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ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

Wait someone did a zelda level here? Aw heck. I'm painstakingly trying to make one based off a OoT dungeon and now worried I'm ripping it off D:

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SelenicMartian
Sep 14, 2013

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

Is clear rate the only thing that determines the difficulty of a level?

Suspicious Cook
Oct 9, 2012

Onward to burgers!
I'm about to stream the current Jam levels and any other viewer levels people might throw at me:
https://www.twitch.tv/pizza_skeleton

Also, I recreated an old level of mine for multiplayer versus:

WIZARD BATTLE!!!
9YF-KTJ-FTF

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

ThisIsACoolGuy posted:

Wait someone did a zelda level here? Aw heck. I'm painstakingly trying to make one based off a OoT dungeon and now worried I'm ripping it off D:

Doesn't matter, don't stop, keep making it! If anything, it'll be interesting to see your take on it vs theirs, seeing as though you didn't even know of their level before deciding to make yours. Don't play theirs until you're done, either!

Always be making Mario levels. :colbert:

Flint_Paper
Jun 7, 2004

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

Lord above I played the most joyless level last night. Something to do with "bouncy house" and it was a room filled with coins, grabbers, and those doughnut springs, with five red coins in places that were only accessible through sheer luck. One of the most frustrating and wretched levels I've ever played. It made Tubular look like a back massage from a sexy tennis player, in comparison.

John Wick of Dogs
Mar 4, 2017

A real hellraiser


I always have at least 100 coins, one hidden one up, a way to get the top of the flag pole, and one visible but challenging one up opportunity like eight enemies to bounce off .

John Wick of Dogs
Mar 4, 2017

A real hellraiser


ThisIsACoolGuy posted:

Wait someone did a zelda level here? Aw heck. I'm painstakingly trying to make one based off a OoT dungeon and now worried I'm ripping it off D:

I did but it was Zelda 1 so I don't think it would be similar. It's gimmick was not being based on it, but rather literally having the exact same tile placement.

VideoGames
Aug 18, 2003
I am attempting to use what the videos and tweets posted here have said about good design level and it is tough but so rewarding.
I have been trying to make my levels as simple as possible while also having little fun things for people to do if they want a longer experience :D

I knew it was smart to bring to switch to work for my lunch break!

Bleck
Jan 7, 2014

No matter how one loves, there are always different aims. Love can take a great many forms, whatever the era.
personally declaring that the swingy grabby claw things are the least fun mario maker thing please stop putting them in levels

Random Stranger
Nov 27, 2009



ThisIsACoolGuy posted:

Wait someone did a zelda level here? Aw heck. I'm painstakingly trying to make one based off a OoT dungeon and now worried I'm ripping it off D:

In MM1 I did a Zelda 2 dungeon and I know I wasn't the only one to do such a thing. Don't worry too much about it, it's an obvious theme.

drat it, I just had a great idea for a Zelda level gimmick that makes me want to build my own, but chasing it feels weird at the moment so this idea is for free. Build your puzzles so that when they complete they trigger the "you did something something" jingle played on note blocks. The sting is only six notes long so this is really feasible without annoying the player. It would add a lot of atmosphere and theme to a puzzle level...

VideoGames posted:

I am attempting to use what the videos and tweets posted here have said about good design level and it is tough but so rewarding.
I have been trying to make my levels as simple as possible while also having little fun things for people to do if they want a longer experience :D

Even as someone who keeps building elaborate maze contraption levels, I know that's a good approach that automatically leads to making levels better than 95% of what gets uploaded.

acems
May 8, 2019

J-Spot posted:

The cannon layouts were decent enough but I feel like you should have kept from using the top half of the stage so the camera would have stayed locked. As it was the autoscroll didn't really work well with the layout of the stage. My first death I tried to take the hidden vine up but that just kind of screwed me over with the stage scrolling and me having no idea where to land. The angry sun might have been a little overkill as well.

Good call about the fixed camera thing. At a minimum I should have placed some coins to better guide people for the jumps.

I thought it was a little too easy without the sun, but maybe another mushroom or two would ease the pain a little bit.

If anyone has more feedback, I’ll repost the ID:
Cannonball Hops: HV0-JHY-47G

acems fucked around with this message at 14:15 on Jul 2, 2019

CascadeBeta
Feb 14, 2009

by Cyrano4747

AlBorlantern Corps posted:

I always have at least 100 coins, one hidden one up, a way to get the top of the flag pole, and one visible but challenging one up opportunity like eight enemies to bounce off .

Yeah this is where I'm ending up as well. I think I'm going to end up putting 4 or 5 in each course in total and let you find em or choose which ones you want.

Intl Cron posted:

As promised, here's some feedback on levels I've been churning through from the super-awesome Random Acts of Mario randomizer utility.

If anyone hasn't checked out that link/the spreadsheet of Goon levels, I highly highly recommend it as a way to experience actually sane Mario Maker levels. It's been a lot of fun, and it's also given me a ton of ideas for my own courses!

Seeing how much you liked Boom Boom's Hideout made my day yesterday. Thank you!

Tnega
Oct 26, 2010

Pillbug
I made a couple levels last night when I had no internet. So here you guys go.

Underwater Castle Very Hard W8D-S97-9GG
Swim through a castle. Its super expert probably. You all will hate it.
Edit: Turns out this qualifies for the You're Welcome!


Super Mario Bros. 1-3ish 7JC-K0F-0WF
Easier than 1-3, with a desert theme, but has green mushrooms.

Tnega fucked around with this message at 14:25 on Jul 2, 2019

John Wick of Dogs
Mar 4, 2017

A real hellraiser


I've got this chase sequence in part of my TRY SWITCH level submission I'm just really excited about. I think it's very fair. It is hard, but you get dropped in an area and see exactly what will be chasing you, there is a checkpoint before you have to run and there is a muncher on a track slowly going toward a bomb which triggers the whole sequence, you can tell exactly when it will get there and it's like watching a bomb fuse in a cartoon. Hoping I finish it today.

You just really have time to mentally prepare.

John Wick of Dogs fucked around with this message at 14:29 on Jul 2, 2019

Phantasium
Dec 27, 2012

DalaranJ posted:

Okay I played all of the Jam levels so far, here's my feedback.

Ski Lift Shutdown
YCF-BQB-4YF
Phantasium

I didn't beat it. I can't get past the part where you have to jump on top of the block. The variety of timing was very punishing, first you have to go slow and later you have to go fast.
The theme was interesting, I wish I had gotten further to see if it was going somewhere.


There shouldn't be any part where you have to jump on top of a 1-tile block, so I think I'm going to take this down and change a few things. If you're talking where I think you're talking there's not even really anything past that other than the end of the level, so now I feel the need to change more than just that part.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
How do you guys generally approach giving players powerups while still maintaining difficulty? A fire flower can lead to some interesting mechanics, but now you have to consider you just gave the player 2 extra hits before death.

I've seen a couple levels where it'll be something like a path that only small mario can traverse, forcing you to take hits before progressing. I don't love that though, it slows down the pace and I don't think it's fun to be faced with unavoidable damage...

Pits are an obvious solution, as they'll kill you no matter what.

Tnega
Oct 26, 2010

Pillbug

PantsBandit posted:

How do you guys generally approach giving players powerups while still maintaining difficulty?

Depends on what difficulty you are aiming for, do you want super expert? Just don't give the player powerups, if they need to shoot something put them in the clowncar. If you are aiming for Expert or lower, Just give them the powerups, the level isn't as easy as you think it is.

Spectral Werewolf
Jun 15, 2006

And if that wasn't funny, there were lots of things that weren't even funnier...
Finally got a level completed and uploaded. I can start to understand why some of the MM1 creators spent thousands of hours on some of their hardest/complex levels. Developing gadgets and testing the timing and retesting everything after moving something to the right by just one block. I thought making a speed run course would be easier, but I spent all night on it anyway.

Desert Rush
CVK-N91-7LG


A short SMB3 speed run featuring switches (of course). I tried my best to make everything work consistently, but sometimes the end bit doesn't work. I fixed a much more inconsistent part in the middle though, which made it much easier to upload.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Tnega posted:

Depends on what difficulty you are aiming for, do you want super expert? Just don't give the player powerups, if they need to shoot something put them in the clowncar. If you are aiming for Expert or lower, Just give them the powerups, the level isn't as easy as you think it is.

Right now I'm aiming for the upper end of normal. You're probably right though, I do tend to over-estimate the average Mario player :P

Tnega
Oct 26, 2010

Pillbug

PantsBandit posted:

upper end of normal.
Oh yeah, def put those powerups in, Worst case if you added routing choices for cool speedrunners. Upload what you got so far? (Unless you are still in pre-production)

Salastine
Nov 4, 2008
Divers have been disappearing in this area, find out why and report back.

Coral Crawl
ID: PYD-D60-7VF

(I really couldn't think of a better name for this one, oh well.)

Salastine fucked around with this message at 16:34 on Jul 2, 2019

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Tnega posted:

Oh yeah, def put those powerups in, Worst case if you added routing choices for cool speedrunners. Upload what you got so far? (Unless you are still in pre-production)

I threw up an early version of my level a couple days back but I took it down because I wasn't happy with it.

The theme is exploring the insides of a giant sea-creature, starting by going down a pipe (the creatures throat) and avoiding acid in the stomach before it can dissolve you! Currently I'm working on building out the "intestines", which will be a dry shell boat tour through tight acid pools. I'm still trying to think of how to make fun/challenging sections that require you to stay in the shell.

I'll probably have the "finished" version (assuming I don't decide to go back and change things again) up in a couple days.

Tnega
Oct 26, 2010

Pillbug

Spectral Werewolf posted:

Desert Rush
CVK-N91-7LG


Working on beating this, You haven't tried playing this on a TV, have you?

Random Stranger
Nov 27, 2009



After an intensive twenty minutes of trying I cannot get my skee-ball device to work and I have to scrap that as part of my next level. Mario Maker 2 physics: inconsistent when you want them to be regular, consistent when you want them to vary.

PantsBandit posted:

How do you guys generally approach giving players powerups while still maintaining difficulty? A fire flower can lead to some interesting mechanics, but now you have to consider you just gave the player 2 extra hits before death.

So jumping is always a challenge regardless of size which means platforming problems don't care if you're big or small. Beyond that, just consider that if you're giving players a power up then you're giving them something to let them have another chance and that's not a bad thing. On some of my levels I'm pretty free with the power ups since I realized I put some tough enemy sections ahead of them. In others, I was super stingy because the power up wasn't really an advantage in the stage. In one case I keep spitting power ups on their head because the last challenge in the stage is a reward for doing the hard part and I don't want them to die to it.

The key is players making their way carefully through an unfamiliar stage are going to get beat up if you're even halfway aggressive about enemies. So don't worry too much about them being able to soak up an extra hit.

That said, if you want to make sure a player has a power up for one section and not the next, then have them exit a pipe or door into a forced hit that takes it away. As long as they have to have the ability to get through the entrance and can't lose it before going, then this is reasonable.

BabyRyoga
May 21, 2001

THUNDERDOME LOSER 2021
I've uploaded a WIP of the first section of my first SERIOUS kaizo level, The Rocky Balboa Express.

Any feedback would be appreciated, what works, what doesn't work, is it reasonably clear what to do next, etc. Just one section is challenging, but the full thing will be quite a beast. Would appreciate if a few of you guys could take a crack at this part for 10 or 15 min (or until you clear it).

CXS-3R9-2HG

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
Is there a way to change the "Finish level while carrying 'X'" condition? I wanted to make one where you have to be holding a stone, like in the story mode, but it was defaulting to koopa shell.

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge

PantsBandit posted:

Is there a way to change the "Finish level while carrying 'X'" condition? I wanted to make one where you have to be holding a stone, like in the story mode, but it was defaulting to koopa shell.

You can't make stone carry levels (yet).

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Orange Crush Rush posted:

You can't make stone carry levels (yet).

Ah...thanks for the response.

Really weird that they would feature a mechanic so heavily in the story mode that you can't actually implement yourself...

NofrikinfuN
Apr 23, 2009


PantsBandit posted:

Ah...thanks for the response.

Really weird that they would feature a mechanic so heavily in the story mode that you can't actually implement yourself...

Same with the toad escort missions, which is also an interesting mechanic.

Macaluso
Sep 23, 2005

I HATE THAT HEDGEHOG, BROTHER!
One annoying thing about switches that I didn't take into account before building half of the second part of my level is that the previous switch state continues into the next subarea. I have to basically rebuild an entire part of the stage now because it can potentially break the first part of the subarea. Arrghhh.

Tnega
Oct 26, 2010

Pillbug

Macaluso posted:

One annoying thing about switches that I didn't take into account before building half of the second part of my level is that the previous switch state continues into the next subarea. I have to basically rebuild an entire part of the stage now because it can potentially break the first part of the subarea. Arrghhh.

Why not block the pipe to the subarea with blocks and put an on/off next to it, so you have to get the switch the right way to go through the pipe?

Evil Eagle
Nov 5, 2009

it's kind of bizarre that 3d world doesn't have the on/off switch blocks

Macaluso
Sep 23, 2005

I HATE THAT HEDGEHOG, BROTHER!

Tnega posted:

Why not block the pipe to the subarea with blocks and put an on/off next to it, so you have to get the switch the right way to go through the pipe?

Because I built that last section as a shell back and forth switch so you have to jump across platforms going on and off to get to the pipe, and there's no way to stop the shell after that point.

This would've been fine as it's essentially the same thing with blocking the pipe, except I tested out going in a different times to see if I could break it, and it is possible to go in the pipe right as the switch changes back and it'll still break the next area. Now obviously that's a pretty extreme edge case for that to happen, but people manage to die on the weirdest poo poo in other levels. I basically have to remove that whole shell section and redo it, which is a bummer.

Evil Eagle posted:

it's kind of bizarre that 3d world doesn't have the on/off switch blocks

3D World is missing a bunch of stuff from the others and it sucks. It's my favorite looking visually but it feels like you have a much smaller toolset. It seems like they replaced the switch blocks with the spike blocks which... are not as fun to design around.

Tnega
Oct 26, 2010

Pillbug

Macaluso posted:

Because I built that last section as a shell back and forth switch so you have to jump across platforms going on and off to get to the pipe, and there's no way to stop the shell after that point.

This would've been fine as it's essentially the same thing with blocking the pipe, except I tested out going in a different times to see if I could break it, and it is possible to go in the pipe right as the switch changes back and it'll still break the next area. Now obviously that's a pretty extreme edge case for that to happen, but people manage to die on the weirdest poo poo in other levels. I basically have to remove that whole shell section and redo it, which is a bummer.

Put the on/off switch on the exit of the pipe?

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Tnega posted:

Put the on/off switch on the exit of the pipe?

Yeah I was gonna say the same thing. Just have the exit pipe be blocked off by switch blocks with an on-off switch right nearby. If it's the right state, no problem the player just keeps going. If not, they have to hit the switch which will guarantee the correct state going forward.

Macaluso
Sep 23, 2005

I HATE THAT HEDGEHOG, BROTHER!

Tnega posted:

Put the on/off switch on the exit of the pipe?

I guess I have to. I'll have to rearrange some stuff in that section to make that work and it'll look less pleasing aesthetically than I have it in the process :mad:

Spectral Werewolf
Jun 15, 2006

And if that wasn't funny, there were lots of things that weren't even funnier...

Tnega posted:

Working on beating this, You haven't tried playing this on a TV, have you?

I did everything docked and used joycons.

John Wick of Dogs
Mar 4, 2017

A real hellraiser


Macaluso posted:

One annoying thing about switches that I didn't take into account before building half of the second part of my level is that the previous switch state continues into the next subarea. I have to basically rebuild an entire part of the stage now because it can potentially break the first part of the subarea. Arrghhh.

What I've done is lock the sub area pipes behind the switch condition I want

Tnega
Oct 26, 2010

Pillbug

Spectral Werewolf posted:

I did everything docked and used joycons.
Then I guess My TV has just a little too much latency, whatever.

Spectral Werewolf posted:

Desert Rush
CVK-N91-7LG

Ok, Finally beat it. Remove the colored blocks form in front of the first Thwomp, that's stupid, the player is already doing your request, and if the thwonp hits one of the blocks (it happens) it just feels arbitrary (the LAST thing you want in a speedrun/skill challenge) Third, get rid of the downward way to the sub area, or get rid of the do not hit block after the shell toss section, you get one "I didn't say Simon Says" kill.

BabyRyoga posted:

I've uploaded a WIP of the first section of my first SERIOUS kaizo level, The Rocky Balboa Express.
Any feedback would be appreciated
CXS-3R9-2HG
I got to the 2 vrtical Thwomps before my battery died. Overall, the idea of riding the Side of Thwomps is a good one, I do not like the bomb shooting out of the cannon, but I do not think I am supposed to. Also wit the 2 vertical Thwomps, if the first one goes away and despawns, you can ride the top one with a good jump off behind where the first was. Exploit or intended, impossible to know in a "Kaizo" stage.

CascadeBeta posted:

What does playing on handheld vs docked matter? Latency on a TV?
Yes.

Tnega fucked around with this message at 16:14 on Jul 2, 2019

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CascadeBeta
Feb 14, 2009

by Cyrano4747
What does playing on handheld vs docked matter? Latency on a TV?

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