If you want the forward facing bills to look good in 2d, have them start smaller with a darker color, and have them grow in size the further along the path they are
7:56 It’s not impossible to make banzai bill in 2D games, you can make it darker and smaller when it gets launched but gradually gets lighter and bigger as it approaches the level (look up Yoshi’s Island Giga Baby Bowser). And when the bill is supposed to fly off, make it fall to off screen (like create a sprite that indicates the bill had fell) to make it more lively.
All of the official mario make stuff would theoretically be possible on original hardware, with the only need difference being a memory expansion, and what you say relies on the background being complete featureless to work, as baby bowser is technically the background, which is being scaled with mode 7.
Can’t wait to test this out on my own, this is super interesting and very high quality! As for a suggestion…. Cliffs? I’ve always wanted to make a cliff side Mario level, so the theme and the ability to place walls that you can shimmy across would be fun. The walls don’t have to just be cliffs though, maybe castle walls too? Whatever you think. I also think that berry bushes would be great, as well as Yoshi in other game styles.
Suggestions/ideas: - "!" Switch's, just like SMW, you jump on it and some blocks becomes permanently solid or transparent (blue, red, green and yellow switches) - roller coaster skeleton platform, self explanatory. - climbable background walls where Mario can climb, you can add koopas on it to makes them climb. And add some rotating grills so you can be behind this wall. - yellow and blue koopas from SMW - key and keyhole: take the key, find the hole to finish level - ? Orb: ends level when you take it, can be put inside a block or enemy or boss - foreground walls where you can make nice secret passages - bubble pipes that pushes you in water levels. Also diagonal pipes and rotating pipes. - ninja coins and blocks. Basically you put an Hidden trigger and then theses coin and blocks will appear from nowwhere Glued coins/blocks. You can link coin and blocks to an object and they will move/rotate together.
Idea: Secret exits, both the red flagpole and the key hole, to add some replayability to the levels and allow for alternative pathways in the world creator.
@@vincere4591 Or better yet, it can be found in this third area (which many later 2d mario games have), that can both serve as a secret exit if the player chooses, and add more adventure to each level.
Idea: On-Off doors. On-Off doors can be used like regular doors, except there are two variants. The red block doors and the blue block doors. These will only be useable when an On-Off switch makes the specific color solid.
If by any means you decide to add a world maker, there's some ideas for World makers: 1. Larger world size. Maybe change from 4x7 to 7x9 to fit more levels and decoration. 2. Vertical tiles / Layers. To make elevated terrains better. They don't need to have a ground tile behind them to work and they'd work better as a second layer of terrain. 3. Elevated terrain overhaul: Instead of elevated grounds occupying 2x1, you could make it so they only occupy 1 tile from the second layer. Going behind these would make them transparent and ladders could come from all sides. 4. Replay levels. Why the hell we can't? We only complete them and no more. It can be toggled if the world allows replays or not. 5. Replay worlds. The same as above. 6. Level capacity rise. Instead of only 5 levels we could now store 8. Finally we can reach that 1-7 instead of 1-4. 7. Powerup storage. World makers need this. To balance you could blacklist if a level should allow stored powerups. 8. Red toad houses. These should give powerups for you to store. 9. More decoration. For example bridges with chasms, waterfalls, rivers, etc. 10. Bonus levels. For example you could make it if a level should be a bonus using secret paths. 11. Cannons. They'd serve as shortcuts inbetween worlds. Also, i was thinking in some level maker ideas: 1. Merging themes. For example you could make an ice cave or an underground forest with this. This could be a minor change. 2. Extra sub areas. For example you are building a level and you want a bonus area to be accessed by a pipe but your sub area needs to be a long area, meaning there's no space for your bonus area. This could also work if you want to make a NSMB bonus area in the sky while not risking your underground area. ALSO, as there's a gap on the extra game styles tab, the next style should be..... Mario Galaxy! No, not a 3d maker, but rather the already present in the original game 2d style. All sorts of creations!
Smashy, it's so good to see you man! I'm so proud of you for the progress you have made! I can't wait to see what else you can do in the next video! We will see you soon my friend!
A couple of suggestions: - The falling fire balls could potentially use more retro-looking explosions on contact with the ground / player instead of floating particles - Upon taking damage from an amp, you could use the stun animation caused by Bowser Jr.'s ground pound, or something of the sorts.
Yo, this is really cool, it's clear that you have a lot of passion for this. So far i'm really impressed. It may be a bit tricky, but the launch star from Mario Galaxy could be really cool. You could set the trajectory and the speed at which you travel. Just an idea. Really excited to see how this develops
a few notes: -The burners shouldn't have a long mode, that's adding an unnecessary obstacle, UNLESS you can make the burner itself look different to indicate it's the longer one -The falling fire balls and meteors are awesome, and the only thing I'd change is that there's two speeds for them and that they're able to be differentiated between by a visual queue like the burners in the first note this looks amazing, all the other additions are flawless! well, well done!
It would cool if you could remove the starting platform, so you can just do what you want at the start. Maybe even adding a spawnpoint block where mario will start the level at every time Update: I submitted the sprites for the SpawnPoint Marker, let's hope it makes it to the final game 🗿 Final update: he rejected it lmao
@@lilythatlittlecat Any Mario game? There are only 2 Mario Maker games. However, now talking about Mario games not having spawn point blocks, what about 3D Mario? Or the checkpoints? Plus, in game developing there IS a spawnblock. (Or position, but it exists either way.) It is obviously not visible in-game. But I understand what you mean. Though I dont see any problem in adding it...
Some suggestions: Subtle shadow behind objects, to give a more complete kinda feel; Have a slightly different base to the long burners so you can tell which one it is while it's off; Have a subtle little animation on the moving platforms for jumping on them and for while they move (something similar to the question block's animation) to make it more responsive
A suggestion I have would be burners that spin when you hit them, sort of like the toggleable ones but instead of turning off, they turn in a different direction, either clockwise or counterclockwise
Add a yellow koopa that can jump over 2 block high walls, and a blue koopa that runs faster and have spikes so Mario can’t jump on them. Mario will have to throw another shell at the blue koopa to damage him.
Some enemy ideas: you could the dolphins from I think super mario world as they are an enemy and a platform torpedo teds, grrrols, bats, chargin chuck, volcano lotus cape koopas, rex, fishing boo and big boo boss. Some Level building Ideas: maybe add the fence that you can climb on like in super mario world iggy's castle a panel you can hit to flip sides and koopas can climb on it as well. cannon pipes: like in super mario world yoshis island 1, they launch the player upon exiting the pipe. hidden areas: like in the new super mario games example: false walls. to take an example from this video: like the mega shell interior you made, not visible from out side but fine inside. secret exits: these would go nice with hidden areas blocks and the like and also allow alternative routes on a custom world map if your doing that. and the key hole warp credit: Tinaphromad in the comments for secret exits and key hole warps. beach biome ship graveyard biome and maybe some different colored fires/flames just for the looks thats about all I can think of at this moment these would be cool to add but its not my game, so what you add if anything at all, is up to you.
Here are my suggestions for course parts: 1: off/on switch - this works exactly the same as an on/off switch but it switches green and yellow blocks instead of red and blue. 2: switching spikes - spike blocks that have an inbuilt timer that switches between a solid damaging block to a non-solid block, this would be really fun for kaizo levels. 3: builder power up - a power up that let's you make an infinite amount of blocks, I know this is already in the game but I want it to be able to make infinite blocks or at least more than 5 while removing the hammer ability because I think all that in one power up is a bit too op Really looking forward to see what's in the future of this game!
Ideo for the forward-facing giant bullet bill: make it smaller and darker when fired, then, it gets brighter and bigger as it gets closer to the screen. If the effect still doesn't work, maybe adding a "screen break" effect (as if the bullet bill breaks through the screen glass) that fades after a few seconds would help give it a better feeling of it getting closer
Suggestion: Sign post, it is like the sing at the beggining of a level except you can place it anywhere and rotate the arrow on it for it to point anywhere. Maybe a varient of it can also have text on it for the player to read if you press the jump button near it, similar to the signs in super mario odyssey.
I think a useful feature to have, both in general but also ESPECIALLY for people who like to build full games with the world feature, would be custom music. Music is a key part of making a game feel unique, so if someone wants their custom Mario game to feel unique from the official games, new music would be an obvious way to do that.
Pretty impressive with what you have done so far. Might I suggest adding those rotating cannon ball launchers, from the NSMB airship levels? Also I suggest adding burners that turn off & on based on red/blue switches.
It's been a few years since I've watched your videos (despite being subscribed), and I gotta say, I'm seriously liking how this game is looking so far!! I'm excited to see more in the future!!
Since there are going to be future Mario game styles included I recommend using the same s time between all game styles. And a King Bill option would be amazing to see added.
Idea: instead of separate underground and underwater themes, you could have underground/underwater variations of other themes, for example underground/volcano would be like you're inside the volcano.
ooh, you could expand on the meteor/fireball system, by making it a "weather" toggle, which has whichever of these effects based on which theme you are in, so fire in castle, meteor in volcano, but then you could have rain in jungle theme, with massive rain drops that trap you inside if hit for a moment, making you vulnerable to enemies or falling in pits, and of course snow/hail in ice related themes, and then rain in ghost house would be like nighttime mode but with automatic lightning to periodically show everything on screen, things like that custom for each theme i think would be really cool. I think that's what makes SMM so great, is that it has relatively few options available, but the different varients and interactions based on gamemode and theme make for almost limitless combinations. being able to do more with what you have is better than bloating it with just a bunch of new stuff that might only have one or two very limited uses. of course the community would FIND more uses no doubt, but still, being able to trim out the fat and getting more use out of more versatile parts should be something to keep in mind
Lol, problem with the toggle fire cannon things is that when they are upsidedown you would have to damage boost to turn them off, but, heh. Oh yeah and 5:53 gave me smb3 vibes, heh.
Assuming this is meant to be a proper full indie game, the project is really mismanaged. There is no floor texture, and there only seems to have been superfluous elements added currently, no updates about the underlying system architecture (although it could still be being worked on in the background, just pushed to one side for the video). A proper indie project requires a lot of planning, especially because there's no one to really ell you to work on the most important parts, and on top of that nintendo's history with fangames spells doom. This could of course just be a personal passion project, but I feel that the messaging has been mixed about that if it is, and of course if it is for the passion then we can let most of the "warning signs" slide.
if nintendo does decide to make a mario maker 3 and if they do add these mechanics, they will 100% make them cleaner and blow this guy out of the water, however thats a very slim chance
Great ideas! I do have a suggestion though, the boss doors are kind of too big, they’d be hard to use in levels. I think you should base the size on the nsmb series if you see this comment, just a block bigger than mario
for the forward facing cannon, you can make it smaller and less saturated and make it bigger when it appears in the screen and finally make it slowly fade out as it leaves
how is this the coolest mario relafed thing I've seen in so long??? I remember seeing a joke in a Simpleflips video about asking Kaze if he's gonna make mario maker 3, but actually seeing this is absolutely insane. this is impossibly amazing
I think pipe bubbles could be cool for underwater levels. It would push items, the player, and coin bubbles Another feature I'd like would be more characters. Characters I would like to see are Luigi Toad (any color) Toadette Peach. Maybe they could have abilities of their own. Luigi = High Jump Toad = Faster Toadette = Longer time, or nothing when the timer is at the limit or if it has a limit. Peach = Float.
My personal ideas for this little game: -More customization for Koopalings (such as how they attack, it would probably switch between how they behave in each game) -All 3D world items in other game styles -Switch Burners that are triggered by on and off switches -Kamek as a boss (maybe with NSMBU mechanics) -The unused items from the Miyamoto level editor (watch Ceave Gaming's video about them for more context) -A variant of the meteors and fireball rain, where they don't interact with blocks. This could allow for some cool castle stages -More than one sub area per level maybe? -The moving platform from NSMBU that stops moving when a certain number of enemies land on it -Diagonal and snake-block like variants of the Thwomp -Being able to add any of the 3 liqiuids to any theme (aka Water, Poison Water and Lava) -Also would be nice to make Twisters that can be upside down or horizontal
If there's any more, then here are some bonus ones -Giant Boos -Mega Mushroom Bowser (since Giant Bowser is a recurring boss in the games now) -King Boo as another boss (Go cray with ideas for the behavior) -If Mario Wonder gets released before this fangame is finished, would be nice to see some features from that game in this
add the giant boo from new super mario bros 2. (boohemoth) also, add those one way doors that turn into a boo or something when you open them, i vaguely remember what it looked like
It looks like you're working really hard on this and I can't wait to see what's to come in the future. Psssst: Don't overwork yourself! We'll understand.
This is incredible!!! I can’t believe Nintendo hasn’t done anything this impressive yet! If this was official, it could easily be a contender for game of the year! If you don’t have it already, I’d love to see the blue shell powerup! Also, you can fix the forward facing bonsai bill by making it move off center a bit maybe? Perhaps you could make it appear to be 3D in 2D like an illusion somehow
I think there could be a special type of “secret block,” like how secret ledges work. Would kinda work the same as the giga shell, but would prolly be a radius around mario to make things easier. I also think doors with a clear condition could be nice, so you don’t have to rely entirely on keys. Speaking of keys, multi-key doors could work, too.
Unity has a feature called sprite masking. It's useful for the effect you wish to achieve at 1:40 . It's really easy to use. Nevertheless, this project looks amazing. Great job!
Hey, great job!!! This looks promessing. Something that I'll sugest, for the burners more, is that the design always makes the user have a clear idea of what to spect. It won't feel fair to die by mixed high burners and not being able to tell which one is which
Those pipes in the new super games that create underwater currents. There could be both a static form and one that switches directions. You could also have unagi to flesh out underwater levels a bit more. Maybe even the purple homing cheep cheeps or the schools of yellow ones that are there for decoration.
Making the direction platform look like a coin block with an arrow makes the player think they should hit it from below instead of jumping on it from above. Also, I think the Spike should be slightly faster. I think you could make the forward facing Banzai Bill look better by making it grow in size when it gets closer to the camera, and adding a shadow on the ground when Mario can collide with it.
Suggestion that might fix the forward facing banzai bill (7:55): 1. Make the circle/hole that the banzai bill comes out of smaller than the outer square base 2. Make banzai bills grow in size overtime. 3. When the edges of the banzai bill's sprite reaches the outer square base, that is when it hits Mario. Not sure if it'll actually be enough to convey the distance, but if it does, might be a neat trick to use for any future forward facing entities. Hopefully, this is helpful and not a waste of time lol.
Wow, that's great But I think you should probably make the sprites a bit different for the rotating burners and boos turning into blocks, to make them more distinguishable at first glance to their more classic counterparts
This is awesome! In order to improve the Front Facing Bonzai Bill, you should have it exponentially scale larger from a slightly smaller size in order to show a change in depth! It would begin by slowing growing in size, but ramping up right before it reaching the regular scale as it reaches a point where it can hit the player.
a couple ideas -a option to change marios movesets in different themes -more themes ofc -different ending styles like (smb3 in smb1 or defeating boss ends level) -add back the weird mushroom and amiibo mushroom edit: also yoshi coins would be a neat touch as well edit2: you can make the new super mario bros them have a "sub theme where you can change the textures to the different versions on nsmb like ds or 3ds
Some things I really want in SMM3 😅: - True one-way pipes - Ability to make a pipe travel within the same world so you don't need transition pipes - Ability to overlay any block over a pipe for hidden areas - Change pipe spawn rate regardless of color - Max spawn count of item from pipe - Spawn a set of items from pipe in order - Platform spawner (orange) so you can make infinite platforms without creating a loop - Hidden tracks (Spawner + hidden = recreating platforms on Mario Bros 1-2) - Ability to add more blocks/space after the flag (within reason) to put things after the castle - Clear conditions that hide the flag/axe completely instead of an outline - Hidden clear conditions based on a switch (other than On/Off) - Placeable castle textures (like the one next to flag) along with larger variation from Mario Bros - Spawn conditions to avoid janky entity limit tricks - Place enemies in-between blocks for more precise enemy choreography - Override enemy initial movement direction instead of moving toward player so they move consistently regardless of where player enters scene - Ability to place other types of empty shells without needing bob-omb - More textures from Mario Bros and Super Mario Bros to better recreate things from those games - Switch palace functionality for world maker
Man I do have to give it to ya great progress so far. I definitely wouldn’t have come up with half of this stuff considering it definitely wouldn’t be the first thing that would come to mind for me. So keep up the great work, can’t wait to see the final product! Maybe you can get it in before Nintendo. Just don’t tell them!!!
Suggestion: Water pillars that push the player to the top, with one variant that allows Mario to stand on top and one that doesn’t (the one you can stand on top of would have a flat top. Would also have a sand, poison, lava and snow variants.
Here are a couple ideas: Fuzzies - floating enemies that you can place on tracks Blue coins - coins activated by P-switches Custom slopes - slopes that allow you to change the location of their ends
Idea: Gravity switch. It works like the on/off switch, but it switches gravity instead of blocks. Instead of red and blue, the colors would be purple (or pink) and green, and would have an up or down arrow on it.
I have an idea for the forward facing Banzai bill, when the banzai bill is coming towards the screen and can't hurt Mario, it appears darker (and or smaller) and when it's able to hit Mario It's color goes back to normal before disappearing, great video by the way I love the progress made
This looks incredible, great job on this!!
DGR? I am big fan, Well, I thought you'd be here.
Yooo it's DGR!!!
Hey Dave!
Man it’s been months since I’ve checked your content glad to see you’re still going strong!
5th comment
If you want the forward facing bills to look good in 2d, have them start smaller with a darker color, and have them grow in size the further along the path they are
yea that is big brain
And then have them fade invisible as they leave
Yeah that would look better
And I would have a white gleam shine over them the moment they become tangible, so the player knows for sure when it's safe to jump on. or unsafe.
So like how they did it with Ridley in super metroid
7:56 It’s not impossible to make banzai bill in 2D games, you can make it darker and smaller when it gets launched but gradually gets lighter and bigger as it approaches the level (look up Yoshi’s Island Giga Baby Bowser).
And when the bill is supposed to fly off, make it fall to off screen (like create a sprite that indicates the bill had fell) to make it more lively.
All of the official mario make stuff would theoretically be possible on original hardware, with the only need difference being a memory expansion, and what you say relies on the background being complete featureless to work, as baby bowser is technically the background, which is being scaled with mode 7.
Can’t wait to test this out on my own, this is super interesting and very high quality!
As for a suggestion…. Cliffs? I’ve always wanted to make a cliff side Mario level, so the theme and the ability to place walls that you can shimmy across would be fun. The walls don’t have to just be cliffs though, maybe castle walls too? Whatever you think.
I also think that berry bushes would be great, as well as Yoshi in other game styles.
I've had an idea for a while now: Key shards. Basically red coins but dropped by bosses so you won't have to make a clunky door setup for a boss rush.
or just... have it where enemies can have red coins..?
@@kibo1313 I still can't believe that's not a feature
@@kibo1313 Or! Or, how about both ideas?
If it's not too much work, that is
@@Th3_Sp4Ce_M0nK3y but that makes key shards kind of pointless if red coins can do the same thing
@@ineophobe I meant having both red coins and ket shards
I kinda worded my original comment poorly, apologies
Suggestions/ideas:
- "!" Switch's, just like SMW, you jump on it and some blocks becomes permanently solid or transparent (blue, red, green and yellow switches)
- roller coaster skeleton platform, self explanatory.
- climbable background walls where Mario can climb, you can add koopas on it to makes them climb. And add some rotating grills so you can be behind this wall.
- yellow and blue koopas from SMW
- key and keyhole: take the key, find the hole to finish level
- ? Orb: ends level when you take it, can be put inside a block or enemy or boss
- foreground walls where you can make nice secret passages
- bubble pipes that pushes you in water levels. Also diagonal pipes and rotating pipes.
- ninja coins and blocks. Basically you put an Hidden trigger and then theses coin and blocks will appear from nowwhere
Glued coins/blocks. You can link coin and blocks to an object and they will move/rotate together.
Idea: Secret exits, both the red flagpole and the key hole, to add some replayability to the levels and allow for alternative pathways in the world creator.
Oh god yes please.
It'd be cool if they also skipped more levels if a hypothetical World Builder was a thing-
can't wait for troll worlds to force people to find their goofy ahh secret exit
Since they only allow flagpoles in the main world, maybe the red flagpole can only be placed in the subworld.
YES!
@@vincere4591 Or better yet, it can be found in this third area (which many later 2d mario games have), that can both serve as a secret exit if the player chooses, and add more adventure to each level.
Idea: On-Off doors. On-Off doors can be used like regular doors, except there are two variants. The red block doors and the blue block doors. These will only be useable when an On-Off switch makes the specific color solid.
just surround a door with on-off blocks or place the door on top of a on-off block
@@joaopedro-mm5lf nah we need to save space
@@joaopedro-mm5lf Then Nintendo could have use that logic to not add the P-doors, but here we are, it looks good and saves space
The progress on this game is astounding! I know I haven't been the most active recently, but I'm definitely thrilled to watch as the game develops!
*URGH*
Pretty much
Me too
I am also thrilled to see it develop
If by any means you decide to add a world maker, there's some ideas for World makers:
1. Larger world size. Maybe change from 4x7 to 7x9 to fit more levels and decoration.
2. Vertical tiles / Layers. To make elevated terrains better. They don't need to have a ground tile behind them to work and they'd work better as a second layer of terrain.
3. Elevated terrain overhaul: Instead of elevated grounds occupying 2x1, you could make it so they only occupy 1 tile from the second layer. Going behind these would make them transparent and ladders could come from all sides.
4. Replay levels. Why the hell we can't? We only complete them and no more. It can be toggled if the world allows replays or not.
5. Replay worlds. The same as above.
6. Level capacity rise. Instead of only 5 levels we could now store 8. Finally we can reach that 1-7 instead of 1-4.
7. Powerup storage. World makers need this. To balance you could blacklist if a level should allow stored powerups.
8. Red toad houses. These should give powerups for you to store.
9. More decoration. For example bridges with chasms, waterfalls, rivers, etc.
10. Bonus levels. For example you could make it if a level should be a bonus using secret paths.
11. Cannons. They'd serve as shortcuts inbetween worlds.
Also, i was thinking in some level maker ideas:
1. Merging themes. For example you could make an ice cave or an underground forest with this. This could be a minor change.
2. Extra sub areas. For example you are building a level and you want a bonus area to be accessed by a pipe but your sub area needs to be a long area, meaning there's no space for your bonus area. This could also work if you want to make a NSMB bonus area in the sky while not risking your underground area.
ALSO, as there's a gap on the extra game styles tab, the next style should be.....
Mario Galaxy! No, not a 3d maker, but rather the already present in the original game 2d style. All sorts of creations!
Smashy, it's so good to see you man! I'm so proud of you for the progress you have made! I can't wait to see what else you can do in the next video! We will see you soon my friend!
*URGHH*
A couple of suggestions:
- The falling fire balls could potentially use more retro-looking explosions on contact with the ground / player instead of floating particles
- Upon taking damage from an amp, you could use the stun animation caused by Bowser Jr.'s ground pound, or something of the sorts.
These are both really good ideas!
Yo, this is really cool, it's clear that you have a lot of passion for this. So far i'm really impressed.
It may be a bit tricky, but the launch star from Mario Galaxy could be really cool. You could set the trajectory and the speed at which you travel. Just an idea.
Really excited to see how this develops
a few notes:
-The burners shouldn't have a long mode, that's adding an unnecessary obstacle, UNLESS you can make the burner itself look different to indicate it's the longer one
-The falling fire balls and meteors are awesome, and the only thing I'd change is that there's two speeds for them and that they're able to be differentiated between by a visual queue like the burners in the first note
this looks amazing, all the other additions are flawless! well, well done!
It would cool if you could remove the starting platform, so you can just do what you want at the start. Maybe even adding a spawnpoint block where mario will start the level at every time
Update: I submitted the sprites for the SpawnPoint Marker, let's hope it makes it to the final game 🗿
Final update: he rejected it lmao
Yes. YES. This has to be in the game.
There has to be a spawnpoint block.
Damn imagine all the different creators unleashing their inner little timmy and hot garbage potential
That might be cool but I don't think any Mario game does that
Like the start pos from gd
@@lilythatlittlecat Any Mario game? There are only 2 Mario Maker games.
However, now talking about Mario games not having spawn point blocks, what about 3D Mario?
Or the checkpoints?
Plus, in game developing there IS a spawnblock. (Or position, but it exists either way.)
It is obviously not visible in-game.
But I understand what you mean.
Though I dont see any problem in adding it...
The progress on this is amazing so far! I love seeing all these new Mario Maker fan games! We've come a long way since ReMaker...
So basically, “I made smm3 but with good options.” Keep up the good work
Some suggestions:
Subtle shadow behind objects, to give a more complete kinda feel;
Have a slightly different base to the long burners so you can tell which one it is while it's off;
Have a subtle little animation on the moving platforms for jumping on them and for while they move (something similar to the question block's animation) to make it more responsive
A suggestion I have would be burners that spin when you hit them, sort of like the toggleable ones but instead of turning off, they turn in a different direction, either clockwise or counterclockwise
Add a yellow koopa that can jump over 2 block high walls, and a blue koopa that runs faster and have spikes so Mario can’t jump on them. Mario will have to throw another shell at the blue koopa to damage him.
I think that a cool addition would be settings, since you are making menus,
Settings like audio, controls, and maybe character would be nice
I can already imagine little timmy making all the controls one button lol
@@satinfoil f n f noobs be like
@@SIG7Pro lmao
Looks Very Awesome, Good Job And Keep Up The Hard Work!! Maybe add bosses next like the koopalings or custom bosses from mods.
This is incredible! Keep up the good work, Smashy!
Some enemy ideas:
you could the dolphins from I think super mario world as they are an enemy and a platform
torpedo teds, grrrols, bats, chargin chuck, volcano lotus cape koopas, rex, fishing boo and big boo boss.
Some Level building Ideas:
maybe add the fence that you can climb on like in super mario world iggy's castle a panel you can hit to flip sides and koopas can climb on it as well.
cannon pipes: like in super mario world yoshis island 1, they launch the player upon exiting the pipe.
hidden areas: like in the new super mario games example: false walls. to take an example from this video: like the mega shell interior you made, not visible from out side but fine inside.
secret exits: these would go nice with hidden areas blocks and the like and also allow alternative routes on a custom world map if your doing that. and the key hole warp
credit: Tinaphromad in the comments for secret exits and key hole warps.
beach biome
ship graveyard biome
and maybe some different colored fires/flames just for the looks
thats about all I can think of at this moment
these would be cool to add but its not my game, so what you add if anything at all, is up to you.
Here are my suggestions for course parts:
1: off/on switch - this works exactly the same as an on/off switch but it switches green and yellow blocks instead of red and blue.
2: switching spikes - spike blocks that have an inbuilt timer that switches between a solid damaging block to a non-solid block, this would be really fun for kaizo levels.
3: builder power up - a power up that let's you make an infinite amount of blocks, I know this is already in the game but I want it to be able to make infinite blocks or at least more than 5 while removing the hammer ability because I think all that in one power up is a bit too op
Really looking forward to see what's in the future of this game!
Ideo for the forward-facing giant bullet bill: make it smaller and darker when fired, then, it gets brighter and bigger as it gets closer to the screen. If the effect still doesn't work, maybe adding a "screen break" effect (as if the bullet bill breaks through the screen glass) that fades after a few seconds would help give it a better feeling of it getting closer
Suggestion: Sign post, it is like the sing at the beggining of a level except you can place it anywhere and rotate the arrow on it for it to point anywhere. Maybe a varient of it can also have text on it for the player to read if you press the jump button near it, similar to the signs in super mario odyssey.
the game already has arrows but text can be useful.
I think a useful feature to have, both in general but also ESPECIALLY for people who like to build full games with the world feature, would be custom music. Music is a key part of making a game feel unique, so if someone wants their custom Mario game to feel unique from the official games, new music would be an obvious way to do that.
Just came here from the discord server. Can't wait to see what's new about the project. I hope Smashy open to beta soon
*URGH*
Where the beta will be public?
@@IvanFranco120 discord
@@IvanFranco120 that's a good point. I hope it is, but for the time being, we just have to wait and see
Currently working on some sprites for this fangame and it’s fun, learned quite a lot
Glad You Had a Good Time! 🙂
Pretty impressive with what you have done so far. Might I suggest adding those rotating cannon ball launchers, from the NSMB airship levels? Also I suggest adding burners that turn off & on based on red/blue switches.
It's been a few years since I've watched your videos (despite being subscribed), and I gotta say, I'm seriously liking how this game is looking so far!! I'm excited to see more in the future!!
Since there are going to be future Mario game styles included I recommend using the same s time between all game styles. And a King Bill option would be amazing to see added.
Rock Mario from Mario Galaxy. Dashing and crouching turns you into a boulder momentarily, mowing down every breakable block and enemy in your path
Fan Games > What Nintendo does lately
This aged porrly
LUIGIKID IS HERE EVEN!
Idea: instead of separate underground and underwater themes, you could have underground/underwater variations of other themes, for example underground/volcano would be like you're inside the volcano.
You should make it so that the sm3dw bullet bill gradually increase in size the closer it gets to the foreground, but that's just a suggestion.
I think it'll be really cool if you're out of the cosmic clone from Mario Galaxy, and you can program it to move through the course
Actually when they make the new console it comes out.The dream was true😁
*URGH*
@@OrcaKW is there something wrong?🤔
@@emanueleatzeni561 it's an inside joke from Smashys disc
@@Malarc695 oh
ooh, you could expand on the meteor/fireball system, by making it a "weather" toggle, which has whichever of these effects based on which theme you are in, so fire in castle, meteor in volcano, but then you could have rain in jungle theme, with massive rain drops that trap you inside if hit for a moment, making you vulnerable to enemies or falling in pits, and of course snow/hail in ice related themes, and then rain in ghost house would be like nighttime mode but with automatic lightning to periodically show everything on screen, things like that custom for each theme i think would be really cool. I think that's what makes SMM so great, is that it has relatively few options available, but the different varients and interactions based on gamemode and theme make for almost limitless combinations. being able to do more with what you have is better than bloating it with just a bunch of new stuff that might only have one or two very limited uses. of course the community would FIND more uses no doubt, but still, being able to trim out the fat and getting more use out of more versatile parts should be something to keep in mind
Cool, hope Nintendo doesn’t find out about this
*URGH*
@@OrcaKW bruh why are you saying that?
@@Gorey_The_Monster i think its the terraria male hurt sound lmao
Nintendo Is so evil!🤣
@@SawBSketch bruh
Lol, problem with the toggle fire cannon things is that when they are upsidedown you would have to damage boost to turn them off, but, heh. Oh yeah and 5:53 gave me smb3 vibes, heh.
Looks great, but why do i have a feeling that in a few years people will say "this didn't age well"?
Assuming this is meant to be a proper full indie game, the project is really mismanaged. There is no floor texture, and there only seems to have been superfluous elements added currently, no updates about the underlying system architecture (although it could still be being worked on in the background, just pushed to one side for the video). A proper indie project requires a lot of planning, especially because there's no one to really ell you to work on the most important parts, and on top of that nintendo's history with fangames spells doom.
This could of course just be a personal passion project, but I feel that the messaging has been mixed about that if it is, and of course if it is for the passion then we can let most of the "warning signs" slide.
@@crimsonvale7337 i meant of that random people that comment that years later when the official sequel it's actually released but ok that helps
That would be great!
if nintendo does decide to make a mario maker 3 and if they do add these mechanics, they will 100% make them cleaner and blow this guy out of the water, however thats a very slim chance
@@crimsonvale7337 you do know the game is in the early stages. right?
Building up anticipation and difficulty throughout the level, just to put a single goomba behind the giant boss door at the end
Great ideas! I do have a suggestion though, the boss doors are kind of too big, they’d be hard to use in levels. I think you should base the size on the nsmb series if you see this comment, just a block bigger than mario
idea: option to make thwomps like SM3DW or regular spike thwomps.
(either Blocky, or regular spiky thwomps) -> use this for platforming challenges
Can you show us a level please?
for the forward facing cannon, you can make it smaller and less saturated and make it bigger when it appears in the screen and finally make it slowly fade out as it leaves
As the official URGH Nation leader, I must say this video is very nice.
URGH/10
AGREED *URGH*
Its that even an MEME???
*URGH*
URGH
how is this the coolest mario relafed thing I've seen in so long???
I remember seeing a joke in a
Simpleflips video about asking Kaze if he's gonna make mario maker 3, but actually seeing this is absolutely insane. this is impossibly amazing
i think forward facing banzai bill can get a bit of a fix if you shrink it down a bit, and have it become larger when its able to damage the player
Damn this game looks amazing! Looking forward to seeing the progress ^-^
Nintendo putting the bare minimum needed for people to consider the game a sequel, you are gonna see the features you want only in mario maker 5
I think pipe bubbles could be cool for underwater levels. It would push items, the player, and coin bubbles
Another feature I'd like would be more characters.
Characters I would like to see are
Luigi
Toad (any color)
Toadette
Peach.
Maybe they could have abilities of their own.
Luigi = High Jump
Toad = Faster
Toadette = Longer time, or nothing when the timer is at the limit or if it has a limit.
Peach = Float.
A cool but probably unnecessary thing to put in could be the Balloon Boos and Broozers from the original NSMB
My personal ideas for this little game:
-More customization for Koopalings (such as how they attack, it would probably switch between how they behave in each game)
-All 3D world items in other game styles
-Switch Burners that are triggered by on and off switches
-Kamek as a boss (maybe with NSMBU mechanics)
-The unused items from the Miyamoto level editor (watch Ceave Gaming's video about them for more context)
-A variant of the meteors and fireball rain, where they don't interact with blocks. This could allow for some cool castle stages
-More than one sub area per level maybe?
-The moving platform from NSMBU that stops moving when a certain number of enemies land on it
-Diagonal and snake-block like variants of the Thwomp
-Being able to add any of the 3 liqiuids to any theme (aka Water, Poison Water and Lava)
-Also would be nice to make Twisters that can be upside down or horizontal
If there's any more, then here are some bonus ones
-Giant Boos
-Mega Mushroom Bowser (since Giant Bowser is a recurring boss in the games now)
-King Boo as another boss (Go cray with ideas for the behavior)
-If Mario Wonder gets released before this fangame is finished, would be nice to see some features from that game in this
add the giant boo from new super mario bros 2. (boohemoth)
also, add those one way doors that turn into a boo or something when you open them, i vaguely remember what it looked like
We need to bring back those timed moving platforms from SMW
Wow, this is awesome!! Very hyped to see next updates! ^^
It looks like you're working really hard on this and I can't wait to see what's to come in the future.
Psssst: Don't overwork yourself! We'll understand.
Message thingy from Mario World: (is added)
Trollers that love swearing: Now it's time to get funky
This is incredible!!! I can’t believe Nintendo hasn’t done anything this impressive yet!
If this was official, it could easily be a contender for game of the year!
If you don’t have it already, I’d love to see the blue shell powerup!
Also, you can fix the forward facing bonsai bill by making it move off center a bit maybe? Perhaps you could make it appear to be 3D in 2D like an illusion somehow
This gives me major SMBX vibes. I love the project so far, superb work!
I think there could be a special type of “secret block,” like how secret ledges work. Would kinda work the same as the giga shell, but would prolly be a radius around mario to make things easier. I also think doors with a clear condition could be nice, so you don’t have to rely entirely on keys. Speaking of keys, multi-key doors could work, too.
Unity has a feature called sprite masking. It's useful for the effect you wish to achieve at 1:40 . It's really easy to use.
Nevertheless, this project looks amazing. Great job!
It was really fun making the boo block sprites for your fangame, can't wait to play the final thing!
Hey, great job!!! This looks promessing. Something that I'll sugest, for the burners more, is that the design always makes the user have a clear idea of what to spect. It won't feel fair to die by mixed high burners and not being able to tell which one is which
Those pipes in the new super games that create underwater currents. There could be both a static form and one that switches directions. You could also have unagi to flesh out underwater levels a bit more. Maybe even the purple homing cheep cheeps or the schools of yellow ones that are there for decoration.
quite an impressive fanmade mario maker sequel
especially since it was made in unity
A bit ambitious but with boss doors, you could add a bunch of bosses. The Big Boo from SMW, Reznors, etc.
Idea for the giant bullet bill: make the cannon and bullet bill small, but make the bullet bill get larger as it gets closer to the stage.
You should add the vertical feature where Mario can pass through the edge and come out on the other side
I would like to see the nuclear disco waffles from the fortresses and castles of Super Mario Bros. 3.
Making the direction platform look like a coin block with an arrow makes the player think they should hit it from below instead of jumping on it from above. Also, I think the Spike should be slightly faster.
I think you could make the forward facing Banzai Bill look better by making it grow in size when it gets closer to the camera, and adding a shadow on the ground when Mario can collide with it.
OH MY FUCKING GOD THANK YOU FOR MAKING TH-cam CONTENT ON THIS PLATFORM
Suggestion that might fix the forward facing banzai bill (7:55):
1. Make the circle/hole that the banzai bill comes out of smaller than the outer square base
2. Make banzai bills grow in size overtime.
3. When the edges of the banzai bill's sprite reaches the outer square base, that is when it hits Mario.
Not sure if it'll actually be enough to convey the distance, but if it does, might be a neat trick to use for any future forward facing entities. Hopefully, this is helpful and not a waste of time lol.
Wow, that's great
But I think you should probably make the sprites a bit different for the rotating burners and boos turning into blocks, to make them more distinguishable at first glance to their more classic counterparts
nintendo: I'm gonna end this man's whole career
This is awesome! In order to improve the Front Facing Bonzai Bill, you should have it exponentially scale larger from a slightly smaller size in order to show a change in depth! It would begin by slowing growing in size, but ramping up right before it reaching the regular scale as it reaches a point where it can hit the player.
Suggestion of mine would be Trees to climb! (it exists already but not in 2d)
a couple ideas
-a option to change marios movesets in different themes
-more themes ofc
-different ending styles like (smb3 in smb1
or defeating boss ends level)
-add back the weird mushroom and amiibo mushroom
edit: also yoshi coins would be a neat touch as well
edit2: you can make the new super mario bros them have a "sub theme where you can change the textures to the different versions on nsmb like ds or 3ds
Smashy: makes a fan made Mario game
Nintendo: 👀
Definitely going to need to add the ice flower.
Some things I really want in SMM3 😅:
- True one-way pipes
- Ability to make a pipe travel within the same world so you don't need transition pipes
- Ability to overlay any block over a pipe for hidden areas
- Change pipe spawn rate regardless of color
- Max spawn count of item from pipe
- Spawn a set of items from pipe in order
- Platform spawner (orange) so you can make infinite platforms without creating a loop
- Hidden tracks (Spawner + hidden = recreating platforms on Mario Bros 1-2)
- Ability to add more blocks/space after the flag (within reason) to put things after the castle
- Clear conditions that hide the flag/axe completely instead of an outline
- Hidden clear conditions based on a switch (other than On/Off)
- Placeable castle textures (like the one next to flag) along with larger variation from Mario Bros
- Spawn conditions to avoid janky entity limit tricks
- Place enemies in-between blocks for more precise enemy choreography
- Override enemy initial movement direction instead of moving toward player so they move consistently regardless of where player enters scene
- Ability to place other types of empty shells without needing bob-omb
- More textures from Mario Bros and Super Mario Bros to better recreate things from those games
- Switch palace functionality for world maker
This is amazing. Keep up the good work, dude!
This is so enjoyable to watch!
Amazing work!!!👍
Nintendo on their way to crush the hopes and dreams of this person for doing their job for them.
Man I do have to give it to ya great progress so far. I definitely wouldn’t have come up with half of this stuff considering it definitely wouldn’t be the first thing that would come to mind for me. So keep up the great work, can’t wait to see the final product! Maybe you can get it in before Nintendo. Just don’t tell them!!!
You really convinced me, i might help w/ some sounds, but school is starting, still tho, going to try, very exciting!
Im already thinking what im gonna do in this game, keep it up! love it
I love it so much! Very Impressive! 👍👍👍
Outstanding. Hope I get my computer fixed before this comes out
Suggestion:
Water pillars that push the player to the top, with one variant that allows Mario to stand on top and one that doesn’t (the one you can stand on top of would have a flat top. Would also have a sand, poison, lava and snow variants.
Homie really made "how to get found by the Nintnedo Ninjas" video. Hopefully your project and vids don't get taken down this is pretty cool stuff.
Here are a couple ideas:
Fuzzies - floating enemies that you can place on tracks
Blue coins - coins activated by P-switches
Custom slopes - slopes that allow you to change the location of their ends
You should make it so the frame freezes when you take damage, like in actual mario games
Great idea Smashy. For MY idea, there should be playable Princess Peach, Princess Daisy, Princess Rosalina, Wario and Waluigi!
Idea: Gravity switch. It works like the on/off switch, but it switches gravity instead of blocks. Instead of red and blue, the colors would be purple (or pink) and green, and would have an up or down arrow on it.
Playable characters from each game style would be a cool addition.
Nabbit, Roselina, Toad colours.
I have an idea for the forward facing Banzai bill, when the banzai bill is coming towards the screen and can't hurt Mario, it appears darker (and or smaller) and when it's able to hit Mario It's color goes back to normal before disappearing, great video by the way I love the progress made