I wouldn't call 28 "enemies" on one screen "pretty sparse".
But the limitation is global. He couldn't place those elements in the rest of the level.
I wouldn't call 28 "enemies" on one screen "pretty sparse".
But the limitation is global. He couldn't place those elements in the rest of the level.
In the latest Nintendo Voice Chat Brian Altano mentions that when he was making his level for the challenge he hit a limit while placing lava bubbles. Not only was he not allowed to place any more of that level element, it also greyed out a ton of other elements as well.
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He put 1 lava bubble on every column for almost the entire first half of the stage before he hit the limit, so the level probably had around 100 of them when the limit was reached. This isn't a final copy of the game, but it's disconcerting if the limits are this strict. His level was pretty sparse.
That's standard to every level editor. It's to keep framerates up and the file sizes down.
It's nine days, which in the context of your entire lifetime is absolutely nothing. It encourages you to experiment with a few tools each day which means you can learn how to get the most out of them instead of just focussing on a few from the entire line-up as you'd do if you had everything at once. It's less overwhelming for new players than the full screen being available at once would be. It encourages you to play every day and see what people are doing.
Since this game/editor only allows for standard assets that every copy of the game have, i expect the file size to be super small. Basically just a script that tells which assets to load and where to load them. But yeah, its to keep a steady framerate indeed.That's standard to every level editor. It's to keep framerates up and the file sizes down.
Obviously an editor has to have limits and we already knew this one would be no different. The problem is that it doesn't tell you what the limits are. You place a lava bubble and without warning you can't place a ton of other tools. It would be nice if it told you what affect tools had on the limits so you could plan around them. Also, it would make more sense for the limits to be local since moving objects despawn off screen. The limits seem far stricter than I expected. I totally get saying no to having 28 moving objects on screen at once, but we're talking about objects that just move up and down. Surely they can't be so resource intensive that they require a hard limit of 100 per level, especially when they only spawn when on screen. Hopefully it was a local limitation and he just never tried placing them later in the level. It does let him have the options for spinies later in the video, which seems like something that wouldn't be allowed since buzzy beetles were greyed out. He said it wouldn't let him place lava bubbles later in the course, though, which is part of why the second half of the level lacks them.
Statement from PR about the situation:This doesn't make any sense.
What's the point?
Since this game/editor only allows for standard assets that every copy of the game have, i expect the file size to be super small. Basically just a script that tells which assets to load and where to load them. But yeah, its to keep a steady framerate indeed.
EDIT: I forgot that you can apply custom sounds. That would increase the file size. But i expect the levels that only uses pre-made assets to be very small.
Obviously an editor has to have limits and we already knew this one would be no different. The problem is that it doesn't tell you what the limits are. You place a lava bubble and without warning you can't place a ton of other tools. It would be nice if it told you what affect tools had on the limits so you could plan around them. Also, it would make more sense for the limits to be local since moving objects despawn off screen. The limits seem far stricter than I expected. I totally get saying no to having 28 moving objects on screen at once, but we're talking about objects that just move up and down. Surely they can't be so resource intensive that they require a hard limit of 100 per level, especially when they only spawn when on screen. Hopefully it was a local limitation and he just never tried placing them later in the level. It does let him have the options for spinies later in the video, which seems like something that wouldn't be allowed since buzzy beetles were greyed out. He said it wouldn't let him place lava bubbles later in the course, though, which is part of why the second half of the level lacks them.
Yeah, there will most likely be a grief system. Its also possible draw things like dicks with the blocks and coins hehe.also I expect there to be restrictions on the custom sounds. I doubt Nintendo wants people uploading levels with curse words or slurs as sound effects lol.
How are they going to avoid little traps that get the player stuck with no way to get out?
I realise you need to finish the level to upload it, but you could avoid the parts of the level that are traps and leave them there for players.
Would a trap like this work: a one way platform that you can jump up through and then be enclosed in unbreakable blocks.
Do they have some kind of script that can tell if an area can't be escaped?
It is Pac-Land Pac-Man. It's based on the Japanese version of the game and it's a bit compressed to fit the Small Mario hitbox. I imagine when he gets a Super Mushroom he'll look like he does on Pac-Land.I'm sorta disapointed it's not the PacLand Sprite.
Granted the PacLand sprite is sorta big so maybe that's that excuse.
Agreed. I wouldn't mind if they went left field and used the Sonic Pocket Adventure sprite because lolgreeneyesIt better be the Master System one.
Yeah, it definitely needs a limit bar or something.
However, I don't think they despawn anything because the entire level has to be ready to load into the live editor at any time. I have a feeling they keep two copies of each level (main, and sub level) in memory.
Also, for stuff like the 100 Mario challenge where your Wii U downloads 100 random levels from the internet for you to try, it makes sense to keep sizes down. A level may seem small but add them up, and you don't want people waiting to download 300MB of data just to see some playtime. There's tradeoffs and downsides and upsides to all these sort of decisions.
In a similar vein the Halo Forge modes have somewhere around a 640 object limit, even on the Xbox One, due to the fact that the Forge map has to be quickly transferred to multiple clients and fit into networking messages, etc.
The game ships with 60. Ancel is making one of themSo the 100 levels are random custom made levels from people? I thought they were levels made by Nintendo... so this doesn't have pre-made levels then?
So the 100 levels are random custom made levels from people? I thought they were levels made by Nintendo... so this doesn't have pre-made levels then?
The 100 in the 100 Mario Challenge doesn't stand for 100 levels but 100 lives.
Huh, I missed that. So we play that over and over again and hopefully unlock one Mystery Mushroom per run?Yep, judging by the latest trailer, 100 Mario Challenge have 16 courses while 10 Mario have 8.
It is Pac-Land Pac-Man. It's based on the Japanese version of the game and it's a bit compressed to fit the Small Mario hitbox. I imagine when he gets a Super Mushroom he'll look like he does on Pac-Land.
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Japanese on the left, American on the right.
Huh, I missed that. So we play that over and over again and hopefully unlock one Mystery Mushroom per run?
Why haven't those with the game or whatever snapped a pic of Sonic yet?![]()
Why haven't those with the game or whatever snapped a pic of Sonic yet?![]()
Honestly looking at recent vids, tbe limit looks very high unless one is constantly placing enemies. Time will tell.Is anyone up in arms about the fact that each level has a capped amount of resources? 9 days seems like a non-issue when you consider that certain tiles/types have a limited number per level, and that a big koopa might actually be worth 3 pirana plants.
Not really given creative freedom are we..
The latter.So with all this costume unlocking chatter, am I to understand that you have to unlock the amiibo costumes before you can place the amiibo, or can you unlock these costumes to place freely without owning the amiibo in question?
Is anyone up in arms about the fact that each level has a capped amount of resources? 9 days seems like a non-issue when you consider that certain tiles/types have a limited number per level, and that a big koopa might actually be worth 3 pirana plants.
Not really given creative freedom are we..
Or Megaman and Samus for that matter.
Anyone know the music tracks we have a choice for? I really hope the NSMB Wii Volcano skull coaster music is in. So awesome.
Honestly music is pretty important for this, as it can also have an effect on how someone flows through / feelings evoked from a level.
Mixed reactions. On the one hand boo it's not the Master System sprite.
Is anyone up in arms about the fact that each level has a capped amount of resources? 9 days seems like a non-issue when you consider that certain tiles/types have a limited number per level, and that a big koopa might actually be worth 3 pirana plants.
Not really given creative freedom are we..
Is anyone up in arms about the fact that each level has a capped amount of resources? 9 days seems like a non-issue when you consider that certain tiles/types have a limited number per level, and that a big koopa might actually be worth 3 pirana plants.
Not really given creative freedom are we..
Super Mario Maker Preview Livestream
https://www.youtube.com/watch?v=X4wz-weIujo
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Sure this isn't everything in the game, right? That is missing a ton of elements just from SMW alone, as well as the other games.