Thank you again, just had to vent these frustrations. Getting hit by one will currently stop it in place making some platforming segments harder than they need to be. I think they need to not be physics objects. Tower of Turbo Flames is already agonizing enough without having a firebar fling me off the stage. I wanna see it become something great!Įdit: Please make it so firebars and enemy projectiles can't be stood on. Hoping we get a beach or rainbow level and some new characters (Peach? Pokemon Masters?).
#Super mario odyssey 64 physics recreation how to
I have no idea how to do the panel one.Īside from those issues and the frustrating difficulty at times I do really enjoy this game (I wouldn't be level 23 if I didn't) and I'm excited for future updates. In fact that whole level may need reworking. It can catch you from a character's length away and that's just unfair. Ty-Phoon's breath REALLY needs adjustments. On that note why can we not continuously ground pound ? blocks that give out multiple coins? That's a thing in most Mario games. Or how many times I've gone to ground pound a block and just slid off it rather than activating it. Can't tell you how many times I stomped an enemy just to slide off their head and get hurt. I assume you just flick the joystick from one side to the other, but for me it didn't always work.Ĭollision is also something that needs to be fixed. An easier way to do it or an explaination of how it's done would be nice. What I can add is that the side jump feels finnicky to pull off. The gacha aspect is part of what drew me in in the first place.
I agree with almost everything Deerstalker said aside from the distaste for gacha. As of writing I've beaten all but two Story levels, beat all of Toadette's Sweet Challenges, beat three remixes and one trial. So first step in fixing this game would be to go over the suggestions given here in this comment section and then hardcore study the physics of the 3d mario games past 64 to learn what they did right. It is really important to get playtesters to play your game especially if it's one like this, but this feels completely untested. And nothing has indicated that things are going to change. It is incredibly frustrating that despite the constant feedback criticizing the physics, nothing gets done about it. Mario feels incredibly slippery, jumps feel off, animations look weird, sound effects are too loud, really questionable level design and so on. They have not changed since Prism and they desperately need to be fixed. That's should be the main focus, but right now it seems the focus is on more levels, which is a shame cause of the very flawed physics. If you're gonna make a 3d mario game, the main focus should be on movement and making sure the engine feels good. I continue to be disappointed in Hello as his 3d games just do not recieve the same amount of polish as the 2d ones. I was gonna post my notes here, but considering their review just kinda went over everything, I'll just second all of their claims. † Exclusive to Super Mario 64 DS.Deerstalker Games has an excellent review on this. Mario jumps higher than with an ordinary jump."
Immediately tilt back to the right and press. In this case, face away from the wall and tilt to the left. This jump comes in handy when trying to reach places a standard jump can't or for getting above large enemies.