Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Doctor_Fruitbat
Jun 2, 2013


Goons, how do you view the makers that you've followed? I can't see an option for it in Course World at all.

Adbot
ADBOT LOVES YOU

Amppelix
Aug 6, 2010

It's a bit silly, but you have to go to the leaderboards section to just see a list of the people.

ikanreed
Sep 25, 2009

I honestly I have no idea who cannibal[SIC] is and I do not know why I should know.

syq dude, just syq!
My first level I don't hate

Muncher escort mission: 3N0-GDN-PDF

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

People are leaving "be careful" posters in the levels right where they cover bottomless pits.

Oh, check out some guy's Sky Tennis: 3J6-4YV-SXG. It's Pong.

SelenicMartian fucked around with this message at 11:45 on Jul 1, 2019

Flint_Paper
Jun 7, 2004

This isn't cool at all Looshkin! These are dark forces you're titting about with!

SelenicMartian posted:

People are leaving "be careful" posters in the levels right where they cover bottomless pits.

"Try Rolling"

Violen
Jul 25, 2009

ohoho~
https://twitter.com/MarioBrothBlog/status/1145622011621888001?s=20

sad rat

Violen
Jul 25, 2009

ohoho~
please post tips for how to help sad rat

VideoGames
Aug 18, 2003
I am going to play and comment on every level on the sheet in order from top to bottom.
Look out for comments/stamps/drawn miiverse pictures from a user called "VG sa" on your levels! :D

Sam Faust
Feb 20, 2015


:same:

Random Stranger
Nov 27, 2009



OneMoreTime posted:

It was pretty good! Not normally a fan of autoscrollers or water levels, but SMW versions of those stages were always fun so that brought that feeling back. I did feel some of the thwomps near the end combined with the rising lava made the last section very tight to get through without taking a hit (specifically, to get to the last safe spot before the pipe) but it didn't necessarily feel unfair. Good level overall.

[Volcanic Voyage]
Weirdly enough, that spot didn't get heavily reworked. It's tight, but I've got a lot tighter. And as a secret, in testing I found the level a lot easier when I was small. Everything is passable without getting hit when you're large but being large narrows your already tight window by one square. Since the biggest threat is the lava and it doesn't care if you're big or small, staying small helps. I still wanted to give people an extra chance with the thwomps so there's the flower at the start and then nothing more.

Internet Kraken posted:

Played some levels randomly via the code thing, here are ones that stood out to me for one reason or another:

Abyssal Adventure: This could be tuned a lot better but I think the core concept was super neat. I actually didn't realized while descending that I would have to go back up after hitting the on/off switch, and that made this level pretty unique!

Thanks. Yeah, it could use a few more deadly traps, but being unable to use a checkpoint and the level concept of going all the way down and coming all the way back made me want to avoid being too cruel.

Internet Kraken posted:

Spooky Star: Really loved the lighting effects you used here, but I seemed to soft lock myself by getting the star and not moving fast enough.

Huh. You should always have a way to kill yourself even if you just wind up going to the next gate thwomp and walking into them. Even if you somehow reset the the whole level and killed all of the enemies, there's a pit to throw yourself down. Even at the bottom of my "softlock pit", I put munchers and you just have to wait for the star to run out...

SelenicMartian posted:

People are leaving "be careful" posters in the levels right where they cover bottomless pits.

Given how annoying stage notes are when playing already, I'm shocked it has taken this long.

Flint_Paper
Jun 7, 2004

This isn't cool at all Looshkin! These are dark forces you're titting about with!

Random Stranger posted:


You should always have a way to kill yourself

GOTY Super Mario Maker 2: You should always have a way to kill yourself

Asema
Oct 2, 2013

by Jeffrey of YOSPOS
I tried doing co-op with a friend and boy is that just not a good experience at all.

John Wick of Dogs
Mar 4, 2017

A real hellraiser


Ideally you want levels designed for co-op.

But a level that requires co-op to finish would be impossible to upload.

Asema
Oct 2, 2013

by Jeffrey of YOSPOS

AlBorlantern Corps posted:

Ideally you want levels designed for co-op.

But a level that requires co-op to finish would be impossible to upload.

Sorry I just woke up and haven't gotten my awake juice.

Co-op building is what I'm talking about. It's frustrating as all heck.

Local Co-op multiplayer was fine and we had a bunch of fun but the lobby would reset and hang and disconnect us all after a course instead of moving to the next one and I'm just chalking that up to Nintendo being poo poo at online.

Overbite
Jan 24, 2004


I'm a vtuber expert
Da Dip
93B-QW5-BNG

I posted this level before but I would like some feedback on it. It’s not played a lot and out of those few plays almost nobody has finished it. Is it too hard? Too bad? Both?

John Wick of Dogs
Mar 4, 2017

A real hellraiser


I saw a lot of people complaining about Mary O being gone in favor of this new character, but from a writing standpoint I think it makes sense. Mary O was a more experienced and professional character, and has been through tutorials in Super Mario Maker 2 already. What they needed was a more novice and feisty character who could push Yamamura's buttons in an entertaining way. Makes far more sense to create a new character.

The crazy thing is my 6 year old was complaining when I was watching the lessons with him, but then his next level he placed far fewer enemies and stuck to only a couple of elements and themes. So he was actually learning whether he wanted to or not!

God drat I just want to type all these level codes in my phone and have them ready to go when I get home like Smash Bros. Come on Nintendo!!

das crikstar
Dec 11, 2015

a glitzy recycle bin
The joycons are so bad. Not only is the 'dpad' a piece of poo poo, but the right hand buttons are so small and stiff that they are painful.I'm disappointed in Nintendo.
FY0-WFV-T7G
Here is something I did, I drew from Tiny Tune Adventures level 1 from the NES for inspiration.

NofrikinfuN
Apr 23, 2009


das crikstar posted:

The joycons are so bad. Not only is the 'dpad' a piece of poo poo, but the right hand buttons are so small and stiff that they are painful.I'm disappointed in Nintendo.
FY0-WFV-T7G
Here is something I did, I drew from Tiny Tune Adventures level 1 from the NES for inspiration.

I had to quit last night because the joycons destroyed my thumbs. I don't know about the pro controller, though... The dpad is too mushy for tricks like tossing shells up while running full bore. I think my bigger issue with them is the grips are too small and cause my hands to cramp up.

I'm getting too old for this poo poo I guess. :corsair:

John Wick of Dogs
Mar 4, 2017

A real hellraiser


I have played 37.5 hours of this game

Random Stranger
Nov 27, 2009



das crikstar posted:

The joycons are so bad. Not only is the 'dpad' a piece of poo poo, but the right hand buttons are so small and stiff that they are painful.I'm disappointed in Nintendo.

Mine has a tendency to eat my up inputs which makes jumps to vines especially fun.

das crikstar
Dec 11, 2015

a glitzy recycle bin
I hate how the input has changed from SMW, where B made you spin jump/leap from Yoshi, compared to.. L? I might be getting a Hori Pokken controller. Would that continue to work in portable mode?

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Internet Kraken posted:

Ah, I just reuploaded "Skewering Sand dunes" to change the timer, so the code is now 5R1-VGM-Q6G

Thanks so much for all the work you're putting into this spreed sheet! Also the goon random level website is cool as hell and is gonna make playing through all these levels so much easier.

Fixed it.

Orange Crush Rush posted:

Hey I just noticed I forgot to add in hyphens for Snowtop Summit, sorry but is that gonna gently caress with anything on the site?

It's a text rip. It would just show up on the website without hyphens, but I fixed it anyway.

The Lobster posted:

Didn't mean to double post, meant to edit this into my previous post, but it's late and I drove for ten hours so here we are.

What if "Try Switch" made me think of reasons to try the actual Switch console? As in, case conditions like described above wherein I made my level in a vehicle traveling at interstate speeds? In that case would my level count for said jam?

Sounds good.

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

I've just had an easy level that was just a long pool from start to finish.
I died.
I wasn't really expecting the pool to be one-tile deep.

Wow, the next one was a neat 2D demake of a level in SML 3D: PRW-P05-VSF

SelenicMartian fucked around with this message at 14:24 on Jul 1, 2019

internet celebrity
Jun 23, 2006

College Slice
I'm kind of shocked (read: not at all shocked) Nintendo didn't add a "Restart from last checkpoint" option after all the softlocking bs that went on in the first one.

I also hope they add a practice mode or something. I understand why they disabled opening other people's levels in the editor but not being able to practice a difficult section late in a level kind of sucks.

Tnega
Oct 26, 2010

Pillbug
Puzzle Level Uploaded.
Mario Teaches Potions PP0-BRD-PDF
I would like to have feedback before I put it on the spreadsheet, in case I need a re-upload. Thank you!

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.
Some streamers I had play this level really enjoyed it. I actually wanna do an evolved version of the boss battle at the end in the future.

https://twitter.com/SuperSpacedad/status/1145685168876707842

LIVE AMMO COSPLAY
Feb 3, 2006

A simple rising poison based course:

https://twitter.com/Buttzy2/status/1145686093469106176?s=20

Hopefully I didn't gently caress it up.

Tnega
Oct 26, 2010

Pillbug

Spacedad posted:

Some streamers I had play this level really enjoyed it. I actually wanna do an evolved version of the boss battle at the end in the future.

https://twitter.com/SuperSpacedad/status/1145685168876707842

Normally night desert and no jumping are signs for SKIP NOW, but you made it work! Bit of delicious cheese if you can get boom boom caught in the claw by the key door.

LIVE AMMO ROLEPLAY posted:

A simple rising poison based course:

https://twitter.com/Buttzy2/status/1145686093469106176?s=20

Hopefully I didn't gently caress it up.

Move your first two platforms up, so they are above the poison's max height, so players can see how high it goes. Otherwise a fine level!

Tnega fucked around with this message at 14:46 on Jul 1, 2019

Greader
Oct 11, 2012
Well, made a couple of levels to test out and get back into things, time to inflict these on goons.

The Vault: KP5-JMH-4PG

A short level, started as a test to check out the new ways the Thwomps can move. It went through a bunch of redesigning and even now, I am still not sure if I should have a cape or a mushroom at the start. Also, I really like the last challenge personally but I am worried others may not.

Swamp Romp: HJM-X7F-HNF

Another short one, mostly came from testing out the rising tides mechanic. I wanted the player to feel pressured by being in the "death zone" while also making sure that the timing is not too harsh.

I kinda realise I got a thing for making levels that are short but a bit difficult. Just think the short ones were my favorite to find in Mario Maker 1 when doing the random level thing.

Tnega
Oct 26, 2010

Pillbug

Greader posted:

The Vault: KP5-JMH-4PG
Swamp Romp: HJM-X7F-HNF
The Vault: KP5-JMH-4PG
Got the cape and mushroom, ended as small Mario. Perfect.
Swamp Romp: HJM-X7F-HNF
Another fine level, just be aware you cannot jump on the poison fishies.

Plank Walker posted:

Posted yesterday, but so far only had 4 total plays. SMW Airship theme, not autoscroll.
Koopa Armada KY1-LQK-3GF
Level is decent, be careful of placing dry-bones vertically over each other, some of their patterns can be janky.

Tnega fucked around with this message at 15:06 on Jul 1, 2019

Plank Walker
Aug 11, 2005
Posted yesterday, but so far only had 4 total plays. SMW Airship theme, not autoscroll.

Plank Walker posted:

Finally uploaded my first course: Koopa Armada

KY1-LQK-3GF

It’s a redesign of a MM1 course. Any feedback appreciated

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


DalaranJ posted:

Sounds good.

Thanks. I'll upload to the spreadsheet then.


Any reason I'm not getting feedback on any of my courses here? Aside from the fact that I post mainly on the Discord instead? Just too many people posting courses that I'm getting lost or I'm not providing enough feedback myself?

Good Sphere
Jun 16, 2018

Anyone's index finger hurt from holding the stylus? I woke up with a searing pain that's still going. I don't think I'll be able to create tonight. :(

I also noticed it started hurting whenever I was testing the way I was holding the pen. I found myself wrapping my index finger around the pen while holding the joy cons and Switch so I could easily switch back and forth between creating and testing. I think I'm just going to tuck it behind my ear from now on.

Lugaloco
Jun 29, 2011

Ice to see you!

How do you ensure your screen doesn't "float" upwards/downwards in a one screen room? I know that to block the camera from moving horizontally you just need a solid line of ground blocks from top to bottom, but what about vertical camera movement?

Random Stranger
Nov 27, 2009



The Lobster posted:

Any reason I'm not getting feedback on any of my courses here? Aside from the fact that I post mainly on the Discord instead? Just too many people posting courses that I'm getting lost or I'm not providing enough feedback myself?

It's the flood of people :justpost:ing courses. There's around 250 course posts so far and pretty much everyone gets lost in that noise. I don't think anyone looks for people providing feedback to specifically play those people's courses. That said, consider the fact that a lot of people want feedback and aren't getting it and play some courses. I have a rule for myself that I have to give feedback for at least two courses before I post one of my own. And honestly that number should probably be more like five, but I try to play plenty of goon courses and find something to say about them.

Good Sphere posted:

Anyone's index finger hurt from holding the stylus? I woke up with a searing pain that's still going. I don't think I'll be able to create tonight. :(

I also noticed it started hurting whenever I was testing the way I was holding the pen. I found myself wrapping my index finger around the pen while holding the joy cons and Switch so I could easily switch back and forth between creating and testing. I think I'm just going to tuck it behind my ear from now on.

Not from a stylus, but I gave myself blisters when I went back to school and had to start writing everything long hand again a lot instead of typing. It took a couple of months to toughen my delicate typist fingers again.

Lugaloco posted:

How do you ensure your screen doesn't "float" upwards/downwards in a one screen room? I know that to block the camera from moving horizontally you just need a solid line of ground blocks from top to bottom, but what about vertical camera movement?

The way you lock the camera vertically is not putting any blocks above the screen line. The bad news is to lock the camera in one room you have to put blocks above the screen line. So, at the moment you can't seem to lock both vertically and horizontally simultaneously.

Random Stranger fucked around with this message at 15:26 on Jul 1, 2019

John Wick of Dogs
Mar 4, 2017

A real hellraiser


Lugaloco posted:

How do you ensure your screen doesn't "float" upwards/downwards in a one screen room? I know that to block the camera from moving horizontally you just need a solid line of ground blocks from top to bottom, but what about vertical camera movement?

If you're on the ground floor and have a line across the ceiling it shouldn't float up, I'm not sure about the second floor though, that seems to float down even if I have a solid line across the whole level

Random Stranger posted:


The way you lock the camera vertically is not putting any blocks above the screen line. The bad news is to lock the camera in one room you have to put blocks above the screen line. So, at the moment you can't seem to lock both vertically and horizontally simultaneously.

Actually if you have nothing above the screen line you can block horizontally with a vertical line just going to the top of the bottom screen, not all the way up. I'm designing a SMB level right now that is working that way.

John Wick of Dogs fucked around with this message at 15:29 on Jul 1, 2019

Phantasium
Dec 27, 2012

The Lobster posted:

Any reason I'm not getting feedback on any of my courses here? Just too many people posting courses that I'm getting lost

It's just this. There's been 250+ added since release, and the fiend that I am I still am only at 166, and like 30 more got posted while I was asleep.

internet celebrity
Jun 23, 2006

College Slice
Is there any chance of adding a difficulty level field to the spreadsheet, like a 1-5 plus kaizo light and kaizo heavy? I like bullshit-free challenging levels that don't require advanced/kaizo tech and it's kind of hard to find levels that hit that sweet spot.

Alternately, if you have a level you think is both fun and challenging gimme that code. I think both my levels in the spreadsheet fit that bill so if you're into the same thing check them out.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

The Lobster posted:

Thanks. I'll upload to the spreadsheet then.

Any reason I'm not getting feedback on any of my courses here? Aside from the fact that I post mainly on the Discord instead? Just too many people posting courses that I'm getting lost or I'm not providing enough feedback myself?

I have a bad habit of playing courses and not posting feedback. I did see your name come up using the random course picker posted ITT last night.

The Lobster posted:

7NT-TFR-GDF - Golden Ghosts - The Boos have stolen Mario's treasure! Time to get it back.

My first attempt at a "puzzle" themed course with a different clear condition.

Fun course, pretty easy but not completely braindead and enemies are nicely paced. For a coin collecting course the coins are surprisingly unrewarding, though. You can technically make the goal with the two multi-coin blocks and the 30-coin pickup, so you only really need the random other coins to fill in for any you missed from being lazy on the multi-coin blocks. The main source of extra coins is the fire trap room, which overstays its welcome a bit since bypassing the obstacles is just a waiting game. Overall it's good though!

Adbot
ADBOT LOVES YOU

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


Random Stranger posted:

The way you lock the camera vertically is not putting any blocks above the screen line. The bad news is to lock the camera in one room you have to put blocks above the screen line. So, at the moment you can't seem to lock both vertically and horizontally simultaneously.

No, you can, you just have to go all the way to edges. The trouble is that you'll get a very short course if you do that all over. But I did something similar in my Jungle Jinks course. It was hell to set up the series of rooms.

Not to pimp right again but here is the example:
5YG-FPM-PMF. I have about five non-vertical rooms.


Straight White Shark posted:

Fun course, pretty easy but not completely braindead and enemies are nicely paced. For a coin collecting course the coins are surprisingly unrewarding, though. You can technically make the goal with the two multi-coin blocks and the 30-coin pickup, so you only really need the random other coins to fill in for any you missed from being lazy on the multi-coin blocks. The main source of extra coins is the fire trap room, which overstays its welcome a bit since bypassing the obstacles is just a waiting game. Overall it's good though!

Thank you - that's probably my least favorite course I've done. I'm thinking of redoing it once I better learn how to make ghost houses and once I learn more about how collecting coins should work. Thanks again.

I'll give some feedback when I'm more available - family vacation and all that.

The Lobster fucked around with this message at 15:39 on Jul 1, 2019

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply