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John Wick of Dogs
Mar 4, 2017

A real hellraiser


J-Spot posted:

I can’t check them right now but are we sure they’re not just the title screen courses? Idiots will just upload those.

Haha I've uploaded 3 of those.

But I name them all "default" and put "Default title course uploaded for easy access" in the description. Because there's no way to access them when you want unless you save them

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Macaluso
Sep 23, 2005

I HATE THAT HEDGEHOG, BROTHER!
I love the spiked crushers as a mechanic, but I really wish I could like hide the base beneath the ground or something because it literally doesn't match with any of the tile sets

Help Im Alive
Nov 8, 2009

AlBorlantern Corps posted:

Haha I've uploaded 3 of those.

But I name them all "default" and put "Default title course uploaded for easy access" in the description. Because there's no way to access them when you want unless you save them

Yamamura and Nina are gonna gently caress you up

internet celebrity
Jun 23, 2006

College Slice
Here's the meanest thing I've done so far. You want the helmet before the boss fight? Yoshi dies. You monster.


(Yes I know you can do screenshots through the switch but :effort:)

dizzywhip
Dec 23, 2005

Rollersnake posted:



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

This is my favorite Mario Maker course so far, great work!

NofrikinfuN
Apr 23, 2009


internet celebrity posted:

Here's the meanest thing I've done so far. You want the helmet before the boss fight? Yoshi dies. You monster.


(Yes I know you can do screenshots through the switch but :effort:)

Is this a scene from American History X?

Phantasium
Dec 27, 2012

I still appreciate that goon level that had a contraption that was just infinitely killing yoshis in a random room apropos of nothing.

internet celebrity
Jun 23, 2006

College Slice

internet celebrity posted:

Inside Job - D6F-5XK-2RF
Set off bombs in the basement and get out before the tower collapses. You'll never forget this course!

A fast vertical autoscroller where I made it feel like all hell is breaking loose as everything falls apart around you. Lots of exploding blocks offscreen, falling saws, big thwomps to shake the screen, and crashing sound effects. There's even a boss fight at the end - throw the beetle shells into the springs in the corner to hit the on/off switches and drop the munchers on the Hammer Bros.

Alright so I fixed the soft lock and made it so getting ahead is less likely to kill you. New level code is BPY-M7M-S0H, can the spreadsheet be updated or should I resubmit?

edit:

Phantasium posted:

I still appreciate that goon level that had a contraption that was just infinitely killing yoshis in a random room apropos of nothing.

That was also me, 3JL-02W-0HF right around the checkpoint. Hidden Yoshi killing machines are a way better reward than 1ups imo. I can't take credit for the idea though, I found one on a GrandPooBear level and thought it was hilarious.

internet celebrity fucked around with this message at 22:10 on Jul 10, 2019

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


Phantasium posted:

I still appreciate that goon level that had a contraption that was just infinitely killing yoshis in a random room apropos of nothing.

That's both hilarious and horrifying.

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.
A No-Jump Level where you can save Yoshis only by jumping

NofrikinfuN
Apr 23, 2009


Mega64 posted:

A No-Jump Level where you can save Yoshis only by jumping

Would jumping with Yoshi count as touching the ground in one of these or would it effectively become a "don't abandon Yoshi" stage?

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
A no-jump level where you are forced, repeatedly, to catch yoshis in the air and throw them into pits in order to advance.

Your kingdom is built on the bones of horses, Mario

Phantasium
Dec 27, 2012

Hyper Crab Tank posted:

A no-jump level where you are forced, repeatedly, to catch yoshis in the air and throw them into pits in order to advance.

Your kingdom is built on the bones of horses, Mario

i've played several levels like this in the first game.

Big Mad Drongo
Nov 10, 2006

You're in a castle, walking along when you look up and see a yoshi. It's opening it's mouth and rapidly bouncing. You watch a thowmp crush it against cold stone, sending it flying off the 2d plane, beating its legs as it grasps for purchase. But it can't. Not without your help. But you're not helping. Why is that?

Escobarbarian
Jun 18, 2004


Grimey Drawer
Rollersnake that Whispering Bluffs level is fantastic, great work!

re: plagiarised courses, I played the same course twice within five courses of each other on endless mode about half an hour ago. exact same design, by two different people, only difference being one was SMB3 and one was SMW.

edit: ok, I just had this exact level show up again, but this time it was called “defualt autoscroll” (their misspelling, not mine). are there example levels Nintendo added that people are just submitting as their own?

Escobarbarian fucked around with this message at 23:04 on Jul 10, 2019

Pixeltendo
Mar 2, 2012


Who's ready for more levels??

Thwomp Romp
NN0-LK6-KXG

A sequel to Thwomp Tromp, more Thwomps, more problems!

Perishable Pipes
G37-FTL-84G

A vertical Pipe level filled with Plants and Claws!

Water Plotter
B5H-GJV-Y1H

A 3D World water level that I tried to make enjoyable enough, it's filled with Squids, urchins and Piranhas!

The Climb of Time
DSJ-45K-WKG

Another vertical level! This time you gotta climb all the way to the top via springs, seesaws and what have you.

Platform Precision
LWL-KPM-23G

A stage I never finished in MM1 is now complete! This is a simple platform on track level.

Ice Spice
L3B-7C7-F1H

A slippery ice level where you need to find 60 coins to complete! Can you find the secret coin?

Bombarded by Bob-Ombs
4JS-M23-4CG

This level is a remake of the Super Mario Advance 4 Super Mario bros 3. e-reader level of the same name!

Sunkern Submarine
GM5-NM8-DBG

Another remade sorts of level of the Turtle Zone level from Super Mario land. 2

Lethal Lava Castle
VKR-KG1-W4G

This level is loosely the same level as one of the New Super Mario bros. 2 DLC courses.

The POW-cage
VH8-LL3-18G

A remake of my very first course from Mario Maker 1, with an additional harder but more better designed course attached.

Madness Manor
N8L-8L2-LNG

My hardest course to date so far, enter a deadly manor where you must unlock the exit via four doors.

Random Stranger
Nov 27, 2009



Defenestrategy posted:

Honestly make your revisions, pimp out your level till it gets two likes, and forget the level exists. You have standards, so just make a good level that people will like and people will eventually play it.

If you want to make a popular level that gets all the plays regardless of merit you're gonna have to pander to the lowest common denominator. So ideally you'd design a level that 1) Takes advantage of nostalgia, like making a level based on a popular IP, like Pokemon, Zelda, etc,etc. 2) Keeps player deaths to a minimum. Players who die will skip levels without leaving likes and 3) You also want this level to enter the Easy/Medium endless category, because lets face it, Mario Makers biggest population is probably either children or adults with the platforming abilities of same. So better make it shortish and straight forward.

My Zelda/Metroid crossover level gets no attention so it's not just that. The problem there is it has a 4% clear rate despite being trivially easy and I think I know why. Things that kill your play rate:

  • Puzzles
  • Autoscrolling
  • Water
  • Literally anything that isn't moving to the right and pressing jump

Asking player to engage with a level that does anything more complicated than asking them to jump on a goomba tanks the completion rate.

I have noticed that the general playing public is incredibly stingy with their likes. I see you every time you play one of my levels and don't give it a like! All of you are going on the list!

The World's Hardest Puzzle
9F3-VNK-SVF
By: BabyRyoga


You monster.

SMV 1-B: Sawmill Sabotage
DV1-BQB-BHF
By: DarkLich


This one felt a bit unnecessarily busy to me. Things just kept coming.

Underground Factory
DGK-WC3-N2G
By: Cellular


Getting that fire flower was a bit of a trick, but I pulled it off. Fortunately Mario can now crawl to get out of things.

Pipe Mountain
1HB-483-4WF
By: Pocky In My Pocket


When you give me the power of flight, I don't care what your stage was about before; it's now about me seeing if I can get over most of it.

But this is a solid, classic style level.

Spooky Star
WVH-M68-9NG
By: Random Stranger


Brilliant. A heartbreaking work of staggering genius. We can all only aspire to be as incredible as this creator.

Hanging Gardens
91Y-BQ0-9BG
By: Cervixalot


So the very first thing I did was jump over the wall to your midpoint. It wasn't even an especially difficult jump. Making later sections of the level visible early on is good, but you have to be super careful that players can't take advantage of it.

Otherwise, decent level. The mushroom that goes right off into the munchers which is also in the middle of a bunch of tight jumps was a bit tough to deal with, but the level as a whole was fine.

Just a couple of jumos
7BS-Y4D-6VG
By: Padomyme


Zero jumos on this stage. Auto-boo.

More seriously, I'm not a big fan of one trick levels.

Strange Factory
1FT-BRF-GXG
By: found sound


Fun layout with the progress of the factory and then letting players go wild at the end.

Goomba Rescue
BF7-GKF-WYF
By: lol 10 bux


Interesting take on the escort stage and I liked your anti-scouting mechanism. One small problem, however: I broke it. In the last section with the two stage donut blocks, I didn't see where the goomba was going until it was almost on top of the note and squished him. But that section has a long, stable period so I just waited it out and then walked to the end.

Another issue was the goomba is about 20% of the way across the screen but you have to stay behind him to get across the icicles. It's kind of clumsy to do that.

The Perilous Vine Skyway
7LS-F1Q-6BG
By: Ikubi Akius


Fun vine track stage. I tried to carry a shell through most of it and that didn't help.

Snake Way
S4T-9SQ-4DG
By: Ometeotl

A real grinding challenge level. I stopped in the second half because I wasn't having a lot of fun repeating the same climb over and over for incremental progress.

The Boomer Brothers' Treasure
VR6-R8D-3VF
By: Castor Poe


Short and pleasant level. I liked the ending twist.

Surfin' with Charvaargh
CGF-15N-WDG
By: Phantasium


Interesting idea, but the timing on the charvaarghs put in a situation where I couldn't dodge on multiple occasions. Also, one time I somehow stole a box. No, I don't know how, I just managed to grab a box and jump out of the lava at the same time. I'm assuming it happened because I'm amazing.

Help Im Alive
Nov 8, 2009

Random Stranger posted:

Asking player to engage with a level that does anything more complicated than asking them to jump on a goomba tanks the completion rate.



children...please slide into the goomba

Looper
Mar 1, 2012
toadette fans unite

Random Stranger
Nov 27, 2009



Help Im Alive posted:



children...please slide into the goomba

Well, I know what comment I'm leaving on the next dozen courses I play.

japtor
Oct 28, 2005

Luxury Tent Carpet posted:

This was tough, but mainly because I'm bad at Mario and I kept getting impatient at the final boss fight!

Random Stranger posted:

The exterior sections were good, but I wasn't a big fan of the triple bosses. Once I'd done it once, I didn't really need to repeat.
Thanks for playing and the input...now I feel better about leaving in the easy way out for the last boss.

Random Stranger posted:

Asking player to engage with a level that does anything more complicated than asking them to jump on a goomba tanks the completion rate.
For this reason too, although if someone gets to the end of mine in the first place I'd guess they're more inclined to want to finish than the super basic players.

quote:

I have noticed that the general playing public is incredibly stingy with their likes. I see you every time you play one of my levels and don't give it a like! All of you are going on the list!
I haven't played too many yet but so far I've been using the same criteria I had with MM1...if it doesn't have any cheap feeling or overly obnoxious stuff, and is fun in some way (enough platforming, or inventive puzzles or whatever), it gets a like. It's a fairly low bar but it's a simple criteria to work with. There was one I played the other day that was so close, but tossed in a blind jump at the end :argh:. Just putting a hint coin somewhere out there would've gotten the like from me!

Random Stranger posted:

Well, I know what comment I'm leaving on the next dozen courses I play.
It feels like the Mario Maker equivalent of Mario Kart's "I'm Using Tilt Controls!"

japtor fucked around with this message at 23:24 on Jul 10, 2019

J-Spot
May 7, 2002

ThisIsACoolGuy posted:

Submitting my Jam level


A museum of various Mario Blocks has been defaced with small boring brick blocks. Mario's been given the tools to clean it out and hopefully find who's behind the mess. (Vaguely inspired by the Mario and Luigi: SSS Block School)

I haven't seen many levels play around with these kind of POW blocks so wanted to try and get some mileage out of them. It's simple and to the point I think.

I liked this one a lot! Really neat use of the POW blocks and feels about the perfect length. I would have liked to see a POW block incorporated in the “boss” room to keep with the theme but that’s a minor nitpick.

Random Stranger
Nov 27, 2009



japtor posted:

It feels like the Mario Maker equivalent of Mario Kart's "I'm Using Tilt Controls!"

And now I have to alternate "Im using toaddete" with that.

japtor posted:

I haven't played too many yet but so far I've been using the same criteria I had with MM1...if it doesn't have any cheap feeling or overly obnoxious stuff, and is fun in some way (enough platforming, or inventive puzzles or whatever), it gets a like. It's a fairly low bar but it's a simple criteria to work with. There was one I played the other day that was so close, but tossed in a blind jump at the end :argh:. Just putting a hint coin somewhere out there would've gotten the like from me!

I try to be pretty generous with tossing out likes. Did it feel like it was something crafted instead slapped together in a few minutes? Did it not do anything especially hateful toward the player? Did I have any kind of fun? The button is getting hit. There's so many levels getting uploaded to the MM2 servers that don't clear even the lowest threshold that anyone who does needs that like to help boost the signal.

Random Stranger fucked around with this message at 23:33 on Jul 10, 2019

Control Volume
Dec 31, 2008

NofrikinfuN posted:

I don't know how you guys can resubmit levels. I had to bug three different streamers to get up to 28 total plays on my second level. Starting over I would probably never see another 15.

I was lamenting how the level I uploaded five days ago was stagnating without me begging for plays, and then last night it apparently popped up in the popular tab and I had 500 plays in the space of like 3 hours even though I mostly gave up on advertising it.

If you have a good like ratio, I think its just a waiting game until The Algorithm decides its your levels time.

J-Spot
May 7, 2002

Pixeltendo posted:

Madness Manor
N8L-8L2-LNG

My hardest course to date so far, enter a deadly manor where you must unlock the exit via four doors.
This was neat but I didn't care for how you only allowed for one tile between the spike and the hard blocks that need to be broken. For a moment there I wasn't sure it was going to be doable with big Mario since the dry bone shell doesn't allow for ducking but I finally finagled my way in there. If that's what you really wanted me to do then fair enough I guess. Getting in a state where you have both the dry bone shell and spiny helmet is pretty unforgiving due to how you lose one if you take a hit going after the other.

Control Volume
Dec 31, 2008

Also Ive also seen a couple expert-level courses in the popular list, and one constant Ive always found between them is that the checkpointing is really, really good, and you can hold right and jump over things (even if you need precise jump heights) for the first second out of every checkpoint so youre not stuck waiting for some dumb bullshit. I think this is the most important thing for expert stuff having wide appeal because it minimizes downtime when youre not moving, and moving is fun

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!

My submission for this week's jam hinges on a universal constant, with a small side of wish fulfillment. How will YOU pay the rent?
:thermidor:

The Grind

alf_pogs
Feb 15, 2012


Good Sphere posted:

I really like these courses, including Under Cheep-Cheep River, but how do you get this red coin?



sorry, i missed this post a few pages back. thankyou for the nice feedback! i am glad they're fun for someone other than me.

this red coin is the tiniest of tiny jumps - the smallest of possible taps on the 'a' button should do it. (i originally wanted to make a cramped little labyrinth based entirely around jumps of this size, but it gets so annoying so quickly that i didn't have any fun building it.)


Random Stranger posted:

Hang on, got to put on my jam level hat.

Nice layout, I liked how you had some fun bonus areas set aside.

Don't get too worked up about the jam theming. I mention it sometimes when talking about the jam levels since we're all supposed to be working from the same seed concept and implementing it in our own way, but the worst you'll get on that is someone like me going, "I don't get it."

thanks for playing it! i almost think you could do a pretty great single-screen cramp level with a piranha plant in the middle and all conveyor belts grinding relentlessly towards it. i might do that tonight maybe

J-Spot
May 7, 2002

AntiZorn posted:

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. :(

Touch Buzzy was a decent little hop and bop. I think you wanted the player to have to use the snake block at the end but I just slid down the wall to victory. As for your other level, the reason people nope out after 15 seconds is you put a Bowser Junior fight right at the start making sure people would find the beginning of your stage too annoying to want to retry. Boss fights should pretty much be avoided altogether unless your level had a strong theme and you can think of a way to incorporate said theme into the boss fight.

GreatGreen
Jul 3, 2007
That's not what gaslighting means you hyperbolic dipshit.
Shells and Spikes
0N3-K71-7PG


My first attempt at a Kaizo level! No shell jumps!

If I could do it, you can definitely do it.


Pixeltendo
Mar 2, 2012


J-Spot posted:

This was neat but I didn't care for how you only allowed for one tile between the spike and the hard blocks that need to be broken. For a moment there I wasn't sure it was going to be doable with big Mario since the dry bone shell doesn't allow for ducking but I finally finagled my way in there. If that's what you really wanted me to do then fair enough I guess. Getting in a state where you have both the dry bone shell and spiny helmet is pretty unforgiving due to how you lose one if you take a hit going after the other.

Thanks for the feedback, i'll make some changes to those parts to make it a little more forgiving

John Wick of Dogs
Mar 4, 2017

A real hellraiser


drat I think the Nintendo servers are screwy in terms of updating. My level from last night I know people played and liked because they said so, and my Creator Points went up by a few hundred. But it shows 0 plays.

Good Sphere
Jun 16, 2018

https://www.youtube.com/watch?v=BJN8zW5a8i8

How random works in SMM2, also I laughed at the loot box joke.

Control Volume
Dec 31, 2008

AlBorlantern Corps posted:

drat I think the Nintendo servers are screwy in terms of updating. My level from last night I know people played and liked because they said so, and my Creator Points went up by a few hundred. But it shows 0 plays.

Yeah you gotta close the game entirely and reload it. Or just play a few levels in endless

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online





Dicked around and made this level, shouldn't be too hard. I'm aiming for Normal Endless as usual.

Random Stranger
Nov 27, 2009



I'm still doing random goon levels from https://randomactsofmario.com/ . The real question is, why aren't you?

Snowswitch
QCW-JSH-0NG
By: beerinator


It's a solid stage, but I can't say it really brings anything new to the jumping between platforms turning off and on style of stages.

The Wrecking Ruins
HQQ-0PY-C6G
By: ThisIsACoolGuy


A fun smashing level, but as I played it I was getting a real deja vu feeling.

1-9
JJ3-SW4-2FL
By: Castor Poe


The level wasn't found.

Volcanic Voyage
WGM-2WN-HNF
By: Random Stranger


This creator has gone way downhill.

Abe's Descent
Y7K-P6X-VPF
By: FlashFearless


Another missing level and getting two in a row made me think there was something going on with Nintendo. But no...

Poison Shroom Bridge
N6W-FQG-LHG
By: Asadasa

This is a fast little level with a decent flow but more careful players can take their time. It works nicely.

Radical Rail Shooter
N2H-61N-X6G
By: Vegastar


Fun level and I like the way that you used the 30 coin to give people a risk/reward option.

Caddyshack
J3N-SWV-GKG
By: Coco13


19 Rocky Wrenches instead of 18? Auto-boo for violating your own theme.

BTW, thanks to this level I learned that my school bus used to pick me up at the same place where they shot Caddyshack.

A Salty42 Tribute
74R-G6C-LQF
By: Defenestration_Strategy

Troll levels need to be pretty creative to not just be boring or mildly annoying. Since I'm not a youtuber who gets twenty cents every time I freak out about some minor thing happening, this one wasn't worth it to me.

Rusting Rotted Shroomworks
7JR-74F-7QF
By: Internet Kraken


Great level theming and structure. My only problem is in the last section I took a lot of poisoned mushrooms to the face from them spawning in at unseen points as I jumped up.

Good Sphere posted:

https://www.youtube.com/watch?v=BJN8zW5a8i8

How random works in SMM2, also I laughed at the loot box joke.

I actually encountered a random level using these structures last week. It had two plays at the time I encountered it...

Luxury Tent Carpet
Feb 13, 2005

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


Looking at the failures I really should have swapped those flames around, especially with the added check point I didn’t realise that’s just going to punish people who want to just immediately jump right if they’ve had to restart.

Oh well, live and learn and all that, at least people are playing it this time!

Plebian Parasite
Oct 12, 2012

Anyone have a level with no or low plays, I've been mostly using the randomizer, but after bemoaning my own low footprint count I've decided to be the change I wanna see

Tender Bender
Sep 17, 2004

OneMoreTime posted:

Ski-easy Peak - I liked it, good use of verticality and I like the gentle"skiing" at the end.

MOVIE MAJICK posted:

I liked your level mate. One small suggestion is to put some coins on top of the icicles on the waterwall thing because I didn't know you could jump on top of them. Also maybe add some more enemies to stomp on.

Thanks! Really appreciate you folks playing my stage. I'm going back and forth on reuploading and losing my precious dozen or so plays. If people aren't clear that you can jump on the icicles on the "frozen waterfall" maybe it's almost environmental discovery?

Relatedly, is there any way to make enemies default to walking right instead of left?

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Random Stranger
Nov 27, 2009



Tender Bender posted:

Relatedly, is there any way to make enemies default to walking right instead of left?

Enemies spawn walking toward Mario. If you want them to walk right, then you have to arrange things so Mario is to the right of them.

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