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Franpa
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Post » 06 Apr 2012, 12:01

1) Multiple destinations within a level/sub-level: Example: In level 1-1 you can have multiple sub levels which exit to different areas in 1-1 (Or multiple exits lead to multiple areas within a sub-level.). Currently only one pipe in a level/sub-level can act as a destination which is lame. http://i63.photobucket.com/albums/h133/ ... 81ffbc.png

2) Player interaction with the environment is permanent (Enable/disable on a per Level/Sub-level basis): Example: Smash some bricks in 1-1 or reveal some hidden blocks, go to a sub-level, return to 1-1 and those bricks/hidden bricks you smashed/revealed before, remain smashed/revealed. http://www.youtube.com/watch?v=yHZZMMXUr10


Both of these changes (Along side the supposed introduction of sloped surfaces) would allow for significantly more accurate recreation of a lot of Super Mario BROS. 3 levels and increase the amount of variety and level designs/concepts people can come up with. The only thing missing aside from enemies, would be vertical screen scrolling and power ups.
Last edited by Franpa on 13 Apr 2012, 15:21, edited 2 times in total.

Maurice
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Post » 06 Apr 2012, 13:25

Franpa wrote:1) Multiple destinations within a level/sub-level: Example: In level 1-1 you can have multiple sub levels which exit to different areas in 1-1 (Or multiple exits lead to multiple areas within a sub-level.). Currently only one pipe in a level/sub-level can act as a destination which is lame.
But you can do that already?

Camewel
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Post » 06 Apr 2012, 13:29

I think he means you can have 3 pipes in 1-1_1 that all link to separate pipes in 1-1. It would make pipes silly and confusing though.

Maurice
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Post » 06 Apr 2012, 13:41

It seems like you're just complaining about the inability to make SMB3. Mod the game yourself.

Franpa
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Post » 08 Apr 2012, 03:08

Camewel wrote:I think he means you can have 3 pipes in 1-1_1 that all link to separate pipes in 1-1.
Yep, you understand what I meant. I duno how it would make it all silly and confusing though... or do you think Super Mario BROS. 3 is all silly and confusing too?

Franpa
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Post » 13 Apr 2012, 05:43

I thought I'd go the extra mile and make a picture showing the interface for suggestion #1 and a video showing what I mean by suggestion #2. (I would have made a video for suggestion #1 but VirtualDub doesn't seem to let you insert pictures as video frames...)

http://i63.photobucket.com/albums/h133/ ... e37a29.png
http://www.youtube.com/watch?v=yHZZMMXUr10

This interface/feature makes the pipe system marginally more complex to set up, yes, but more confusing? nope. It is just as easy to use and understand as the original/current system. It greatly expands the functionality of the pipe system and allows for notably more complex pipe systems and mazes.

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Sky
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Post » 13 Apr 2012, 06:06

Franpa wrote:http://i63.photobucket.com/albums/h133/ ... e37a29.png
This interface/feature makes the pipe system marginally more complex to set up, yes, but more confusing? nope. It is just as easy to use and understand as the original/current system. It greatly expands the functionality of the pipe system and allows for notably more complex pipe systems and mazes.
Even I don't understand this. I agree that it should exist somehow... just not like this.

Franpa
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Post » 13 Apr 2012, 06:16

What about this then?

http://i63.photobucket.com/albums/h133/ ... 81ffbc.png

Target = Level/Sub-Level
Pipe = Destination within that Level/Sub-Level

So Target 1 and Pipe A, will take you to Pipe A within Sub-Level 1. Target 2 and Pipe C will take you to Pipe C within Sub-level 2 etc.

Suggestion: 5 pipes in level 1-1 can take you to 5 different destinations within Sub level 1, 2, 3, 4 and 5 and vice versa.
Current implementation: All pipes in 1-1 take you to a single/same destination within Sub-Levels 1, 2, 3, 4 and 5 and vice versa.

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Superjustinbros
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Post » 13 Apr 2012, 07:40

For me personally, I do find being able to place these additional exits as very helpful; it may fix some scenarios with Mario not entering a portion of a level correctly (mainly in the editor, where even with an exit pipe assigned, Mario just spawns at the "M" entity).

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Sky
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Post » 13 Apr 2012, 20:02

Franpa wrote:What about this then?

*image*

Target = Level/Sub-Level
Pipe = Destination within that Level/Sub-Level

So Target 1 and Pipe A, will take you to Pipe A within Sub-Level 1. Target 2 and Pipe C will take you to Pipe C within Sub-level 2 etc.

Suggestion: 5 pipes in level 1-1 can take you to 5 different destinations within Sub level 1, 2, 3, 4 and 5 and vice versa.
Current implementation: All pipes in 1-1 take you to a single/same destination within Sub-Levels 1, 2, 3, 4 and 5 and vice versa.
That's better. I too like this idea.
And it doesn't sound TOO hard to code, just add an array or two and you're done.

Franpa
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Post » 13 Oct 2012, 11:19

Franpa wrote:
Camewel wrote:I think he means you can have 3 pipes in 1-1_1 that all link to separate pipes in 1-1.
Yep, you understand what I meant. I duno how it would make it all silly and confusing though... or do you think Super Mario BROS. 3 is all silly and confusing too?
I kinda regret making this post, mainly the insult I added to the end. I do still want to see support for this added as it did make Super Mario Bros. 3 and I think Super Mario World, quite fun.

I have not been keeping up with the progress on Mario SE.

Franpa
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Post » 20 Oct 2012, 05:19

Also the permanant interaction with the world, that's also used in Super Mario Bros. 3 in at the very least, pipe world (World 7).

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TheJonyMyster
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Post » 20 Oct 2012, 15:38

Franpa wrote:Also the permanant interaction with the world, that's also used in Super Mario Bros. 3 in at the very least, pipe world (World 7).
and in NSMB it was used.

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Superjustinbros
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Post » 24 Oct 2012, 08:53

The one thing I want to add, if this does make it to SE, I'd like the entities for pipe entrances amongst others to have small numbers and letters on the in-editor entity graphics so you can quickly check a tile's properties without right clicking said entity.

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