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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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# ? Jul 8, 2019 21:07 |
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# ? Jun 6, 2024 04:30 |
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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
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# ? Jul 8, 2019 21:08 |
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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
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# ? Jul 8, 2019 21:18 |
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the switch has a built in screenshot button...
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# ? Jul 8, 2019 21:23 |
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Yeah but I don't have a MicroSD reader and I didn't feel like posting to Facebook.
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# ? Jul 8, 2019 21:26 |
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Spellman posted:Got a new stage
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# ? Jul 8, 2019 21:38 |
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i'm still on courses from last week...
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# ? Jul 8, 2019 21:42 |
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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.
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# ? Jul 8, 2019 21:50 |
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Phantasium posted:i'm still on courses from last week... It's no one's fault, the output of stages is very insane
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# ? Jul 8, 2019 21:51 |
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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.
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# ? Jul 8, 2019 21:52 |
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Don't think the world can support this much Mario
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# ? Jul 8, 2019 21:56 |
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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.
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# ? Jul 8, 2019 21:59 |
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They need to make it more like Tinder
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# ? Jul 8, 2019 22:00 |
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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. No I just keep getting 1-1s and 1-2s from mario 1 and 3
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# ? Jul 8, 2019 22:02 |
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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.
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# ? Jul 8, 2019 22:03 |
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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.
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# ? Jul 8, 2019 22:11 |
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Thanks blessed goons >3
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# ? Jul 8, 2019 22:13 |
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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.
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# ? Jul 8, 2019 22:14 |
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important info: if you use a dry bones shell and helmet in the night castle theme you can fly around like a little UFO
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# ? Jul 8, 2019 22:19 |
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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!
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# ? Jul 8, 2019 22:21 |
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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.
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# ? Jul 8, 2019 22:21 |
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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.
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# ? Jul 8, 2019 22:23 |
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Mystery Machine posted:Got a fresh course off the presses! I'm determined to beat this one...
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# ? Jul 8, 2019 22:23 |
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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?
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# ? Jul 8, 2019 22:33 |
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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: 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.
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# ? Jul 8, 2019 22:53 |
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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
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# ? Jul 8, 2019 22:55 |
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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 |
# ? Jul 8, 2019 22:56 |
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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: 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.
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# ? Jul 8, 2019 22:57 |
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Ah man I forgot about fire bars, those are a great one too.
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# ? Jul 8, 2019 23:00 |
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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. Kool vibes
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# ? Jul 8, 2019 23:12 |
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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.
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# ? Jul 8, 2019 23:19 |
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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 |
# ? Jul 8, 2019 23:20 |
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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
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# ? Jul 8, 2019 23:21 |
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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
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# ? Jul 8, 2019 23:27 |
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https://twitter.com/akfamilyhomeak/status/1148210155470766080?s=21
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# ? Jul 8, 2019 23:36 |
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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? 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.
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# ? Jul 8, 2019 23:41 |
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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.
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# ? Jul 9, 2019 00:04 |
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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. 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.
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# ? Jul 9, 2019 00:08 |
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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. I will protect my record at all costs
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# ? Jul 9, 2019 00:08 |
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# ? Jun 6, 2024 04:30 |
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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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# ? Jul 9, 2019 00:10 |