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Mecha Leo
06-18-19 03:42 PM
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09-01-19 01:17 AM

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My Sketch and Discussion Dumpster

 

06-18-19 03:42 PM
Mecha Leo is Offline
| ID: 1372608 | 50 Words

Mecha Leo
Level: 66


POSTS: 1292/1334
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VIZ: 189680

Likes: 4  Dislikes: 0
Just here in case I ever make some use of it. All I have for now is this. I recommend using right clicks to get a better look at images too big for this feeble layout to comprehend.



I still don't know how to represent myself on the internet.
Just here in case I ever make some use of it. All I have for now is this. I recommend using right clicks to get a better look at images too big for this feeble layout to comprehend.



I still don't know how to represent myself on the internet.
Trusted Member
The answer to life, the universe, and everything is not more bacon...


Affected by 'Laziness Syndrome'

Registered: 10-11-13
Location: Some dank place. Not that kind of dank.
Last Post: 223 days
Last Active: 212 days

    Post Rating: 4   Liked By: , Gingercream1, jnisol, no 8120,

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07-15-19 09:16 PM
Mecha Leo is Offline
| ID: 1373723 | 95 Words

Mecha Leo
Level: 66


POSTS: 1307/1334
POST EXP: 198443
LVL EXP: 2398034
CP: 7254.2
VIZ: 189680

Likes: 0  Dislikes: 0
I'm still working the kinks with my drawing pad. I've already had to bypass many loops and holes to get things working, now it turns out I have the one pad brand in the world that causes gimp to crash after roughly three minutes of use. I'm now in the market for a better free paint software.

Until then, same tactic as before, draw something on paper, scan it, color it, stop caring enough to shade anything, poop.



AND OF COURSE THE EXACT SAME THING I DID LAST TIME DOESN'T WORK THIS TIME

I'm still working the kinks with my drawing pad. I've already had to bypass many loops and holes to get things working, now it turns out I have the one pad brand in the world that causes gimp to crash after roughly three minutes of use. I'm now in the market for a better free paint software.

Until then, same tactic as before, draw something on paper, scan it, color it, stop caring enough to shade anything, poop.



AND OF COURSE THE EXACT SAME THING I DID LAST TIME DOESN'T WORK THIS TIME

Trusted Member
The answer to life, the universe, and everything is not more bacon...


Affected by 'Laziness Syndrome'

Registered: 10-11-13
Location: Some dank place. Not that kind of dank.
Last Post: 223 days
Last Active: 212 days

   

09-01-19 01:17 AM
Mecha Leo is Offline
| ID: 1374870 | 1568 Words

Mecha Leo
Level: 66


POSTS: 1322/1334
POST EXP: 198443
LVL EXP: 2398034
CP: 7254.2
VIZ: 189680

Likes: 0  Dislikes: 0
In the interest of keeping this thread's blood flowing while I get all my faculties in order and then put it to real work, I have a way to flesh things out a bit and talk about Super Mario Maker 2. I got it some time ago and submitted yet another fragment of my soul to the endless pursuit of more Mario content indefinitely.

I don't regret a damn thing.

Now you too can make a Mario wherever you want, using whatever scraps you find in the alleyways. My initial experience was like any other's, start with story mode, stick with that for a bit, move on to the course creator, make an abortion of game design, then move on to see what other players cooked up. It was at the exact moment I cleared my first stage, Overture Oasis 4 (check it out if you can, this guy is doing Miyamoto's legacy good, 977-755-XVG) that I realized you could not only leave comments on levels, but you could draw.



The prodigal son had returned, and it was time to get down.

There really isn't a comment archive system though, so I kind of accepted that I'm sort of like the Easter Bunny, leaving behind treats for people to find in the middle of nowhere, accepting the fact that no one would actually find them. That and while I can't compile all the comments, I do have an iPod camera, and this echo chamber of mine to at least get some extra mileage off of some of these. It proves to be a good time sink though, especially as I waited while getting paint SAI in order. Yeah, I have plans, I've had plans, where do you think I'm conjuring these designs from?



Do make note of how as the doodle quality progresses my font gets progressively worse.

In terms of content creation, I have a good idea on what kind of courses I want to make for people. Thinking up unique ideas that almost feel like an adventure in of themselves, then finding a creative way to execute the concept. My first level, for instance, was meant to be a versus race map. I knew that the multiplayer of the game was iffy at launch, but it had been over a month now, and surely... SURELY they polished the experience. I mean, it's not like InfernoPlus managed to make a seamless versus experience with dozens of players at a given time that YOU DELETED or anything. Forget that stage, my second stage, while maybe not a slam down hit, was certainly a stage I had fun building. Let me explain what it was like.

It all started with an idea where the player would reach the goal, but before making it to the end they would be forced to actually play 75% of the level's content. Basically a fake-out leading into a gauntlet. I'ma just gonna... shameless plug right 'ere... H9M-YLL-40H. The first obstacle of note is the group of hammer bros. who orchestrated this elaborate scheme. You can try a careful approach, or rush them as soon as possible in your speedrun attempt, and if you manage to maintain your mushroom power up, you get a bonus! My favorite is Hannibal up on those blocks, I have history with Hannibal, he was a pain in the ass to set up. As I constructed the lower levels of the stage, I noticed that hammer bros had the uncanny ability to leap down onto any platform below them, no matter how low. I tried several solutions to fight against it, and soon realized that they could still throw hammers down from where they were, leading to way too many projectiles to feasibly handle. I elevated them much higher, but that didn't stop the whole Spanish Inquisition ambush, so I decided to roll with it. Hannibal won't leap down immediately, but try not to linger around the obstacles too long...

There are plenty of ways to come up with new ideas, from messing around in the sandbox, to checking out what other people are doing, and, heck, I even enjoyed the tutorial duo Yamamura and Nina. They seemed highly unnecessary at first, but they're very based.
Nina: What kind of person puts coins and blocks in places Mario can't get to?!
Yamamura: Coo-coo. (A person with no moral compass-that's who.)
That level I mentioned earlier had a very cool idea for a boss arena, which I'd prefer you check out for yourself. The whole level builds up the theme eventually used in the climax. Another level, heck, I'll advertise it too, HQS-MDB-N0G, was made with two distinct paths. One relies on using the Super Mario World cape, the other uses puzzles with a fire flower. I did the fire flower path first, and was excited to play the level a second time to see what I could have done otherwise.



He didn't balance the experience at all. Don't make my mistake.

However, here is my absolute favorite stage so far, XDS-MBB-PXF, someone remade Metroid in the Mario Maker format with all the little details you could ask for. I'm really not sure how he did it, but I'm endlessly impressed.



As much as I'd love to paint the world in a rose tint, well, look, we live in the internet, so we know just as well as Mountain Dew that you can't trust the masses with large scale projects. Nintendo knows this too, so they added a dislike feature, thank God, now we can exile the hidden block platforming to the bottom of the priority list. There's lazy crap, where either a naive kid or someone who just can't be asked makes a 50 meter sprint to the goal, dots a few goombas and blocks in the way, and calls it a day. That's if you're lucky enough. Other people like to take the "unique idea" mentality but have no idea what they're doing, and don't realize that there are people doing their endless challenge who end up having their faces shoveled with their crap and have to play a stage that's literally bouncing on bullies to get to the goal in 40 seconds, but wait too long and the giant piranha plant blocks the way and never comes back down. People like that get off easy with a boo, so naturally I take it a step further to steam off. Matt's a bit too sweet to insult other course makers, but fortunately for me I have just the person for the job.



Today, in preparation for this post I decided I'd add in order to prolong... honestly would anyone even close this thread for inactivity? The threshold used to be like 2 months, now it just lasts forever. Whatever. On today's journey I attempted the normal level endless challenge. Easy was too... easy. My first level was not even challenging though, and I have deep concern for the people who thrust themselves to death or left from boredom. This level was actually a tutorial, with obstacles that seemingly could not be circumvented, but with specific techniques were practically second nature. I never played Mario 3D World, much less a 2D 3D World, so thanks to this level I picked up a valuable trick. If you hold up and press the long jump button, instead of doing a long jump Mario spins himself and can then jump higher than any of the other jumps allow.



I don't know if this sacred knowledge imbued me with vigor or something, but I got thinking to myself a short while afterward that if I jumped straight ahead to Super Expert mode and managed to complete one, just ONE level, I would have enough self confidence to actually complete something for once. Anything at all, storyboard, resume, art, that Soul Silver nuzlocke even, I could bake a pizza, file taxes, take my dog paragliding, I don't know, if I could do Super Expert I could do plenty of other things. So I got on and braced myself for hell. Now, when most people think Super Expert, they think two things. Kaizo level difficulty and broken, unfair game design, with absolutely no in between. This was in between, the danger wasn't in the form of spikes or boss enemies, tricky platforming or speedrunning, it was about avoiding power ups. Just a straight path littered with power ups like it's child-proofed I Wanna Be The Guy. From what I understand, if I pick up any power up on my way to the exit, I lose.
I ended up picking many, many power ups, and spent the rest of my way along the path pondering exactly how this would come back to bite me in the ass.



Super Mario Maker 2, it gets better by each passing day, and every corner holds new discoveries. I give it a 10 in the gameplay department, which is the only department Rayman wants to see anyways, so I'd call it a success.

I love Bayonetta. Bayonetta is my faaaavorite experience.

I do intend to add some more quality posts in this thread soon, relatively so, and now that I have the technology it should, in theory, be a cinch. You know what else works in theory? Matt is simultaneously dead and alive in my bootleg miiverse posts. He's a lich king.

In the interest of keeping this thread's blood flowing while I get all my faculties in order and then put it to real work, I have a way to flesh things out a bit and talk about Super Mario Maker 2. I got it some time ago and submitted yet another fragment of my soul to the endless pursuit of more Mario content indefinitely.

I don't regret a damn thing.

Now you too can make a Mario wherever you want, using whatever scraps you find in the alleyways. My initial experience was like any other's, start with story mode, stick with that for a bit, move on to the course creator, make an abortion of game design, then move on to see what other players cooked up. It was at the exact moment I cleared my first stage, Overture Oasis 4 (check it out if you can, this guy is doing Miyamoto's legacy good, 977-755-XVG) that I realized you could not only leave comments on levels, but you could draw.



The prodigal son had returned, and it was time to get down.

There really isn't a comment archive system though, so I kind of accepted that I'm sort of like the Easter Bunny, leaving behind treats for people to find in the middle of nowhere, accepting the fact that no one would actually find them. That and while I can't compile all the comments, I do have an iPod camera, and this echo chamber of mine to at least get some extra mileage off of some of these. It proves to be a good time sink though, especially as I waited while getting paint SAI in order. Yeah, I have plans, I've had plans, where do you think I'm conjuring these designs from?



Do make note of how as the doodle quality progresses my font gets progressively worse.

In terms of content creation, I have a good idea on what kind of courses I want to make for people. Thinking up unique ideas that almost feel like an adventure in of themselves, then finding a creative way to execute the concept. My first level, for instance, was meant to be a versus race map. I knew that the multiplayer of the game was iffy at launch, but it had been over a month now, and surely... SURELY they polished the experience. I mean, it's not like InfernoPlus managed to make a seamless versus experience with dozens of players at a given time that YOU DELETED or anything. Forget that stage, my second stage, while maybe not a slam down hit, was certainly a stage I had fun building. Let me explain what it was like.

It all started with an idea where the player would reach the goal, but before making it to the end they would be forced to actually play 75% of the level's content. Basically a fake-out leading into a gauntlet. I'ma just gonna... shameless plug right 'ere... H9M-YLL-40H. The first obstacle of note is the group of hammer bros. who orchestrated this elaborate scheme. You can try a careful approach, or rush them as soon as possible in your speedrun attempt, and if you manage to maintain your mushroom power up, you get a bonus! My favorite is Hannibal up on those blocks, I have history with Hannibal, he was a pain in the ass to set up. As I constructed the lower levels of the stage, I noticed that hammer bros had the uncanny ability to leap down onto any platform below them, no matter how low. I tried several solutions to fight against it, and soon realized that they could still throw hammers down from where they were, leading to way too many projectiles to feasibly handle. I elevated them much higher, but that didn't stop the whole Spanish Inquisition ambush, so I decided to roll with it. Hannibal won't leap down immediately, but try not to linger around the obstacles too long...

There are plenty of ways to come up with new ideas, from messing around in the sandbox, to checking out what other people are doing, and, heck, I even enjoyed the tutorial duo Yamamura and Nina. They seemed highly unnecessary at first, but they're very based.
Nina: What kind of person puts coins and blocks in places Mario can't get to?!
Yamamura: Coo-coo. (A person with no moral compass-that's who.)
That level I mentioned earlier had a very cool idea for a boss arena, which I'd prefer you check out for yourself. The whole level builds up the theme eventually used in the climax. Another level, heck, I'll advertise it too, HQS-MDB-N0G, was made with two distinct paths. One relies on using the Super Mario World cape, the other uses puzzles with a fire flower. I did the fire flower path first, and was excited to play the level a second time to see what I could have done otherwise.



He didn't balance the experience at all. Don't make my mistake.

However, here is my absolute favorite stage so far, XDS-MBB-PXF, someone remade Metroid in the Mario Maker format with all the little details you could ask for. I'm really not sure how he did it, but I'm endlessly impressed.



As much as I'd love to paint the world in a rose tint, well, look, we live in the internet, so we know just as well as Mountain Dew that you can't trust the masses with large scale projects. Nintendo knows this too, so they added a dislike feature, thank God, now we can exile the hidden block platforming to the bottom of the priority list. There's lazy crap, where either a naive kid or someone who just can't be asked makes a 50 meter sprint to the goal, dots a few goombas and blocks in the way, and calls it a day. That's if you're lucky enough. Other people like to take the "unique idea" mentality but have no idea what they're doing, and don't realize that there are people doing their endless challenge who end up having their faces shoveled with their crap and have to play a stage that's literally bouncing on bullies to get to the goal in 40 seconds, but wait too long and the giant piranha plant blocks the way and never comes back down. People like that get off easy with a boo, so naturally I take it a step further to steam off. Matt's a bit too sweet to insult other course makers, but fortunately for me I have just the person for the job.



Today, in preparation for this post I decided I'd add in order to prolong... honestly would anyone even close this thread for inactivity? The threshold used to be like 2 months, now it just lasts forever. Whatever. On today's journey I attempted the normal level endless challenge. Easy was too... easy. My first level was not even challenging though, and I have deep concern for the people who thrust themselves to death or left from boredom. This level was actually a tutorial, with obstacles that seemingly could not be circumvented, but with specific techniques were practically second nature. I never played Mario 3D World, much less a 2D 3D World, so thanks to this level I picked up a valuable trick. If you hold up and press the long jump button, instead of doing a long jump Mario spins himself and can then jump higher than any of the other jumps allow.



I don't know if this sacred knowledge imbued me with vigor or something, but I got thinking to myself a short while afterward that if I jumped straight ahead to Super Expert mode and managed to complete one, just ONE level, I would have enough self confidence to actually complete something for once. Anything at all, storyboard, resume, art, that Soul Silver nuzlocke even, I could bake a pizza, file taxes, take my dog paragliding, I don't know, if I could do Super Expert I could do plenty of other things. So I got on and braced myself for hell. Now, when most people think Super Expert, they think two things. Kaizo level difficulty and broken, unfair game design, with absolutely no in between. This was in between, the danger wasn't in the form of spikes or boss enemies, tricky platforming or speedrunning, it was about avoiding power ups. Just a straight path littered with power ups like it's child-proofed I Wanna Be The Guy. From what I understand, if I pick up any power up on my way to the exit, I lose.
I ended up picking many, many power ups, and spent the rest of my way along the path pondering exactly how this would come back to bite me in the ass.



Super Mario Maker 2, it gets better by each passing day, and every corner holds new discoveries. I give it a 10 in the gameplay department, which is the only department Rayman wants to see anyways, so I'd call it a success.

I love Bayonetta. Bayonetta is my faaaavorite experience.

I do intend to add some more quality posts in this thread soon, relatively so, and now that I have the technology it should, in theory, be a cinch. You know what else works in theory? Matt is simultaneously dead and alive in my bootleg miiverse posts. He's a lich king.

Trusted Member
The answer to life, the universe, and everything is not more bacon...


Affected by 'Laziness Syndrome'

Registered: 10-11-13
Location: Some dank place. Not that kind of dank.
Last Post: 223 days
Last Active: 212 days

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