{"id":870,"date":"2019-07-20T11:56:44","date_gmt":"2019-07-20T10:56:44","guid":{"rendered":"http:\/\/david-bailly.com\/portfolio\/?p=870"},"modified":"2019-07-06T17:55:32","modified_gmt":"2019-07-06T16:55:32","slug":"playable-main-menu-in-mario-maker-2","status":"publish","type":"post","link":"https:\/\/david-bailly.com\/portfolio\/playable-main-menu-in-mario-maker-2\/","title":{"rendered":"Playable Title Screen in Mario Maker 2"},"content":{"rendered":"\n<p><strong>The last edited level is playable directly from the main menu, removing any obstacle for the player to resume its work.<\/strong><\/p>\n\n\n\n<!--more-->\n\n\n\n<p>When launching the game, the main menu directly shows the last level that was open in the level editor. You can play it normally, within the main menu, the only difference being the title screen superimposed on top of the screen.<\/p>\n\n\n\n<p>From there, pressing both triggers displays two buttons: Play and Edit. You can select Edit to start editing this level in the editor, and resume your work in just one menu step.<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video controls src=\"https:\/\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/07\/ref_mariomaker_title.mp4\"><\/video><\/figure>\n\n\n\n<p>You&#8217;re put into the play of the game right from the main menu, pushing you to see and play your level. You immediately remember what you where doing and get new ideas to continue working on it. Some games need a careful introduction to bring players in the right mood for the best game experience. For others, it&#8217;s best to put players right back in the game and not letting them getting lost in what to do next.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The last edited level is playable directly from the main menu, removing any obstacle for the player to resume its work.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[38],"tags":[70,48],"jetpack_featured_media_url":"","jetpack_publicize_connections":[],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p7TL8k-e2","jetpack-related-posts":[{"id":832,"url":"https:\/\/david-bailly.com\/portfolio\/prankster-comets-of-super-mario-galaxy-1-2\/","url_meta":{"origin":870,"position":0},"title":"Prankster Comets of Super Mario Galaxy 1 &#038; 2","date":"2019-05-08","format":false,"excerpt":"Prankster Comets appear randomly on previous levels, giving them a new objective, sometimes with adaptations of the level design. A prankster comet level is shorter than a normal level, with an objective is only found with the comets. They add gameplay variation, but re-use most of the levels environment and\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_galaxy_comet.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":838,"url":"https:\/\/david-bailly.com\/portfolio\/thank-you-in-super-mario-odysseys-final-level\/","url_meta":{"origin":870,"position":1},"title":"&#8220;Thank you&#8221; in Super Mario Odyssey&#8217;s Final Level","date":"2019-05-18","format":false,"excerpt":"Fourth wall breaking reward acknowledging players who achieved something special. After the story ending of the game, and after collecting all power moons, the player can tackle the hardest challenge of the game, called the \"Darker Side of the Moon\". It features many of the game mechanics at their hardest\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_odyssey_thank_you.gif?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":880,"url":"https:\/\/david-bailly.com\/portfolio\/exploration-feeling-in-spyro-the-dragons-level-design\/","url_meta":{"origin":870,"position":2},"title":"Exploration Feeling in Spyro the Dragon&#8217;s Level Design","date":"2019-09-07","format":false,"excerpt":"In the best levels, the level design structure makes you feel like you are exploring areas you are not supposed to, while never being stopped in a dead end. Most levels in Spyro the Dragon (and the other games of the trilogy) use (loosely) hidden treasures and secret paths to\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":860,"url":"https:\/\/david-bailly.com\/portfolio\/860-2\/","url_meta":{"origin":870,"position":3},"title":"Progress Feedback in Mario Maker 2&#8217;s Story Mode","date":"2019-07-12","format":false,"excerpt":"Progress in Story mode is marked by two metrics, which both come from completing levels. It makes completing levels feel more rewarding at a low development cost. The objective given to motivate the player to play levels is to rebuild princess Peach's castle, room by room. This gives clear visual\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/07\/ref_mariomaker_1.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":796,"url":"https:\/\/david-bailly.com\/portfolio\/rats-detected-as-zombies-in-zombiu\/","url_meta":{"origin":870,"position":4},"title":"Rats Detected as Zombies in ZombiU","date":"2019-04-12","format":false,"excerpt":"In the gamepad's radar, crows and rats are detected (and emit a \"beep\") as if they were zombies, creating tension and apprehension. The gamepad displays the map and the position of the zombies around you (like a radar). After an upgrade, the radar works automatically. But crows and rats will\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_zombiu_radar.gif?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":524,"url":"https:\/\/david-bailly.com\/portfolio\/the-problem-behind-the-solution\/","url_meta":{"origin":870,"position":5},"title":"The problem behind the solution","date":"2017-03-20","format":false,"excerpt":"To get to what I mean with that enigmatic title, I should start with an example. A few days ago, with a fellow designer, we started working on the level design of a puzzle game. Because the project is in early development, we try and playtest different approaches. One of\u2026","rel":"","context":"In &quot;Article&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/870"}],"collection":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/comments?post=870"}],"version-history":[{"count":3,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/870\/revisions"}],"predecessor-version":[{"id":876,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/870\/revisions\/876"}],"wp:attachment":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/media?parent=870"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/categories?post=870"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/tags?post=870"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}