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J-Spot posted:Course not found. Sorry, I edited and re-uploaded it based on some commentary in Discord. D69-CJR-RDF is the code now. One of my levels is creeping up on 500 footsteps, but the rest of them are real low and not climbing much at all. I don't really get why. Thwomp Stomp Castle, 9HQ-KR9-LHG has the most plays, I think its probably my best one but not as much as the play count is making it seem. gropemotron fucked around with this message at 06:57 on Jul 10, 2019 |
# ? Jul 10, 2019 06:46 |
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# ? May 31, 2024 16:36 |
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someone awful. posted:seconding this being a really good video! especially with the emphasis on "rest points", which is something i'm absolutely noticing the lack of in many player-created mario courses (my own included, so i'm glad to be thinking about it now). people tend to make their levels very all-action go-go-go, and while that can be fun, it's also pretty exhausting for me so i don't tend to binge-play mario maker the way i could with a traditional mario game I dont fully agree with rest points as described in that video since most levels are one-and-done affairs with remixed elements that everyone is mildly familiar with already, rather than brand new mechanics in a thematically cohesive world. My go-to methods are a saw wave of difficulty where the level lets off the pressure after the most challenging part of a section, and having sections where the player can sit and observe the next section or do something to set that section up, i.e. rest points that still focus on the level concept.
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# ? Jul 10, 2019 06:57 |
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I uploaded my third level: Crumbling Sky Cathedral (NQ3-CCM-3QG). Strange noises have been coming from the old Sky Cathedral. Go investigate. The passageway to the main hall is blocked by debris, but maybe you can find another way. I hope you're not afraid of heights! I put more time into this level than my first two, so I'd love to hear some feedback. If you let me know what you think, I'd be happy to give a mini-review of one of your levels in return (just leave me your code). Mario Maker is fantastic. Edit: Re-uploaded the level with a longer timer. DorianGravy fucked around with this message at 08:43 on Jul 10, 2019 |
# ? Jul 10, 2019 07:20 |
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Let's play some random acts of Mario. Light Switch Slam This was a lot of fun; I've never noticed that the switches control the lights. There were a few parts where I felt like the challenges were "out of order', i.e. there'd be a jump that had to be made with the lights dim, and then a similar jump where the lights were brighter, but all in all great level. Snowpeak Descent Is there a better feeling in Mario than sliding down a slope and killing everything in your path? Nope. I killed Boom Boom by making an icicle fall on him, which felt great. Good use of making a vertical level that's aesthetically pleasing. Fountains o' Fish I was promised fountains of fish and this level did not disappoint. Thank you for not including Cheep Cheeps. Calamari Clouds, Beetle Skies This level is like Memphis-style BBQ. By that, I mean that I respect what you are trying to do but it is not for me. Going Galaxy Oh my goodness, this is the most creative goon level I've seen so far. That's not a knock against anybody else; this is just that good.
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# ? Jul 10, 2019 07:46 |
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Uploaded a second level, traditional Mario play this time: Touch Buzzy, Get Dizzy QHH-R9J-BLF No Fuzzy? Go Buzzy! It made me really want the Yoshi's Island effect. I think I posted at a bad time yesterday too since I didn't see many folks playing the last level. Grand Theft Clowncar BW6-B30-3HF I've only had one person finish the level while everyone else quits after about 15 seconds. It's not exactly Kaizo level of difficult, but I guess folks have a very low threshold for playing any sort of difficult levels at the moment.
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# ? Jul 10, 2019 07:47 |
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DorianGravy posted:I uploaded my third level: Crumbling Sky Cathedral (DD4-FKS-YHF). This is a beautiful level. The amount of time you put into this level really shows; the aesthetics of the cathedral were amazing. When I encountered the first bell I got a big smile on my face. Also, there aren't a ton of levels that make you go right to left, so it was really cool seeing that sky section where you had to backtrack to the upper left corner. I felt like the timer could have been a bit longer, but maybe I was just going slow. I sort of cheesed the timer by dying in the boss fight and then starting from that last checkpoint with a full 299. But yeah, everything about this level is fantastic. Keep up the good work. If you're doing reviews in return I posted a level on [url=]https://forums.somethingawful.com/showthread.php?threadid=3892822&userid=90307#post496594162]the last page[/url].
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# ? Jul 10, 2019 08:02 |
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submitted my jam level: Goomba Excavation Site - V93 HMS LSF should fall into the "easy" or "normal" realm for the thread. I love the 8 bit desert theme - it has a lot of flexibility in all the tilesets and makes everything look cool. so this one has a bit of a weird vibe to it, and I dunno how well I did meeting the jam theme. but this is where the mind went and I quite enjoyed making it. I guess its a more concentrated effort to try and make clearly different areas, but make the progression from one to the next more interesting.
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# ? Jul 10, 2019 08:45 |
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Haschel Cedricson posted:This is a beautiful level. The amount of time you put into this level really shows; the aesthetics of the cathedral were amazing. When I encountered the first bell I got a big smile on my face. Also, there aren't a ton of levels that make you go right to left, so it was really cool seeing that sky section where you had to backtrack to the upper left corner. Oh crud, I meant to give the player plenty of time to explore. Well, I've removed the level and gave the level a max timer, since I want to give the player plenty of time to look around. Thanks for pointing that out. If anyone else wants to play, the new code is NQ3-CCM-3QG. I've updated my post above. DaralanJ, could you please update the spreadsheet with this code? And thanks for the kind words, Haschel! Designing the bell towers was my favorite part, so I'm glad you liked it. I think that the sky tile-set is my favorite. Maybe someday I'll make a level that's not SMB3-themed, but maybe not. Of all of the Mario games, I think that one gives me the most nostalgia. I will definitely play your level tomorrow night and give you some feedback. DorianGravy fucked around with this message at 08:58 on Jul 10, 2019 |
# ? Jul 10, 2019 08:52 |
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The Lobster posted:Ceave posted a great video on level design recently. Thanks for posting this it gave me an opportunity to step back and take another look at what I'm doing and how to get more in-line with the essentials. I got some inspiration back in me after that so I decided to try my hand at the second course Jam: https://twitter.com/LastdancerRS/status/1148884650447659008 Ghostbustin' is a business, and I forget if someone's already done this for the Jam so I apologize if so, but I had an idea and I wanted to see it through! You don't end up actually catching all the ghosts but you do some trapping and you thrash the houseplants so it's pretty close to the full experience. Also the house is ~haunted~ like in the recent Blair Witch movie or something. SpoooOOOooky. WAHOO ya gonna call?: 23N-B1S-JXF I used this as my "timer": https://www.youtube.com/watch?v=MSIl1NJ4h2Q AlBorlantern Corps posted:POWza Delivery in 30 Seconds or < - 4J6 LV5 0JF I enjoyed the POW block gimmick from this so much I put it in my own! Lastdancer fucked around with this message at 10:34 on Jul 10, 2019 |
# ? Jul 10, 2019 10:27 |
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Does anyone who understands the arcane magic of global blocks and loading know if its possible to make an automatic ON/OFF contraption that stays permanently loaded after triggering?
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# ? Jul 10, 2019 10:38 |
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how are people making the little level promo squares with codes and titles? is it manually screencappin' then editing?
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# ? Jul 10, 2019 10:43 |
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Internet Kraken posted:Does anyone who understands the arcane magic of global blocks and loading know if its possible to make an automatic ON/OFF contraption that stays permanently loaded after triggering? Put it above the start point so that it always loads the shell cannon, put icicles as the "track" for the shell to travel back and forth on. Icicles are global ground and objects on them always stay loaded
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# ? Jul 10, 2019 10:55 |
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alf_pogs posted:how are people making the little level promo squares with codes and titles? is it manually screencappin' then editing? Yeah using the capture button and then the built in text function on the Switch. Then sharing from the to Twitter or Facebook and downloading it
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# ? Jul 10, 2019 10:57 |
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AlBorlantern Corps posted:Yeah using the capture button and then the built in text function on the Switch. Then sharing from the to Twitter or Facebook and downloading it oh cool didn't even think of the text function. Thanks a lot!
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# ? Jul 10, 2019 11:06 |
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AlBorlantern Corps posted:Put it above the start point so that it always loads the shell cannon, put icicles as the "track" for the shell to travel back and forth on. Icicles are global ground and objects on them always stay loaded Does the On/Off switch stay global loaded as well though? I understand how you can make a shell loop infinitely with the right setup but I'm not sure how the on/off block would stay loaded.
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# ? Jul 10, 2019 11:20 |
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alf_pogs posted:how are people making the little level promo squares with codes and titles? is it manually screencappin' then editing? In case the image doesn’t load: Bowser’s B-Team Armada, BWQ-VKM-S4G Anyway here’s an airship level I’ve been working on for years. And by years I mean I spent a crapload of time years ago on this in MM1 before any of the updates, which would’ve helped a bunch. Copied it over to MM2...then tweaked it a bunch, from the updates cleaning things up, and from playing/testing myself a lot more and noticing various stuff that could’ve been improved. There’s little things scattered around all over the place hopefully I put enough hints this time that people actually go for them. Final fight can be cheesed by running through...but whatevs that’s cool. You’re only cheating yourself by flying through it . I guess considering how much of a pain in the rear end it was to get it working right (for the longest time I kept running into corner cases that broke this or that) I probably should’ve forced the player to win properly, but at the same time I guess I have a soft spot for the classic method being available there. Plus didn’t want to make it too hard or long if someone gets to that point to begin with...then again I have a checkpoint there. Oh well it’s already uploaded. Already deleted and reuploaded once cause tweaking that drat boss fight.
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# ? Jul 10, 2019 11:24 |
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Dear Mario, I'm all alone in the town of Whispering Bluffs. Come visit me! I'll be waiting for you in our "special place"... - Peach
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# ? Jul 10, 2019 12:00 |
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Internet Kraken posted:Does the On/Off switch stay global loaded as well though? I understand how you can make a shell loop infinitely with the right setup but I'm not sure how the on/off block would stay loaded. Yeah, I did a level using it if I understand what you're asking for. This one to be specific. https://twitter.com/SamFaustus/status/1147144396762013696
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# ? Jul 10, 2019 12:29 |
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Oh god I just thought of the most wretched pun and now I have to make this level tonight before my common sense catches up. At last I have arrived at the true Mario Maker creative experience.
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# ? Jul 10, 2019 12:30 |
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Rollersnake posted:
I'm at work and can't play right now, but I know what this means, and it's ominous as gently caress
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# ? Jul 10, 2019 12:32 |
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MOVIE MAJICK posted:Wow playing endless is a pretty garbage experience. I've played a lot of endless and I think Nintendo has been tweaking how it serves up levels on the back end. So initially, people were pretty surprised that endless was giving them plenty of decent stages. But the quality has been declining fast and now it's garbage all the time. So I think that there was always something that made levels with a high like/play ratio have a higher probability of appearing and Nintendo turned the knob on that way down. In addition, it used to be that levels had to have at least one like to get into Endless. Cleve posted a video about it, but even before it was uploaded that had changed since it was serving up levels without likes or even clears. So that stuff has been added to the pool and that's a lot of trash. Finally, I'm pretty sure they've been tweaking the difficulty threshholds. At the start expert had such a huge variance in difficulty that it was unplayable. Then there was a window where it really was just a bit more difficult than normal. I haven't gone back since I got my costume part here to see if they've changed it back, but with even more garbage stages in the mix it doesn't really make me want to go.
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# ? Jul 10, 2019 12:39 |
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This was tough, but mainly because I'm bad at Mario and I kept getting impatient at the final boss fight! Rollersnake posted:
this is absolutely excellent, knocked it right out the goddam park
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# ? Jul 10, 2019 13:19 |
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Something I saw last night: Analog controls have some minor differences to d pad. Two examples: You can walk on floor of water while holding an item by tilting down and the direction you want to go in the right place. Can't do with d pad. In the Clown car if you tilt only slightly backwards you will travel in that direction without turning around.
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# ? Jul 10, 2019 13:50 |
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Rollersnake posted:
Ran out of time because I didn’t think to use the big turtle until I was nearly out. Extremely well done level though! Extremely! That boss fight! Like, how the heck did you figure out that auto scroll would hold off until then? Brilliant.
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# ? Jul 10, 2019 13:52 |
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National Parks posted:I've been working on a new level for a couple of days: Rollersnake posted:
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# ? Jul 10, 2019 13:53 |
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I didn't realize you could lead vertical thwomps sideways by simply staying just out of their reach.
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# ? Jul 10, 2019 13:54 |
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Wendell posted:Like, how the heck did you figure out that auto scroll would hold off until then? Brilliant. I also want to know this! I had an idea for an escape chase and I couldn’t quite figure out how to make the scrolling wait until a certain trigger was hit
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# ? Jul 10, 2019 13:58 |
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A Spooky Sprint XX8 - RS5 - MWG I wanted to try to make a speed run level. It's... okay I think. I feel like the flow is pretty good but I was trying to stick to the ghost house theme of the level and feel like I would have been better served using the castle or airship theme to be able to work in cannons into the level for more bouncing and enemy options. I haven't tried it yet without it, but I'm pretty sure you need to butt stump down the gaps on the side of the levels to make it through the course in time.
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# ? Jul 10, 2019 14:00 |
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SelenicMartian posted:I didn't realize you could lead vertical thwomps sideways by simply staying just out of their reach. I think this is a night feature in some themes.
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# ? Jul 10, 2019 14:01 |
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Can you play two player coop on the same Switch while its undocked?
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# ? Jul 10, 2019 14:02 |
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Yeah but it's kind of small
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# ? Jul 10, 2019 14:06 |
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Budget Dracula posted:Can you play two player coop on the same Switch while its undocked?
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# ? Jul 10, 2019 14:07 |
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Luxury Tent Carpet posted:I also want to know this! I haven't viewed the level yet, but I suspect you break some hard blocks to start the sequence? That breaks the scroll stop, which is just a vertical bar of blocks from top to bottom.
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# ? Jul 10, 2019 14:07 |
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NofrikinfuN posted:I haven't viewed the level yet, but I suspect you break some hard blocks to start the sequence? That breaks the scroll stop, which is just a vertical bar of blocks from top to bottom. It was exactly that! Thank you
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# ? Jul 10, 2019 14:10 |
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Luxury Tent Carpet posted:I also want to know this! Without playing the level to confirm it's the same, I did that in my jam stage by having a screen lock at that point made of hard blocks. When the line of hard blocks was broken to unlock the camera, scrolling started.
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# ? Jul 10, 2019 14:10 |
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Wendell posted:Like, how the heck did you figure out that auto scroll would hold off until then? Brilliant. Someone posted a tip in the thread a few days ago that scroll stop would stop the autoscroll, and if you broke it, the autoscroll would resume. It just made me think of a stage in which the autoscroll doesn't start until you break the scroll stop, at the very end. You can see the autoscroll go for one block every time you go through a door, and I couldn't figure out how to prevent this. It would be more noticeable on a level using a slower autoscroll. Also, I so badly wanted to have a lit bob-omb follow you out of the pipe instead of the koopa, to blow up the wall whether you're ready for it or not, but the horror effect wouldn't trigger if you were even a short distance away, which ruined the impact. Rollersnake fucked around with this message at 14:14 on Jul 10, 2019 |
# ? Jul 10, 2019 14:12 |
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Circle Nine posted:A Spooky Sprint For the longest time I thought the arrow at the start must be a Ghost House Troll, because going that way has zero flow and there’s a clear pipe right next to you that leads to a perfectly flowing course. Then I finally reached the end and my worst fears come true, I had missed a red coin. Everything else flows so nicely, but I cannot figure out that short section the arrow wants me to go through. Also, you made the same mistake I did in my second speed run, which was also a 3D World ghost house (9FP-R08-T0H): it’s too drat long! No one’s gonna want to play our courses because they are long and hard! I’ve accepted that my course is extremely niche and may never be beaten by more than the single person who has done so, but you might not like that idea.
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# ? Jul 10, 2019 14:31 |
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Rollersnake posted:
this was basically a work of art. terrific from start to finish
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# ? Jul 10, 2019 14:40 |
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DorianGravy posted:
edit: sorry for double post :/ this was a great level. the belltowers are absolutely a highlight, they just feel so complete and smartly put together. I live in terror of magikoopas and found the post-belltowers room quite difficult; sapped a few lives, but it never felt un-fun and I loved it
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# ? Jul 10, 2019 14:52 |
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# ? May 31, 2024 16:36 |
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I came up with the name Fleet of Foot and knew I had to make a course of shoes on airships for it. It’s a non-scrolling airship level and I threw in some non-SMB3 stuff, so hooray for broadening my horizons! 65V-K1C-PFF Now that that’s out of my head, I can play some of these cool-rear end levels here.
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# ? Jul 10, 2019 15:03 |