>Super Mario Maker for Wii U 2015
>Super Mario maker for 3DS 2016
>Super Mario Maker for Switch 2017
Super Mario Maker for Wii U 2015
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really makes me think
8
>it still won't have slopes
I don't think slopes would add that much to level designs, I'd rather see waterlines or new themes (and their respective assets) added first - like, why isn't there a desert theme?
And? You're acting like every company hasn't done the exact same thing lately. Square Enix has released final fantasy X and X2 on four different playstation platforms. I'm not saying it's okay when Nintendo does it. It's not okay when anyone does it. It's just hypocritical to only point out when Nintendo does it.
>It's not okay when anyone does it.
I don't get what's wrong with games being rereleased on newer platforms...
I really wanted pipes that didn't lead to another area, so you could make mazes of pipes like World 7 SMB3.
you still can, it's just a lot more complicated
I personally would hope it's a 3D Mario maker but that would require modern Nintendo to put in effort.
has there ever been a 3D platformer creator?
I don't mean 2.5D, I mean full 3D
Not sure to be honest. Nintendo is always trying to push some kinda bullshit "innovations" nowadays, so maybe they should get behind that idea and create the first 3D one if it hasn't been done.
>Super Mario Maker for PS4 in 2018
people would complain if it was in the style of 3D World/Land though, but that's really the only way I can see it working.
>Mario 3D World with a level editor
You had one job, Nintendo.
You're probably right, I doubt they have the ability to actually churn out the Galaxy or especially sunshine modes.
Mario 64 is definitely a possibility though, considering it's old enough now to easily be ported around regardless of hardware now.
The Switch version will have costumes for every mode, though.
If there isn't, it's because the selector for positioning an element would be hard to enforce. I mean, if you're shooting something into the distance without something to interfere in its path, how would the selector know when to stop to select that particular point to put something down on? It could be done if you started with a flat grid, maybe, but how would you put things floating in the air, then? Especially with nothing underneath it?
it'd be incredibly difficult to create good terrain-sculpting tools for a console, even if you have a touchscreen. That's why, if anything, they'd make it 3D World-ish.
Well that entirely depends on the abilities of the switch. If the games are simply running in a emulated environment like they were on the WiiU/3DS versions of mario maker (this is why there are many missing assets/changed mechanics). Then it should be fine as you're only making changes within the actual engine of the game.
What you're suggesting isn't actually going on. It's not actually emulating the console hardware in any way, so that thinking should be thrown out the window. Hardware emulation would require the WiiU/switch to have NES, SNES, and N64 guts in them.
it'd have to use a 3D grid; again, you'd end up with something like 3D World.
I meant control-wise, user
Yeah, you could use a 3d grid, but how would the selector know WHICH part of the grid you're trying to select? The absolute outside? The floor? The grid block behind the one that's closest to your camera's POV? It's not as easy of a solution as you're making it seem. Think like a computer scientist, not a video game player.
maybe the coordinates will be shown to the player, and you can choose either to place onto existing objects (i.e. relative from an object), or specify a coordinate in the world (i.e. an absolute coordinate) - the downside is if the world starts as void it'd be really difficult to get it going, so something like this would absolutely need presets.
>super Mario Maker DX for ios in 2019
>and you can choose either to place onto existing objects (i.e. relative from an object)
Thereinlies a problem. For this particular solution, an object of reference needs to already exist, but if you have an empty grid, there is nothing of reference.
>or specify a coordinate in the world (i.e. an absolute coordinate)
While that could work easily, it's also just manually inputting something.
Now here is what you can do, is create an object that projects a certain fixed distance in front of you and use button controls to zoom it in and out of distance. However, this may be a little frustrating to position something in a nonoriented fashion, ie locked and oriented on the axis with respect to the grid, if your camera is facing at a rotation. This is just a start of the solution, however.
and you're not thinking of it hard enough
have X Y and Z "pickers" that filter out your work space. You pick a shape like in pic related that you wanna "filter in" as your current work area and adjust the X Y and Z to place that workspace. Every interaction is then only made in that selected zone. I'm sure there's a far simpler way to achieve this but it's late and this is dumb
>but if you have an empty grid, there is nothing of reference.
that's why I said some presets (with objects or at very least some terrain included) would be a must.
>is create an object that projects a certain fixed distance in front of you and use button controls to zoom it in and out of distance.
sounds really finnicky; I reckon some combination of each of these may have that sweet-spot. Come to think of it, a system like in Planet Coaster could work reasonably well - although not sure how well that'd translate to console controls...
...
I see what you're trying to do, make a special area to work in by turning it into a 2d problem. But I think what you did was create the second half of the solution and not lead up to it. Now, how are you going to select that area? I have an idea that could work given what I typed in an above post, but I want to hear what you have to say, first, given that you just told me I'm not thinking about it hard enough.
Also, that you said X, Y, *AND* Z, meaning you're going to section off a *3D* workspace, which is just a subdivision of the same exact problem we're trying to address in the first place. Now if you can reduce it into just an X and Y problem (or X and Z, or Y and Z) through the magic of unprojecting so that we specify work on a 2d grid, that would be great, even if positioning things would be constricted to the grid at this point. Now there is a solution to this, and it's hinted throughout my posts in separate pieces.
>sounds really finnicky
Even as I pointed out in the same paragraph, but I also said that it's the start of a solution. It needs to go further in development for something that is more intuitive.
>console controls...
Stop thinking about nuances like this, think about it in terms of a general solution. Computer scientists don't think of platform, they think of how something should work in general and then find a way to implement it specifically given the platform later. It's like how an algorithm is developed first via pseudocode, then they later decide how to do it specifically in either Python, BASIC, Java, or C. And I can tell you that just about any algorithm will work on ANY of these things, it's just a matter of complexity and performance.
I'd like to see a video of this because I'm curious, and I have no idea what this is other than what looks like 3d Minesweeper. Because if it is, it's not exactly what I'm talking about at all. Selecting a surface on th outside of a shape is actually very easy to program, I know this because I've done it. It's as simple as learning how to program babby's first raytracer done manually through code.
this game is fucking GOAT my autism was truly assuaged when they released this for 3ds also
just think of a cube made of smaller cubes
at the start of the maker, when you enter your playfield, the entirety of the base of the cube is selected. you are essentially working on a flat land
now let's assume you wanna add actual depth and all that jazz. you press a button which then brings up the X Y Z menu with < > arrows on each and a shape selector menu. These are described as follows:
The shape selector allows you to create or pick one of many selectable bases to work on. Maybe you want to select the entirety of your current X+Y, maybe you want an X1 Y999 to select the entirety of Y in a single X block. The trick here is transforming it all to 2D as you said yourself by limiting your "moves" to either X+Y X+Z or Y+Z. You can't select any combination that involves X Y and Z, lest you end up with unaccessible inner cubes
So you selected your shape, that's nice. Now you just get to mess around with the XYZ arrows to position your workplace. So as soon as you're done dealing with the entirety of X+Y as the example above mentioned you can then hit the Z > arrow to go up by one Z level, thus being able to edit what is now one level above your previously edited field
Given how blocky and lego-ish for lack of a better term 3D world and land are those would be ideal candidates for such a maker
>break 3D space down into cubes
>use X/Y/Z selectors to select a specific slice
>camera, move tool, resize tool
>place an object from a menu, select the move tool, tap the object, use the X/Y/Z arrows to move it
It's not exactly rocket science.
My nigga.
>it's not exactly rocket science
If it's not, then why hasn't it existed yet? I mean, if it's so easy as you say it is. Your video is selecting things on a preconstructed object and switching between the layers, which is kind of where I was heading, which is basically like selecting the entire column in excel spreadsheet, but translated into 3d space selection of one entire column of space and picking a cube out of that space. I would hope that's what you were aiming for in the first place because you were confusing the fuck out of me with your explanation. I even said there was a solution several times.
Hell, you can rotate this selection on particular axes and move it about. Only problem is, I hope you are working on simple terrain or use one of the above concepts to make it work. It's hinted at. I'm not gonna come out and say it, because I assume you know how, since it's so easy and all.
>break 3D space down into cubes
3D space is just a giant infinitessimally sized cube, idiot. It's not a sphere. Just say you're subdividing the problem.
I have this feeling you're an ideas guy rather than a programmer.
>If it's not, then why hasn't it existed yet?
Why doesn't Mario Maker 3DS have the ability to upload courses? Because Nintendo is fucking weird, that's why. Also, have you ever seen a 3D modelling program? It's entirely possible to make a level with minimal effort by using nothing else other than a mouse pointer and premade assets. It really, really, truly isn't that hard. See pic related for a 30 second example.
They already have an engine and a level editor. Simplifying it and making it block based would take a minimal amount of work compared to that. Just imagine the Picross 3D video with a full 50x50 block. Navigating it and selecting the specific block you want inside the larger cube is trivial, you cannot possibly contest that. Taking an extra step further and having a dropdown menu that lets you select what you want that block to be is utterly simple. Every block is air by default, you select the bottom row of blocks and make them into platforms, then you add a player spawn point block, a question mark block, a row of breakable brick blocks and so on.
>I have this feeling you're an ideas guy rather than a programmer.
I don't care about your feelings.