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Luxury Tent Carpet
Feb 13, 2005

I hunted the Orphan of Kos and all I got was this stupid t-shirt

Help Im Alive posted:

Are you sure the code is right? I'm getting a course not found error

Whoops! Try

215-CCH-WVF

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Spellman
May 31, 2011

Random Stranger posted:

Those tornados are pretty awful. They've got some weirdly inconsistent behavior due to their upward push being variable and having a start up time which sometimes doesn't occur. It makes me not want to use them at all in any level.

They are a good obstacle for the Koopa Clown Car if you are going down towards it

Lets Pickle
Jul 9, 2007

Alright, I finished my sideways-Thwomp escort speedrun level, I think it's very fun and pretty short if you know what you're doing but it's quite difficult!

Romancing the Stone
JXR-PG463G


Phantasium
Dec 27, 2012

the switch has a built in screenshot button...

Lets Pickle
Jul 9, 2007

Yeah but I don't have a MicroSD reader and I didn't feel like posting to Facebook.

Spellman
May 31, 2011

Spellman posted:

Got a new stage

maustrials No.2
Q94-RYR-4YF

Puzzle oriented, multiplayer friendly, probably 4-star difficulty if you're a completionist

Has an optional section where you get to fight basically every enemy in a gauntlet of challenges at the very end, or a mini-kaizo speedrun shortcut



Accidentally deleted my first stage locally, trying to remove it from Courseworld to make some changes 😔
halllp i need a like this took me days 😭

Phantasium
Dec 27, 2012

i'm still on courses from last week...

Main Paineframe
Oct 27, 2010

Random Stranger posted:

Those tornados are pretty awful. They've got some weirdly inconsistent behavior due to their upward push being variable and having a start up time which sometimes doesn't occur. It makes me not want to use them at all in any level.

They have a lot of weird properties which give them a lot of vaguely interesting niche uses. For example, they're technically enemies and can be killed by certain things, and they can boost the player upward without violating a "don't touch the ground" clear condition. However, those properties are so weird and unintuitive that I wouldn't have noticed them if there weren't story mode levels specifically showing off some of those properties. On top of that, it's difficult enough for the player to reliably use them that they're not suited for anything that involves skillful platforming or dodging enemies. That pretty much banishes them to the realm of puzzle rooms.

Spellman
May 31, 2011

Phantasium posted:

i'm still on courses from last week...

It's no one's fault, the output of stages is very insane

NofrikinfuN
Apr 23, 2009


For all that there are more players, there seems to be an order of magnitude more levels, making it even less likely your level gets any play without adding it to streamer queues.

Has anyone else run into clones of a Mario 3 Desert themed level? I've hit the same one three times under different names and users.

Spellman
May 31, 2011

Don't think the world can support this much Mario

NofrikinfuN
Apr 23, 2009


Spellman posted:

Don't think the world can support this much Mario

I honestly think they should have done something with increasing uploads over time or maker points to stem the tide a little.

Spellman
May 31, 2011

They need to make it more like Tinder

Control Volume
Dec 31, 2008

NofrikinfuN posted:

For all that there are more players, there seems to be an order of magnitude more levels, making it even less likely your level gets any play without adding it to streamer queues.

Has anyone else run into clones of a Mario 3 Desert themed level? I've hit the same one three times under different names and users.

No I just keep getting 1-1s and 1-2s from mario 1 and 3

Phantasium
Dec 27, 2012

I want to be able to 1) have the bookmark site but then also 2) be able to make a custom "endless" run by just tying a bunch of level codes to a bookmark that just auto feeds all the levels until it's done. Tired of typing in codes, but even if it had the functionality of MM1 you'd still be limited to 100 levels loaded at once and the more that are on the list the more the bookmark tab struggles to load so there would still be too much of a wait overall. That would also give people what they want for making "worlds" of a number of levels.

Like imagine if this wasn't all in a google doc and was just supported by the game.

Control Volume
Dec 31, 2008

16 level playlists in 100-mario fashion (starting with 5 or 15 lives or whatever) would own and would serve the purpose of worlds without being restricted to a single player, but I doubt theyll do something like that in this game.

Spellman
May 31, 2011

Thanks blessed goons >3

Mystery Machine
Oct 12, 2008
Got a fresh course off the presses!

Spring into the Sky Tower
Q54-GVQ-37G

This is a medium-hard difficulty course that's pretty short, and involves platforming on low gravity springs as they bounce around. I scrapped this course like 4 different times, it took a while to get a course I thought was appropriately fun, but I'm proud of this one. I think this is all the weird and wacky stuff I can think of to do with this gimmick.

Help Im Alive
Nov 8, 2009

important info: if you use a dry bones shell and helmet in the night castle theme you can fly around like a little UFO

J-Spot
May 7, 2002

My entry for the Taking Care of Bee's Nest, er... Taking Care of Business level jam is up:


The End All Bee Wall
Course ID: X0S-NTL-3YG
Difficulty: Normal
Multiplayer Friendly?: Yes


This one checks off a few new feature boxes for me, including first 3D World level, first vertical level, and first level with a clear condition. I decided to base a level around the stingbies but once I actually started working with them I realized that they're the most pointless addition to Mario Maker. They're always in the foreground so they don't interact with anything. You can't have them get squished by platforms or have them go through clear pipes or any of that fun Mario Maker stuff. I wasn't able to incorporate all of my ideas thanks to this but I think the level still came out pretty fun. I wanted this one to be kid friendly so target difficulty is normal, or at least as normal as you can get when wall jumps are involved. There are plenty of power up refresh stations to keep you from feeling the lack of checkpoints too severely. Give it a play and let me know what you think!

NofrikinfuN
Apr 23, 2009


Help Im Alive posted:

important info: if you use a dry bones shell and helmet in the night castle theme you can fly around like a little UFO



Thank you for showing me the way

NofrikinfuN posted:

I don't know what to do with the knowledge that you can wear a beetle or spiny helmet at the same time you are riding in a dry bones shell.

beerinator
Feb 21, 2003
You can tell the servers are really overloaded too if you go into one of your levels and look at the "more info" button (might have the text wrong - I'm at work). I've seen some of my 0 clear levels have 2 or 3 clears. Or your maker score will go up but there are no more plays/likes on any of your levels. Things just don't sync up in the stats.

They had a whole 3 years of data with the number of submissions from the Mario Maker 1 user base. You would think that they should have been able to make a pretty educated guess as to how many purchases there would be based on past Switch titles and come up with a way to do this in a better way.

Just sucks to see levels you made sit there gathering dust with 5 or 10 plays and then they fade off into oblivion.

Spellman
May 31, 2011

Mystery Machine posted:

Got a fresh course off the presses!

Spring into the Sky Tower
Q54-GVQ-37G

This is a medium-hard difficulty course that's pretty short, and involves platforming on low gravity springs as they bounce around. I scrapped this course like 4 different times, it took a while to get a course I thought was appropriately fun, but I'm proud of this one. I think this is all the weird and wacky stuff I can think of to do with this gimmick.

I'm determined to beat this one...

Control Volume
Dec 31, 2008

So what are all the good ways of lighting things up or otherwise showing platforms in night haunted house courses? So far I have:

Enemies (especially spike tops)
Lava bubbles
Skull platforms one tile under the platform
Powerups one tile under the platform
Burners
Big coins
Checkpoints

And the more temporary ones:
Star power
Various sound effects like sparks, fireworks, sunbeam, etc.
Fireballs from flowers?

Double May Care
Mar 28, 2012

We need Dragon-type Pokemon to help us prepare our food before we cook it. We're not sure why!

Control Volume posted:

So what are all the good ways of lighting things up or otherwise showing platforms in night haunted house courses? So far I have:

Enemies (especially spike tops)
Lava bubbles
Skull platforms one tile under the platform
Powerups one tile under the platform
Burners
Big coins
Checkpoints

And the more temporary ones:
Star power
Various sound effects like sparks, fireworks, sunbeam, etc.
Fireballs from flowers?

Fire Bar
P Switch/POW Block
Magikoopa's spells

Lit Bob-Ombs and Angry Wigglers also have a little light, which might be situationally helpful.

Circle Nine
Mar 1, 2009

But that’s how it is when you start wanting to have things. Now, I just look at them, and when I go away I carry them in my head. Then my hands are always free, because I don’t have to carry a suitcase.
Made a story level in which you're traversing a wild and poisonous swamp to get haunted manor that holds a wondrous treasure guarded by two evil wizards.

Haunted Marshland Manor

82J - Y56 - TCG




Things I learned making this:
-if you put jumping cheep cheeps in poison water, they come out coated in poison
-magikoopas attacks give off a pretty decent light radius in dark levels
-you can copy active warp pipes even if the limit for them has been reached, but if you try to upload the level it'll say that the level data is corrupted
-layering semisolid platforms, mushroom platforms, and vines to make trees leads to really weird issues where you have to do things in very specific orders or parts of them will just go missing

But Rocks Hurt Head
Jun 30, 2003

by Hand Knit
Pillbug
I haven't made a level in years since MM1, but my primary problem is keeping the difficulty even. This is a tough acrobatic level set in SMB 1 style. I was going for a Mario 64 red coin jumping puzzle feel. Anyone like to try?

Cool Cool Mushrooms
QPL-M97-G1H

But Rocks Hurt Head fucked around with this message at 22:58 on Jul 8, 2019

Main Paineframe
Oct 27, 2010

Control Volume posted:

So what are all the good ways of lighting things up or otherwise showing platforms in night haunted house courses? So far I have:

Enemies (especially spike tops)
Lava bubbles
Skull platforms one tile under the platform
Powerups one tile under the platform
Burners
Big coins
Checkpoints

And the more temporary ones:
Star power
Various sound effects like sparks, fireworks, sunbeam, etc.
Fireballs from flowers?

POW blocks and P-Switches emit light, too.

Enemies and big coins create a very dim light, but not in the SMB1 theme, where they're totally invisible in the darkness. Fire enemies and gizmos like lava bubbles and burners create fire in all themes, as do fire bars. Bob-omb explosions briefly light up the area.

Lighting size is affected by On/Off switch state - the light circles get a little smaller when the switches are set to Off.

Control Volume
Dec 31, 2008

Ah man I forgot about fire bars, those are a great one too.

Spellman
May 31, 2011

Circle Nine posted:

Made a story level in which you're traversing a wild and poisonous swamp to get haunted manor that holds a wondrous treasure guarded by two evil wizards.

Haunted Marshland Manor

82J - Y56 - TCG




Things I learned making this:
-if you put jumping cheep cheeps in poison water, they come out coated in poison
-magikoopas attacks give off a pretty decent light radius in dark levels
-you can copy active warp pipes even if the limit for them has been reached, but if you try to upload the level it'll say that the level data is corrupted
-layering semisolid platforms, mushroom platforms, and vines to make trees leads to really weird issues where you have to do things in very specific orders or parts of them will just go missing

Kool vibes

dizzywhip
Dec 23, 2005

Circle Nine posted:

-layering semisolid platforms, mushroom platforms, and vines to make trees leads to really weird issues where you have to do things in very specific orders or parts of them will just go missing

Yeah there's a lot of stuff that's technically allowed to overlap, but will overwrite each other if you don't add them in the right order. It's pretty frustrating. If I have to make changes I usually just delete any semisolid platforms and recreate them afterwards, it's too hard to get them to cooperate. They should really be on their own lockable layer.

Wendell
May 11, 2003

I would deeply appreciate you all playing my level. It’s pretty cool! It isn’t too difficult! I put a lot of effort into the visuals, so the atmosphere is pretty nice. It has a SKULL. If you poke around at the final screen you’ll find a secret that will shake you to your core.



So Long, Skull Mountain

6TG-4GQ-WYF

Man, the Switch takes big screenshots! I don’t know how to resize, so it’s timged.

Wendell fucked around with this message at 23:22 on Jul 8, 2019

Spellman
May 31, 2011

I have a feeling it prioritizes left-to-right&top-to-bottom overlap or something which might confuse some of your attempted symmetrical overlap patterns

NofrikinfuN
Apr 23, 2009


Control Volume posted:

Ah man I forgot about fire bars, those are a great one too.

A big fire bar would look like one of those active radar screens where things pop up as it sweeps over them

Tayter Swift
Nov 18, 2002

Pillbug
https://twitter.com/akfamilyhomeak/status/1148210155470766080?s=21

alf_pogs
Feb 15, 2012


OneMoreTime posted:

Galoomba Heights - I liked it! I'm a sucker for vertical levels though so I'm not surprised. Difficulty felt about right, bullet bills didn't seem too unfair other than beings jerks right before the final pipe but whatever. I did Kaizo'd by two of the 1 ups you placed (both after the checkpoints) that never resulted in me dying but I did lose powerups. A couple of other things to note as quality-of-life things: the turn blocks at the final pipe can be destroyed, so unless this was intended you might want to throw some coins in them to prevent this. Also, it may be best to throw the checkpoint after the locked door as opposed to before. It's easy enough to get the key if you come back, but why not cut out that time?

Hot Step-You used NSMB because its castle theme is a banger. Perfectly fine stage, nothing crazy.

Under Cheep-Cheep River - I liked this one quite a bit. I liked the option to just go across the river (and that you advertised as such) as that was the first thing I did. You can cheese it by going pretty low since the kill plane is pretty far down, but nothing you can do about that. The actual stage was just fun with thwomps with jumps that feel tighter than they actually are, so I felt quite accomplished by the end. I will say I'm not sure I would have given players the option drop out of the floor from the secret area into cheep cheep hell, as that's what I assumed you were supposed to do after that and died as a result. This one was my favorite of the three!

thanks heaps for playing and for the feedback! these levels are me a bit more consciously trying to make something that would show up in the 'normal' endless mode, where generally they're finish-able but more fun to play. so i'm glad they weren't junk!

your comments for galoomba heights make so much sense - it's weird what you don''t see despite running the level like a hundred times. i'll probably do an update to that whole level, because i like the theme, and i like the idea that you get a weird "nice view" at the very top, but the first half of the level feels pretty janky, too many different things going on.

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

I'm kinda down on Maker Points. Few days ago I had 8751 or some random number. Now it's 8600 and it hasn't budged no matter how many hearts or whatever I get or courses I make.

Why did it go down? Why won't it move off that round number? The heck is goin on.

J-Spot
May 7, 2002

ThisIsACoolGuy posted:

I'm kinda down on Maker Points. Few days ago I had 8751 or some random number. Now it's 8600 and it hasn't budged no matter how many hearts or whatever I get or courses I make.

Why did it go down? Why won't it move off that round number? The heck is goin on.

Maybe you've got a dud somewhere earning some boos?

Every time my extremely cruel super expert level Hitchin' A Ride gets played I can usually count on mine going down. If I ever take that down it's going to be fun to see the bounce back.

Spellman
May 31, 2011

Circle Nine posted:

Made a story level in which you're traversing a wild and poisonous swamp to get haunted manor that holds a wondrous treasure guarded by two evil wizards.

Haunted Marshland Manor

82J - Y56 - TCG




Things I learned making this:
-if you put jumping cheep cheeps in poison water, they come out coated in poison
-magikoopas attacks give off a pretty decent light radius in dark levels
-you can copy active warp pipes even if the limit for them has been reached, but if you try to upload the level it'll say that the level data is corrupted
-layering semisolid platforms, mushroom platforms, and vines to make trees leads to really weird issues where you have to do things in very specific orders or parts of them will just go missing

I will protect my record at all costs

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DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Spellman posted:

Don't think the world can support this much Mario

TBH, individual contributions are just not enough to deal with these rapidly increasing levels of Mario. What we need is major structural institutional changes.

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