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https://twitter.com/SAMarioMaker/status/1254766416017993728 https://twitter.com/SAMarioMaker/status/1211413890568990721 Bridge Out Bayou Mario Solar System Share your levels using this form. See all the goon levels on this sheet. Get a random level from the sheet above. Or just see some level highlights on the Thread Twitter! Join the Switch discord too. Or Tnega's level feedback discord. Goon Twitch Streams and Schedules https://www.twitch.tv/cartridgeblowers https://www.twitch.tv/saiyanprideparade http://youtube.com/zfleeman/live https://www.twitch.tv/novasol https://twitch.tv/cactusgalactus https://www.twitch.tv/onemoretimegfsn Jams and Blitzes: Something Awful threads as a service Every week the thread will be hosting a level creation jam from Monday to Friday. We'll create levels around a specific theme. For instance, one of the themes in the previous thread was "arcade". Every (American time) Friday evening there will be a 24 hour level creation blitz to make a level based on a particular block type or two or three. Test yourself to see how fast you can make a good level. Or just spend your entire Saturday on it. If you post a level for either a thread jam or blitz, I will tweet it for you from the thread twitter account. I will also be tweeting a bunch of the other levels I play and like out on the twitter account. But maybe not all of them because we're going to get over 500 levels in the first week, and I need some me time (to create Mario levels). Blitz 1 is over, use our new randomizer to do your very own blitz, or just to come up with new ideas! Submit your Jam course here! (Blitzes should be submitted to the normal spreadsheet only.) View all the Jam Entries here! https://www.youtube.com/watch?v=oFRbZJXjWIA DalaranJ fucked around with this message at 14:37 on Apr 27, 2020 |
# ? Jun 28, 2019 05:02 |
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# ? Jun 1, 2024 04:51 |
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How do you make a Mario Level? A Mario level is made up of a series of challenges mixed with rest (and catharsis) sections. Usually, a level will start by introducing its main idea with an extremely easy version of its challenge and then develop the challenge further by lengthening its challenge or complicating the challenge through each additional section, with the final section being the most difficult. Earlier in the series, especially in Super Mario Bros. levels tended not to have a very strong theme, but this changed as the complexity of each later game allowed clearer level themes. When making a Mario Maker level I would recommend using a strongly themed approach to levels given all the options available. More recent games have used a structure similar to one from Japanese short poetry called Kishōtenketsu. (Watch the below video for more.) https://www.youtube.com/watch?v=dBmIkEvEBtA What this adds to the structure of the level is an orthogonal challenge which mixes with the main challenge towards the end to create a more interesting finale. An example of a theme for a level might be something like "Use Kuribo's shoe to fight off spiketops on platforms". If you want a more 'realistic' Mario level, think of the sort of thing you might see from Super Mario Bros. 3 or World, like World 1-2, or Cheese Bridge. A challenge oriented theme isn't the only way to go though, some of our favorite levels use a narrative theme instead. What if you had to fight sea pirates, or rob a train, what would those levels look like? Don't forget to put some special hidden areas and rewards in your level for extra skilled players or careful explorers. This is a key feature to make your level feel special. Okay, but like, what are the steps to creating a level?
How do I get more likes? The number one factor in getting likes is getting people to play your levels. And the best way to get your levels played is to post them After that, I've been told the second most important factor is making your level beatable by people. This is hard, because you're probably better at Mario than most of the game's players already, and the levels you've played the most are your own. Try to scale the challenge back a little if your aim is more likes. But wait, there's more! Using patterns and beats in Mario level design Okay, so you've read all about how to create a level, but maybe you're still stymied in the moment to moment experience of design. If you're looking at a the next part of your level and you're saying I don't know what goes here, this essay is for you. Super Mario Maker level design using patterns and beats. What is a pattern?[1][2] On one level, a pattern is a solution for a design problem. Now the main (macro level) design problem in Mario games is "How do I create varied challenges to interest the player?". On another level, a pattern is a portion of design that the human brain can see repeated and varied. It's a language that we construct to be a shorthand for design concepts. This helps us to both understand the design on a deeper level and discuss it more easily. The easiest way to explain is with an example. Example: Enemy Valley Problem: Maybe you haven't noticed, but Mario can jump. It's pretty easy for him to avoid enemies that are on the ground without engaging with them at all by standing on an upper level. Solution: Create an area between two pillars that contains one or more enemies. The distance between the two pillars should usually be too long to jump from one pillar to the other. This forces the player to engage with the enemies. Does that sound familiar? That's because it's used twice in SMB 1-1 right here, Now, patterns like can contain less complex patterns. Usually because basic patterns are extremely simple. For instance, 'enemy' is considered a pattern, so Enemy Valley necessarily contains one of the variations of it. When this happens, the largest, most complex pattern is called the 'dominant pattern'. What is a beat? How are they used in Mario games?[3] Gameplay 'beats' are about the rhythm of a games action. The original definition for a beat was a single instance of a player taking an action, like jumping, but the later reference material I'm using considers a 'beat' to be the actions needed to complete a dominant pattern. By analyzing the first world of each Mario game the researcher found some interesting information about the changes in beats over different games. Over time the number of beats per level increased, nearly doubling (from around 16 to 27) between SMB and NSMB. Then a later trend is the increase of beats being overlaid on each other as the NSMB series progressed, overall causing the number of beats to go down. This implies both that later games became more dense with action, but also combined and modified the patterns in new ways. Note that this trend of increased beats really only picks up with the game boy games, and the number of beats in SMB3 and SMW is similarly 'slow' to SMB. If you want to create a more modern game use and combine a number of beats but if you want to make a 'realistic' old style level you'll want to take things slower. What are the failure consequences in Mario games?[4] So, an important part of keeping the player's interest is varying the patterns used. There are several dimensions that an individual pattern could be varied over, length, types of enemies contained, etc. But the one I want to discuss here is failure consequences, as it allows you to more easily vary difficulty and create a difficulty curve over the course of your level. The possible consequences for failure in increasing order of severity are, 1. You miss a reward, such as a dragon or star coin, or a power up. 2. You have to retry the challenge until you succeed. This option is very good for a teaching challenge at the beginning of a stage. 3. You take damage. 4. You immediately die usually from falling. It's easy to see how these failure consequences can be varied over a level, even when the challenge patterns are similar to create changing difficulty. A list of patterns used by Mario Games.[2][3] The left side is patterns used in non-underwater/non-castle levels in SMB. And the right side are additional patterns found the first world of every 2D Mario game up to NSMB2. Putting the pieces together. Putting pieces together is exactly what design patterns are about. So by choosing a theme (see my previous essay), adding a series of patterns, varying the patterns in length and features, and creating a difficulty arc, now we're on the way to being able to instinctively build a good Mario level. References: [1]The Timeless Way of Building Christopher Alexander [2]Patterns and Procedural Content Generation Dahlskog/Togelius http://julian.togelius.com/Dahlskog2012Patterns.pdf [3]The Fine Line Between Rehash and Sequel: Design Patterns of the Super Mario Series Thompson https://www.researchgate.net/publication/280943816_The_Fine_Line_Between_Rehash_and_Sequel_Design_Patterns_of_the_Super_Mario_Series [4]Deconstructing Mario: How New Super Mario Bros. U handles Difficulty Ceave Gaming https://www.youtube.com/watch?v=p9NdAao9y_4 Or if you like videos Ceave is smarter about design than me, so just watch this: https://www.youtube.com/watch?v=VrFrT7-19JI That's all of my advice for level creation. I'm sure you'll do great. https://www.youtube.com/watch?v=ZNKOt2k7Pm4&t=45s Sea Lily posted:It's okay to make levels that make you happy and share them even if you think they are not amazing Go forth and make Luigis! DalaranJ fucked around with this message at 07:19 on Jun 28, 2019 |
# ? Jun 28, 2019 05:03 |
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You will need Nintendo Online to download or share levels. Super Mario Maker 2: Make it your way, Play it your way https://www.youtube.com/watch?v=jPi-u0D8sQ4 Super Mario Maker is back, and it has (almost) everything from the first game. Tons of parts you know and love plus arrows, music blocks and one way gates. Not to mention creature mutators, embiggen enemies with a super mushroom, stack them, or give them wings. But now there are even more crazy parts you can put in your levels: Slopes(!!!) The Angry Sun The Not Angry Moon Banzai Bills Twisters Snake Blocks Seesaw Platforms Swinging Claws Lava Proof Dry Bones Shell Pants On/Off Switch that works with blocks, conveyors and tracks Boom Boom Set a challenge for the course completion requirement And Parachutes you can attach to anything In addition there are a bunch of different features exclusive to the brand new Mario 3D World style! You can choose from ten different themes for your level. Each of which looks different in the different game styles (For instance, forest in SMB3 is a pipe 'forest'). And many of them have new music tracks by Koji Kondo himself. https://www.youtube.com/watch?v=PHjrQXJEOGE Ground (Er, normal) Underground Desert Sky Snow Forest (with adjustable water level) Ghost House Airship and Castle And switching to 'night mode' in any theme alters the gameplay, sky night levels have lowered gravity, snow levels are icy all over, and ghost house levels are dark. https://www.youtube.com/watch?v=sxquGvJN3bQ Diego from the Wii U is back! There's a story mode with over 100 levels to show you all the level parts. You can create levels side by side with a friend. Play couch coop with up to 4 people, play online with 4 people (i.e. with strangers) coop or competitive! Collect costume items for your mii that only exists in this game, I guess? But it doesn't have everything (yet). It's missing: Online friend play (Good grief, Nintendo.) Costume/Mystery Mushrooms or Weird Mushrooms Multiple on/off switch settings More powerups Super Mario Bros 2 USA An even Angrier Sun ORB Macaluso posted:HR LADY: And it says here under emergency contacts you just wrote "Mario Maker" Help Im Alive posted:Trump has been ranting on Twitter lately because no one is playing his Mario Maker levels, meanwhile AOC is a highly respected maker who creates popular Nintendo quality courses DalaranJ fucked around with this message at 01:21 on Jul 26, 2019 |
# ? Jun 28, 2019 05:03 |
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Let's do this! I suppose I should use this prime thread real-estate to plug my levels: Mech E-2 Course ID: 028-2C8-0FF Difficulty: Expert Rainbow Boulevard Course ID: 9C0-7DH-2TF Difficulty: Normal Multiplayer Friendly?: Yes Off Your Nut Course ID: YMR-YR8-YDG Difficulty: Expert Multiplayer Friendly?: No Koopaling Flight Academy Course ID: JW0-QCN-FTF Difficulty: Expert Multiplayer Friendly?: No Frog Grenade [40s] Course ID: N7P-LPN-ORF Difficulty: Expert Multiplayer Friendly?: No Squirrels Gone Wild Course ID: J0L-GMH-56G Difficulty: Expert Multiplayer Friendly?: No Cardio Canyon Course ID: 62C-K6R-LRF Difficulty: Normal Multiplayer Friendly?: No Chilly Dogs Course ID: W11-9TT-X2G Difficulty: Normal Multiplayer Friendly?: Yes Lakitu's Day Off Course ID: T45-06T-BHF Difficulty: Normal Multiplayer Friendly?: Yes HCM - Winter Summerland Course ID: VFR-WSX-1SF Difficulty: Normal Multiplayer friendly?: Yes Winter Blunderland Course ID: LPK-TXK-TFF Difficulty: (Super?) Expert Multiplayer friendly?: No Link's Desert Descent Course ID: 3N2-NJR-6LG Difficulty: Expert Multiplayer Friendly?: No Squeekstravaganza! Course ID: WBH-DD0-B1H Difficulty: Expert Multiplayer Friendly?: No The Best-Laid Plants Course ID: 3DS-CWV-JBG Difficulty: Normal Multiplayer Friendly?: Yes Who Stole My Goal? Course ID: D1V-0HR-HQF Difficulty: Normal Multiplayer Friendly?: Yes Handle With Care Course ID: F87-5YW-2FG Difficulty: Expert Multiplayer Friendly?: No Colossal Creek Course ID: QYP-0YG-BTG Difficulty: Normal Multiplayer Friendly?: Yes Snow Bro A-Go-Go! Course ID: 5TM-QX7-D9G Difficulty: Expert Multiplayer Friendly?: Yes Goombas Working Overtime Course ID: 66C-MXR-FGF Difficulty: Normal Multiplayer Friendly?: Yes Sky High Jinks Course ID: 0FB-S2K-D1H Difficulty: Expert Multiplayer Friendly?: No Mole Money Mole Problems Course ID: 89Q-QFY-LQG Difficulty: Expert Multiplayer Friendly?: No What? KAMEK is Evolving! Course ID: RFB-57R-PWG Difficulty: Harder side of normal Multiplayer Friendly?: No Perilous Parkour Palace Course ID: H9L-7JD-F4G Difficulty: Expert Mutiplayer Friendly?: Difficult but doable The End All Bee Wall Course ID: X0S-NTL-3YG Difficulty: Normal Multiplayer Friendly?: Yes A Matter of Choice Course ID: 7K0-5FQ-DGG Difficulty: Normal Multiplayer Friendly?: No The Switching Hour Course ID: L17-0V6-PYF Difficulty: Normal Multiplayer Friendly?: No Let's Get 'em, Big Bro! Course ID: G5N-96F-GBG Difficulty: Normal Multiplayer Friendly?: Yes Plumber? I Hardly Know Her! Course ID: HVX-80R-LWG Difficulty: Normal Multiplayer Friendly?: Yes The Thwomper Course ID: M6P-ST4-8KF Difficulty: Expert Multiplayer friendly?: No Regular Mario Maker Course ID: H6D-KNX-5YF Difficulty: Expert Multiplayer Friendly?: Yes Please Learn How to Play Mario! Course ID: 1TF-C8F-YWG Difficulty: Easy Multiplayer friendly?: Yes Hurry up and Wait! Course ID: LBM-BTF-P5G Difficulty: Expert Multiplayer friendly?: Doable but difficult. Soggy Doggies Course ID: J7V-0DC-9HF Difficulty: Normal Multiplayer friendly?: Yes Hitchin' a Ride 4P6-3KT-BGG Difficulty: Super Expert Multiplayer friendly?: God no Bridge Zone 1 (Sonic Game Gear) Course ID: 3PM-5M9-P9G Difficulty: Normal Multiplayer Friendly?: Yes The Fab Four (1 hour blitz level) JJY-K3K-X1G Difficulty: Normal Multiplayer Friendly?: Yes Elsa Spiderman Mario Adventure Time Fidget Spinners Buried Alive (for kids) Course ID: 52R-0PB-3YG Difficulty: None Multiplayer Friendly?: No J-Spot fucked around with this message at 00:21 on Jun 24, 2020 |
# ? Jun 28, 2019 05:04 |
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I won't get to make a Mario until tomorrow.
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# ? Jun 28, 2019 05:10 |
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Two levels into the campaign, this campaign is going to own.
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# ? Jun 28, 2019 05:12 |
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Anyone figure out how to make the ! block in the 3D World initially come out the direction I want instead of always coming out of the right? I cannot seem to figure out how to do that edit: I figured it out, it wasn't working initially
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# ? Jun 28, 2019 05:17 |
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https://www.youtube.com/watch?v=USIzgQnYuSU
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# ? Jun 28, 2019 05:21 |
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Playing around in the editor and it looks like one interaction I was planning to use doesn't actually work the way I thought it would. If the two-state blocks are turned on while Mario is inside them he either gets pushed out or soft locks. I was hoping they'd kill him. I had a whole level planned out around that that will now never be realized.
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# ? Jun 28, 2019 05:21 |
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Okay next question: Is there a way to reset Mario when testing a stage to the starting point with just a button press or do I need to drag him back to the start every time
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# ? Jun 28, 2019 05:25 |
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Macaluso posted:Okay next question: Is there a way to reset Mario when testing a stage to the starting point with just a button press or do I need to drag him back to the start every time If you open the bottom panel you can quick slide your screen across the level at least.
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# ? Jun 28, 2019 05:29 |
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Let's make some motherfuckin Mario!
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# ? Jun 28, 2019 05:32 |
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Macaluso posted:Okay next question: Is there a way to reset Mario when testing a stage to the starting point with just a button press or do I need to drag him back to the start every time I haven’t gotten into the maker stuff yet so I don’t know exactly, but I remember watching a Nintendo E3 stream where they were demonstrating you could hold down something and it would do exactly that. Edit: Yep just tested it out. Hold down the play or minus button and you start from the start. Shoegazing fucked around with this message at 05:41 on Jun 28, 2019 |
# ? Jun 28, 2019 05:34 |
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Course bot has 120 slots in 'my courses' and 120 slots in 'downloaded courses'. Which is technically twice as many as SMM1.
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# ? Jun 28, 2019 05:36 |
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When you download a course there's a box on the right side when you try to play it for single Switch multiplayer.
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# ? Jun 28, 2019 05:41 |
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Suicidal Maniac posted:I haven’t gotten into the maker stuff yet so I don’t know exactly, but I remember watching a Nintendo E3 stream where they were demonstrating you could hold down something and it would do exactly that. Awesome thanks, that's way smoother. Here's a very rough look at barely even like 1% of my fast autoscroller finished. But it feels real good to finally get this idea going: https://www.youtube.com/watch?v=RpeQWibGzWI
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# ? Jun 28, 2019 05:45 |
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i finished my very first mario level, i was only messing arounf with the game at first but i actually started to put effort into it and like what i did, better than other levels i played so far. having to finish it without checkpoint was rough but good for fine-tuning~ SM6-QTF-PFF
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# ? Jun 28, 2019 05:47 |
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Gonna pick Hot Garbage Maker 2 today, I'm excited! https://www.youtube.com/watch?v=krnvyYrCfEs
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# ? Jun 28, 2019 05:51 |
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loving the game so far haven't had a single level yet that wasn't me getting wrecked by some weird mechanic i couldnt understand yet. i legit hope this continues edit: my first hard level was snakes in to bullets, then every normal plat was ice. this poo poo is hard right now. I used to clear experts almost every time, I'm legit having trouble with even one hard level right now. AARD VARKMAN fucked around with this message at 05:55 on Jun 28, 2019 |
# ? Jun 28, 2019 05:52 |
What's the best controller for this game? The pro controller dpad is proving to be not great. Can I hook a snes controller up somehow? Edit:I'm playing better with the control stick lmao SSJ_naruto_2003 fucked around with this message at 06:18 on Jun 28, 2019 |
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# ? Jun 28, 2019 05:54 |
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SSJ_naruto_2003 posted:What's the best controller for this game? The pro controller dpad is proving to be not great. Look up SN30, they make USB controllers that sync to Switch and have very good DPADs. Look up HORI left joycon replacements if you want to have a d-pad on the go.
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# ? Jun 28, 2019 05:55 |
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I'm 4 levels in and haven't had an actual platformer yet on Expert. I had to clear a level that was 90% boo for my second. Anyone expert+ actually find a non-gimmick level yet?
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# ? Jun 28, 2019 05:57 |
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Is it possible to place a koopa walking to the right instead of to the left? (in SMB3)
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# ? Jun 28, 2019 05:58 |
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PotU posted:i finished my very first mario level, i was only messing arounf with the game at first but i actually started to put effort into it and like what i did, better than other levels i played so far. having to finish it without checkpoint was rough but good for fine-tuning~ SM6-QTF-PFF Gonna play this one and others if you're interested here: http://youtube.com/zfleeman/live e: Really good level. Nice challenge. zfleeman fucked around with this message at 06:25 on Jun 28, 2019 |
# ? Jun 28, 2019 06:05 |
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cheetah7071 posted:Is it possible to place a koopa walking to the right instead of to the left? (in SMB3) Goombas spawn moving towards Mario. If they spawn when the level starts they will be moving left though.
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# ? Jun 28, 2019 06:05 |
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I am guessing it was the case in the first Mario Maker (I don’t think I checked) but I love that the title screen is literally its own level
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# ? Jun 28, 2019 06:23 |
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Unlucky7 posted:I am guessing it was the case in the first Mario Maker (I don’t think I checked) but I love that the title screen is literally its own level It was. I recreated my best Mario Maker 1 level: 4MP-12L-8VF. Now I can get some real work going. Is there a website for this yet or anything?
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# ? Jun 28, 2019 06:32 |
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"Coo, COO. Coo...." Yamamura
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# ? Jun 28, 2019 06:32 |
TheAardvark posted:Look up SN30, they make USB controllers that sync to Switch and have very good DPADs. Look up HORI left joycon replacements if you want to have a d-pad on the go. Really? I'm seeing reviews complaining about the dpad on the sn30. Regardless it'll have to wait a while anyways. Thanks though I'll bookmark that
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# ? Jun 28, 2019 06:36 |
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I got confused and didn’t realize the 3D World theme was here. Heck yeah! Love this game already.
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# ? Jun 28, 2019 06:37 |
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Made my first level! Keeping it simple for now, only has a couple goombas GVQ-TV7-2JF
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# ? Jun 28, 2019 06:44 |
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So I decided to remake one of my Mario Maker 1 Levels: Hurry up and Wait! Course ID: LBM-BTF-P5G Difficulty: Expert Multiplayer friendly?: Doable but difficult. I thought this would be really easy to remake, but subtle changes in how MM2 spawns objects and how the camera works forced me to make some adjustments. This will make it harder to remake other levels. Don't do what I did and think you can do a 1:1 copy and have it turn out ok! As for the level itself, this was the last course I uploaded to MM1. It was about a year after I had more or less stopped playing, but the idea for the level came to me and I just had to make it. As a late entry it didn't get as many plays as my other levels, so I figured it would be good for my first remake. It's a pretty traditional style level that takes a particular idea and just iterates on it as it goes. Now I have to go to bed but I'm eager to check out people's levels tomorrow! J-Spot fucked around with this message at 04:42 on Jun 30, 2019 |
# ? Jun 28, 2019 06:51 |
Only got the chance to play about 20 minutes before leaving for work this morning, but yup, this is more Mario Maker. I assume most people are designing levels undocked with stylus, right? How decent are the design controls using a controller while docked?
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# ? Jun 28, 2019 07:05 |
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Drone posted:Only got the chance to play about 20 minutes before leaving for work this morning, but yup, this is more Mario Maker. It's fine, but I'm going to have to get the muscle memory for switching between selection mode and drawing mode down because the buttons change meaning. In undocked, I can draw fine with my finger too, but a lot of people have thicker fingers than I do.
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# ? Jun 28, 2019 07:14 |
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Is there a shortcut for opening the item wheel instead of me tapping the magnifying glass every time?
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# ? Jun 28, 2019 07:15 |
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I posted my first level!!! It's a tall level as I wanted to try and make one and see how the camera handles scrolling. I'm not sure how fun they're going to be given how it's handled (Mario is always in the middle of the screen instead of at the bottom like he should be) If you wanna give it a shot it's QX7-B2C-8VF. Not gonna post every code like this (unless others start doing it) but thought it would be worth it as a example
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# ? Jun 28, 2019 07:19 |
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People are already making some very sadistic and evil courses.
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# ? Jun 28, 2019 07:19 |
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Argue posted:Is there a shortcut for opening the item wheel instead of me tapping the magnifying glass every time? Press Y. It might only work when a menu is highlighted? e: I fixed the joke video in post 2 so it actually links.
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# ? Jun 28, 2019 07:20 |
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Am I missing something, or do I have to unlock the ability to place shells without enemies in them? Placing a koopa and holding on him doesn't give the option, and shaking doesn't do anything any more.
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# ? Jun 28, 2019 07:22 |
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# ? Jun 1, 2024 04:51 |
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Icedude posted:Am I missing something, or do I have to unlock the ability to place shells without enemies in them? Placing a koopa and holding on him doesn't give the option, and shaking doesn't do anything any more. You can do it with the ones that become helmets. I don't know how you can do it with koopas though.
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# ? Jun 28, 2019 07:24 |