This. I can't figure it out for the life of me
they just do it whenever they show up to work in the morning, it seems.I will never understand how Nintendo does time zones for releasing updates.
Nintendo is always from the future.I will never understand how Nintendo does time zones for releasing updates.
It's a systemwide thing. It's mostly there as an extra safeguard to prevent players from accidentally corrupting data if they were to load post update save data without updating the game.Ah, glad it's dropping now and not in twelve hours so I can actually buckle down and start testing. Servers aren't up yet, as far as I'm aware, but the patch has arrived along with a system update.
Not sure if this is related, but as I found out yesterday from this video, the Switch tracks what patch your game is on so can't revert a physical copy to 1.0 without a full factory reset. I don't know if this applies only to SMM2 (as an extra safeguard against reverting to old versions) or to other physical games as well, but I hadn't heard about this behaviour up to this point.
It's december 5th in most of the world.
Excellent! I've been meaning to create a "Tail Cave" level that mirrors the layout of the dungeon from Link's Awakening. The music changes will make this much more fun and authentic.So the Ding Dong jingle becomes the Zelda puzzle jingle but you can also mess with the music as well. Peaceful, Bonus Game, Mid-Boss, and Boss themes are updated.
Not so excellent. However, I don't know how else they would've pulled this off if the game is still to function like a Mario game. I like to think of "items" like the Master Sword, Kuribo's Shoe, and Yoshi like rare finds that you earn in levels I make, so the utilization of the sword as an item here will fit my level design style.What I think sucks is that you lose the Master Sword from damage and turn back to Mario, so Link-themed stages will need replacement Swords throughout which I think hurts the difficulty or creates redundant backtracking affairs to get to the "spawning pipe" or whatever.
I'm pretty disappointed that you lose the power up on being hit. It really prevents creative levels without having them too easy with putting abundant power-ups.
Why not have a 2 heart system or something? This is a huge miss >_>
Can you make multiplayer levels with Link? Get some four swords up in here.
Excellent! I've been meaning to create a "Tail Cave" level that mirrors the layout of the dungeon from Link's Awakening. The music changes will make this much more fun and authentic.
Is there a way to force the Link power up to remain for an entire level even if you get hit?
I just learned the controls for Link's bombs from blocks in a level. Yikes.
No, if you want to give them 2 hits then I would give the player a helmet at the start of the level.Is there a way to force the Link power up to remain for an entire level even if you get hit?
Definitely. We'll see how it goes, though. I'm not exactly sure what direction I want to take it yet. I don't know if I want it to be a more abstract recreation of it, or literally recreate each room pixel for pixel.