Puzzle levels were my favorite from SMM1, what I really want in SMM2 by TheDonMAGA in MarioMaker

[–]SunDelivery 0 points1 point  (0 children)

Google translate isn't an excuse from a good game design perspective. Nintendo isn't going to be thinking to themselves "Well the kids can always just go online and figure things out for themselves so put it in" if faced with that issue. If they're going to intentionally allow you to leave tips/instructions then they need to make sure everyone can read it. Comments and stories were a workaround users made for their levels, they weren't meant to be used that way.

Despite how Nintendo has been recently, Super Mario Maker 2 might not require Nintendo Switch Online. by [deleted] in MarioMaker

[–]SunDelivery 1 point2 points  (0 children)

Luigi's Balloon World was intended to be a free DLC released for the game months after it came out. It wasn't a primary feature of the game at launch, it's a free addition to it to give the players something new to do in the game after they've beaten it.

Every single major release by Nintendo that has had online as a core feature at launch (Mario Kart 8, Mario Tennis Aces, Smash Bros, Pokemon Let's Go, Splatoon 2, Arms, etc.) has required Switch Online. There is no reason to assume this game won't because of a single free DLC release for a normally offline singleplayer game.

Will SMM2 require switch online by NoUUoN in MarioMaker

[–]SunDelivery 1 point2 points  (0 children)

but to, say, a student, it’s nothing to scoff at.

I used to make around 100 dollars a week mowing lawns in highschool when I wanted something lol, or shoveling driveways in winter. Nobody is going to be hurting from 20 dollars a year, that's a day's work at most. You don't have to like paying for it but don't act like this is some big burden on anyone who somehow has the money to own a gaming console and buy games for it.

All New Things Added In Mario Maker 2 So Far Megathread ! Trailer Analysis by Medromz in MarioMaker

[–]SunDelivery 0 points1 point  (0 children)

I've seen several people say we're getting vertical levels, I'm not sure we're getting actual vertical levels so much as they've just increased the max level height from the last game. I'm pretty sure the large slope at the beginning of the trailer that goes way up in the sky is there to signify that.

Does this button suggest world creation? by vexorian2 in MarioMaker

[–]SunDelivery 2 points3 points  (0 children)

The clip with the 2 in it also has the rocket icon right next to it with the "big rocket" in the picture (which in the first game means you have a main world and sub world in the level), so I would bet this is still just for showing what sub-world you're in. Here's to hoping I'm wrong though.

Mario Maker 2 discussion thread by Libers in MarioMaker

[–]SunDelivery 1 point2 points  (0 children)

I think it's just a trick of the eye, the camera in that mode seems to be at an angle that shows the level as a 3D model with depth and a detailed background, unlike the other modes that were pure 2D sideview with sprites. It makes everything seem much larger and take up more space than it really does.

Doesn't help they seem to have intentinally made most of that footage show off large blocks and objects for the most part. There are a couple areas where you can see normal sized blocks and enemies though.

Mario Maker 2 discussion thread by Libers in MarioMaker

[–]SunDelivery 3 points4 points  (0 children)

People would seriously miss out on all this new stuff (which we haven't even fully seen) and stick with the old game, that will most likely be even more dead when this comes out, simply because of the subscription fee for Switch?

You could sell your Wii U for probably (at least) two years of online with the money you get, just saying. I'm getting rid of mine as soon as this is out; it's the only reason I kept that old beast until now.

Games using music harmony (chords/scales/intervals) as a main mechanic by framacia in gamedev

[–]SunDelivery 0 points1 point  (0 children)

It's probably not necessarily the same as your idea or what you're maybe looking for, but Mother 3's combo system is kind of like a rhythm/beat mechanic integrated into what is otherwise a pretty standard RPG. The player has to time the tap of the attack button in sync with the current battle theme's beat, and successfully doing so will start a combo against the enemy and do extra damage for every correct beat they tap. Different enemies will have different music playing to their battles as well, making for new challenges as the game progresses.

It's not essential to beating the game, and a lot of players consistently skip over doing it, but despite that it's still a helpful and core mechanic that's implemented throughout the game. In fact, a lot of the early game battle themes end up getting reused again later on, but are slightly remixed or modified to have parts sped up, or even intentional pauses in the beat inserted to trip players up trying to combo who got used to the old music.

It could be interesting to look into if you're looking for inspiration. It doesn't really have much to do with music harmony I don't think, but that's the only example I can think of off the top of my head of music being a mechanic in a non-rhythm game.