![]() I didn't like it due to the engine itself. I'm at least going to give you credit where credit is due. Granted, they weren't good sample levels, but at least effort was thrown into them. At least with those, there were a few sample levels. I can also tell right off the bat this game lacks the "charm" that Level Master and Game Master had. I don't know who in the marketing team thought that was a good idea. A trailer should also NOT be 9 minutes long, and SHOULD NOT be overflowing with hardcore dubstep. The name "Mario Editor" is pretty generic, and for a second, I almost thought you ripped off Mario Builder. Let's start with your initial presentation. I know you guys probably have gripes with it, but if you look at the alternatives. Nothing beats SMBX in terms of polish, in all honesty. It took Redigit about a few months, all in all and do you know what he created? The most solid Super Mario fangame to date. ![]() You would think in 10 years you've learned how to make a decent fucking mario game. This is not an example of something halfway decent. I wish people would stop tugging Hello's boat, in all honesty.Īnd the reason I'm so irritable about the subject, is that I would personally like Hello to evolve and make something halfway decent. I had no idea that game was created by the same guy that made SMBX.I think EVERY single one of you who have adored this fucking abomination have issues. Interesting bit about the developer being the same guy that made Terraria though. It's even quite generous with the level sections too (It allows up to 21 in the version I used if I remember correctly) so that your boss rooms and bonus rooms don't have that stray scroll from other parts of the level. SMBX is a great editor if you want to make a cohesive game with a much more lenient block limit than what Mario Maker allows. It made puzzle rooms much easier to create than Mario Maker due to the fact that you could have layers turn on and off. Two of my favorite things about it was the ability to use mp3s for custom music and the ability to have custom events with the various layers you could make. ![]() I made a full length episode in the course of a year (79 levels if you count all the secret ones). ![]() I've actually been an extensive user of SMBX back when I first accidentally discovered it back in 2010 (I was looking for a point and click game editor/maker, and SMBX was on the page). The link to the 2.0 Open Beta is down at the bottom of this post. From 2D Zelda games (thanks to Link being a playable character, oddly enough) to Metroidvania games to rather ordinary Mario games, SMBX has an episode for everybody. Thanks to the ability to connect levels in what are called episodes, all sorts of games can be made. What's more is what the community has done with it. What this means is, essentially, the level editor is far more comprehensive than Mario Maker's is (though MM has a few certain features, like certain enemies and NSMBU assets, though most of those can be edited in thanks to the awesome custom graphics support.) Basically, once upon a time (I want to say 2008, but I'm unsure), the guy who would later go on to develop Terraria created a Mario fangame for the PC.Īfter being developed for a few years, being told to # off by Nintendo, and then the SMBX community taking over development in late 2015, the game can basically be described as Mario Maker before Mario Maker was cool.Įssentially, most assets from Super Mario All-Stars were copied into the game's extensive level editor, alongside support for custom graphics, music and even some minor alterations to NPCs and items.
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