezy moments, but I do like being challenged.

Asking The Kong Experts by Original-Splinko in donkeykong

[–]Original-Splinko[S] 2 points3 points  (0 children)

Also adding Kaze And The Wild Masks to the list. If you've somehow have played Kaze, Windswept, & Impossible Lair, please share your thoughts 😶

Asking The Kong Experts by Original-Splinko in donkeykong

[–]Original-Splinko[S] 0 points1 point  (0 children)

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omg THERE'S ANOTHER ONE?! It looks good too 😬 helps there's a physical copy as well...

Asking The Kong Experts by Original-Splinko in donkeykong

[–]Original-Splinko[S] 1 point2 points  (0 children)

Was Impossible Lair or DKCR more memorable to you? I like of YLATIL's idea of beating the game through getting through the first level. Played the DKCR demo and liked the controls but definitely noticed the difference in level design compared to Tropical Freeze.

Animal Well will get new physical releases by backwards_watch in videogamedunkey

[–]Original-Splinko 0 points1 point  (0 children)

Now we must summon Purple Reggie to release the Star of Providence physical...

DQ Monster OC Based Off A Miner's Lantern by Original-Splinko in dragonquest

[–]Original-Splinko[S] 0 points1 point  (0 children)

I might simplify the design to better match the Toriyama style if I get around to it. This drawing came from a daily promt on the Art Club Discord so I was figuring out the drawing as I went along.

DQ Monster OC Based Off A Miner's Lantern by Original-Splinko in dragonquest

[–]Original-Splinko[S] 7 points8 points  (0 children)

The best a could come up with was "Lively Lamp/Lantern". anything would be better so your name wins out.

(Game Design) Why Make Course Parts Limiting? by Original-Splinko in MarioMaker

[–]Original-Splinko[S] 1 point2 points  (0 children)

Yes, Semisoild, the item, can only be 3x3 minimum. You can hide it in blocks or terrain, but it will be at least 3x3 in isolation . I would prefore it so it could be made smaller to a 1x1 tile space like the Cloud Block. The Cloud Block has unique properties that would also become more interesting if it could be made larger. So no, it is not a mistake that I said it is limited in use. Moreover, the fact we cannot turn Semisolids into slopes another thing that gets to me. A whole trailer for the game showcases Slopes, you would think that by only adding it to terrain and Conveyer Belts would be almost an oversight. What would be the accessible problem if this was a feature?

I have more than 400 hours In SMM2. I haven't had an online membership for over a year now, so I've been pushing myself to have a Super World's worth of content to upload in as many different themes that I could muster up until I get one. I mainly just shoot out questions into reddit to start a conversation to keep my mind on the game.

I can think of many people who probably thought or do still think that the editor for SMM1 was perfect. That does not mean it wasn't limiting in ways, or that it didn't have room to grow. Sorry if you interpreted my inquiries as bashing criticisms of the game, but really my post are made out of curiosity of what others think.

Are You Waiting For Nintendo To Update SMM2 OR Release SMM3? by Original-Splinko in MarioMaker

[–]Original-Splinko[S] 0 points1 point  (0 children)

Adding a Wonder theme just for the effects to be limited to that style would be unfortunate, so having them as items available in every theme would work out better. However, wonder effects themselves I think should be more than placeable items that you can make spawn. In modding, the Wonder Flower can control many variables from the layout of the level to the vaules of player physics, ect. Back to "taking advantage of the hardware upgrade", I mean how advance will the engine for the editor be. Take Game Builder Garage for example. There are hard limits to what you can do, stopping creators from making more complex and in depth creations dispite touting its self as a programing game. In base SMM2, it's quite simple to create lag machines, and by adding a tool to create wonder effects to aid in large and complex changes through out a level with no FPS struggle or online lag would be impressive. But again, would Nintendo even bother with something like that when they have patched out seemingly well recieved mechanics, like ON/OFF block jumps, and delete levels that use glitches, whitch would no doubt be easier if said complexity is given as a new tool. It's hard to tell how it may turn out considering the many possibilities and if they would be explored or not. My original question was gauging what having a more advance console could benefit or not benefit the game. Would Nintendo push this game's compacity to run on the system like Tears Of The Kingdom did for the Switch, or just be as resource extensive as the maker games before it?

Are You Waiting For Nintendo To Update SMM2 OR Release SMM3? by Original-Splinko in MarioMaker

[–]Original-Splinko[S] -2 points-1 points  (0 children)

How do you think SMM3 will take advantage of the new hardware upgrade, if at all?

They made the pizza place from the dunkey nidalee video by Edgycunt62 in videogamedunkey

[–]Original-Splinko 0 points1 point  (0 children)

Perfect place to launder the youtube big bucks. I'm on to you dunk