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VanSandman posted::justmake: Don't remake 1-1. Not only is it creatively bankrupt, but it's explicitly against the terms of service and your level will get removed when they find it.
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# ? Jul 17, 2019 15:51 |
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# ? Jun 6, 2024 05:40 |
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Random Stranger posted:Don't remake 1-1. Not only is it creatively bankrupt, but it's explicitly against the terms of service and your level will get removed when they find it. The original post was attempting to inspire someone they perceived as being afraid to make their first level by providing a potential source of ideas. They never even said to actually upload a 1-1! Why are you jumping on that with this negativity? Creatively bankrupt. Man.
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# ? Jul 17, 2019 16:02 |
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there are hundreds of levels inspired by 1-1 lol. making it yourself and then remixing it is a solid way of learning more about the fundamentals of platformer design
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# ? Jul 17, 2019 16:05 |
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It's an exact duplicate that will get you in trouble
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# ? Jul 17, 2019 16:06 |
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Yeah, making 1-1 is particularly great for learning because to recreate it you have to count the number of blocks, which is a great crash course in understanding how much space Mario needs to pick up speed for or slow down after a jump.
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# ? Jul 17, 2019 16:12 |
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Looper posted:making it yourself and then remixing it is a solid way of learning more about the fundamentals of platformer design Plagiarism is not a way to learn anything; any lessons on platform design are obtained from playing the level, not copying it brick by brick. Learning is best done through the act of creation and iteration. Trying something, changing it and seeing how that affects things. Take inspiration but always build your own. AlBorlantern Corps posted:It's an exact duplicate that will get you in trouble This isn't true at all. Copying the layout will get your course removed even if you add things to it.
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# ? Jul 17, 2019 16:18 |
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It's OK to make "easy" levels. I suck at sight-reading Mario and 5 lives in even the 2nd tier of endless isn't enough to get me more than 4-5 levels in. But easy is just the nicest, chillest time. You get some bad ones, of course, but for the most part it feels nice to see what other people think will be fun. So the sweet spot for me is "endless mode tourism" and goon levels with infinite tries.
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# ? Jul 17, 2019 16:18 |
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Random Stranger posted:Plagiarism is not a way to learn anything; any lessons on platform design are obtained from playing the level, not copying it brick by brick. Learning is best done through the act of creation and iteration. Trying something, changing it and seeing how that affects things. Take inspiration but always build your own. One of the most popular levels is the exact layout of 1-1 but with a series of springs that propel you automatically through. Is very funny and well done level.
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# ? Jul 17, 2019 16:19 |
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Wendell posted:Yup, still super tough but this time by design. The timing is extremely tight! But it’s clear what you’re meant to do. Although you are able to get surprisingly far at the start without a boat! Thanks for playing it again. I briefly considered deliberately setting everything up so you could wall jump your way all the way to the end, but ultimately felt like it removed too much of the gimmick. Re 1-1 chat: :justmake:
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# ? Jul 17, 2019 16:24 |
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Drinkfist posted:Thanks guys. I was seeing a lot of levels being created in endless that were not my style. Some of the community seem to think the objective of the game is to create a hard level that few can beat. They translate this into weird concepts like enemy spam, kaizo tech or obscure directions to goal. I just wanted to make levels that anyone can beat but would have some degree of challenge from and were fun. I think this is a good philosophy which leads to fun levels. I like hard levels too, but I think the desire to create a level with a low clear rate leads people to use. For my level, I'm actually annoyed that more people aren't clearing it. I think people are giving up on the first section for whatever reason, but when I watch streamers do it they seem to like it, so no idea if its a "death equals skip" scenario or if its just not fun and the streamers are blowing smoke up my rear end.
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# ? Jul 17, 2019 16:42 |
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ryde posted:I think this is a good philosophy which leads to fun levels. I like hard levels too, but I think the desire to create a level with a low clear rate leads people to use. Streamers tend to skew towards kaizo stuff, so a pleasant romp for the average streamer may not necessarily be a pleasant romp for most players.
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# ? Jul 17, 2019 16:58 |
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NofrikinfuN posted:I'm envious of all you creative types. I have a concept that I think would be really cool but I have zero faith in my ability to execute on it. I really enjoyed your levels though! You made some neat puzzles I wouldn't of thought of, especially in the Thwomp level. Best way to work with an idea is to just load up the editor and play around with it. See what you can do.
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# ? Jul 17, 2019 17:31 |
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Internet Kraken posted:I really enjoyed your levels though! You made some neat puzzles I wouldn't of thought of, especially in the Thwomp level. Thanks! I would love if I had an eye for aesthetics as well, but I'm happy with putting out a few neat things. I spent over an hour yesterday just exploring specific properties of various enemies, but I feel like it takes several days for the things I learn to actually gel into something useful. It makes me crazy that I can only produce a level per week at best when some people are already butting against the caps. It kind of makes me think there should be a way to loan slots out to other makers since I will never reach 32 myself. e: Is there a limit on warp pipes? I'm considering branching some paths and think I will run out of doors and warp blocks. NofrikinfuN fucked around with this message at 18:04 on Jul 17, 2019 |
# ? Jul 17, 2019 17:51 |
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In terms of creativity mixed with excellent design and theming, the Metroid Mario, which I think is goon-made, is just absolutely perfect. It's the one where the clear condition is to have the spiny shell equipped. The genius of it all is how the powerups are done; there are a few 'infinite sources' of them, but in order to unlock that source, you have to have gotten the power up legitimately first. It's the best way to mimic powering up in Metroid; once you have it, you have it. For example, there's a pipe that spits out super mushrooms, and it's blocked off by two or three regular bricks across the floor of the spot it's in. Since you start out small, you have to go find the main super mushroom, come back, break those bricks, and then you've got an endless supply. Similarly, the infinite fire flowers are gated behind piranha plants (too many spaced out to damage boost through!), and the spiny shell is encased in regular ground blocks that are breakable with the spiny shell itself. On top of all that, the level looks a lot like Zebes. Well loving done.
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# ? Jul 17, 2019 18:20 |
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Frigid Manor C7S-XFN-T7G My boyfriend made a level (with some light editing by me) and its pretty good! Its cool to have a level that feels like a ghost house on this account, because Im poo poo at making them myself
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# ? Jul 17, 2019 18:45 |
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A heartwarming tale of two goon buddies, next to each other on the All Time Maker hi-score list!
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# ? Jul 17, 2019 18:54 |
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I'm thinking of making a Don't Jump level, anybody got any tips?
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# ? Jul 17, 2019 21:07 |
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We're finally here. Upload number 32 from me. I wanted to do something special for my final level before culling so I decided to make a hard level based around Grand Master Galaxy / 3D Lands finale level / Champions Road etc. Originally was going for 3D World but decided to put it in my childhoods favorite Mario game instead. It's the level I feel Nintendo would of made if they were doing these finales back then so I hope it scratches that itch. It would make me super happy to see people clear it, let alone give thoughts on it as I spent a lot of time making it look as good as possible and play as tightly as I hoped. It's tough but it's a honest course. I hope whoever plays it has fun Dr Pepper posted:I'm thinking of making a Don't Jump level, anybody got any tips? Make it short and kinda easy. Most people will slam skip the second they fail if they have to redo a lot of gameplay like that.
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# ? Jul 17, 2019 21:15 |
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The Lobster posted:
I never noticed you could actually select pages to see beyond the top 100. Looks like I'm currently at 133 which is pretty decent.
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# ? Jul 17, 2019 21:54 |
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Dr Pepper posted:I'm thinking of making a Don't Jump level, anybody got any tips? The levels I've seen do this take two broad tactics. One is a more fast-paced "react to avoid the poo poo" level, usually built around dodging claw machines. Typically the focus is on dodging. The other is a "plan your route" style where its slower-paced and more about solving the puzzle. I think the latter works a lot better. Ideally you give the player a chance to recover if they look like they will fail the condition. Try to minimize waiting too.
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# ? Jul 17, 2019 21:56 |
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Dr Pepper posted:I'm thinking of making a Don't Jump level, anybody got any tips? Somebody made one on tracks using Lakitu cloud avoiding like saw blades and stuff, I saw it in Endless, it was pretty good!
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# ? Jul 17, 2019 21:57 |
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Whatever goon did the cloudy snake one did quite well, challenging without going on too long.
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# ? Jul 17, 2019 21:59 |
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ryde posted:The levels I've seen do this take two broad tactics. One is a more fast-paced "react to avoid the poo poo" level, usually built around dodging claw machines. Typically the focus is on dodging. The other is a "plan your route" style where its slower-paced and more about solving the puzzle. I think the latter works a lot better. Also needing to bounce on enemies can be fun, and can be done with a Cape or leaf more fairly, or especially in low g
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# ? Jul 17, 2019 22:01 |
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ThisIsACoolGuy posted:We're finally here. Upload number 32 from me. I wanted to do something special for my final level before culling so I decided to make a hard level based around Grand Master Galaxy / 3D Lands finale level / Champions Road etc. Originally was going for 3D World but decided to put it in my childhoods favorite Mario game instead. It's the level I feel Nintendo would of made if they were doing these finales back then so I hope it scratches that itch. Ok, so I love this level, and also am raging at it. Specifically, the oversized flying beetle part, holy fuuuuuck. Full disclosure, I haven't finished it yet (many.. MANY deaths so far) but I 'liked' it already.
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# ? Jul 17, 2019 22:02 |
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Elpato posted:
I'm reposting this one asking for some advice on how to do it better. I tried to make the level feel alive by adding little side areas, optional challenges, and plenty of enemies, but I'm worried about it being too cluttered and busy. Any of you goons with smooth, pretty levels have advice? Again, sorry for throwing it up twice, but I want to know whether it's Maker Insecurity or really a problem.
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# ? Jul 17, 2019 22:02 |
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Rupert Buttermilk posted:Ok, so I love this level, and also am raging at it. If it helps there's only 3 of the em, but you can do it! I believe in you!!!
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# ? Jul 17, 2019 22:10 |
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Elpato posted:I'm reposting this one asking for some advice on how to do it better. I liked it but it's a bit of a weird one. It's kind of an interesting design in that I'm not sure if I was playing the level as intended or if I was sequence breaking, but if you were going for open-ended I think you succeeded. There were two moments that were a bit rough, one being if you head left after accessing the sub area and go toward the yellow pipe a goomba can unexpectly drop on your head. There's also one part where there were a bunch of enemies and a magikoopa in sort of a box where you were meant to ground pound through some bricks to get to a pipe. That may be a potential softlock opportunity for small Mario as Magikoopa had transformed the box that would have served as a platform to get out.
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# ? Jul 17, 2019 22:17 |
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J-Spot posted:I liked it but it's a bit of a weird one. It's kind of an interesting design in that I'm not sure if I was playing the level as intended or if I was sequence breaking, but if you were going for open-ended I think you succeeded. There were two moments that were a bit rough, one being if you head left after accessing the sub area and go toward the yellow pipe a goomba can unexpectly drop on your head. There's also one part where there were a bunch of enemies and a magikoopa in sort of a box where you were meant to ground pound through some bricks to get to a pipe. That may be a potential softlock opportunity for small Mario as Magikoopa had transformed the box that would have served as a platform to get out. Yes, it was supposed to be pretty open about how to go about scaling to the top with lots of moments that felt like you were getting away with something you should not. I did NOT know about the soft block though. I didn't know magikoopas could transform my blocks. Thank you for the feedback.
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# ? Jul 17, 2019 22:31 |
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Elpato posted:. just don't let them near the flagpole
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# ? Jul 17, 2019 22:50 |
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I went back and watched some of the Summer GDQ mario-based streams, and I can't believe how into some of the kaizo videos I got. Makes me want to be that good at mario. https://www.youtube.com/watch?v=GY0HnqnYMO8
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# ? Jul 18, 2019 00:00 |
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zfleeman posted:I went back and watched some of the Summer GDQ mario-based streams, and I can't believe how into some of the kaizo videos I got. Makes me want to be that good at mario. https://www.youtube.com/watch?v=GY0HnqnYMO8 They can definitely be fun to watch but I could never have the patience to play them even if I were better at Mario than I am. Some of the courses posted here are too much for me.
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# ? Jul 18, 2019 00:04 |
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I'd like to be good at Mario but I have zero desire to do Kaizo stuff well. I'm far more interested in being good enough at the game to, say, beat a very difficult level on the first try. Not slam my face against one course for hours until all the perfect inputs I need to make have become muscle memory.
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# ? Jul 18, 2019 00:15 |
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Internet Kraken posted:I'd like to be good at Mario but I have zero desire to do Kaizo stuff well. I agree. I'd like to be good enough to play Endless Expert reliably, but I don't feel like playing Kaizo levels in the slightest. I just don't seem to have the hand-eye coordination to do it, though.
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# ? Jul 18, 2019 00:42 |
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The Lobster posted:I agree. I'd like to be good enough to play Endless Expert reliably, but I don't feel like playing Kaizo levels in the slightest. I just don't seem to have the hand-eye coordination to do it, though. Endless Expert doesn't have much, if any Kaizo. That kind of nonsense is banished to Super Expert for the most part, although you do occasionally see one slip in. Unless you're referring to levels that are hard and precise, but that's something completely different.
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# ? Jul 18, 2019 00:45 |
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Unfortunately I didn't know about how the Uploaded flag worked, so I spent time fixing Boom Boom's Unpaid Electric Bill and made it a much better level that I'll now never be able to upload. But I did decide to give the 3D World style and tried making just a straight forward, but challenging traditional Mario level and came up with 3D World Spelunking F3M-1D8-JSF
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# ? Jul 18, 2019 00:45 |
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Q_res posted:Unfortunately I didn't know about how the Uploaded flag worked, so I spent time fixing Boom Boom's Unpaid Electric Bill and made it a much better level that I'll now never be able to upload. You just need to take the old one down first if you're willing to lose the likes and plays you've accumulated.
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# ? Jul 18, 2019 00:49 |
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Honestly I think the biggest part of getting "good" at Endless mode is just being able to identify what levels should be skipped before your lose a life (or several). You could throw 100 difficult Mario levels at a veteran player and they could reasonably clear all of em first try. You throw 100 difficult Mario Maker levels at the same player and I bet they struggle with many of em. Playing Mario Maker endless doesn't just require you to understand how to play Mario, you have to understand course design. Specifically, being able to identify bad course design. Which sounds easy but think how often you end up blowing through tons of lives on some mediocre course instead of just skipping it right away. Its a weird skill that I don't think I've ever seen a game require before. Endless mode is pretty unique in that regard.
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# ? Jul 18, 2019 00:53 |
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Internet Kraken posted:Honestly I think the biggest part of getting "good" at Endless mode is just being able to identify what levels should be skipped before your lose a life (or several). To this point, if I'm playing endless and I don't see coins I make a bet that the creator hasn't included 1-ups either and skip it.
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# ? Jul 18, 2019 00:55 |
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ryde posted:I think this is a good philosophy which leads to fun levels. I like hard levels too, but I think the desire to create a level with a low clear rate leads people to use. They did some poorly organized Streamer tournament where the objective was to get as many clears in an endless run than your opponent in 20 minutes. They did Easy for round 1 and kept ramping it up as it went on. The whole thing ended up being completely luck based and everyone skipping every level that didn't have a sub 45 second world record on it in the pause menu. Then there is Streamers that are doing Endless Expert and Endless Super Expert runs where to get the high score the objective is to literally skip everything that appears to have any degree of challenge. Which mostly results in them sticking to garbage levels and accidentally strolling into troll levels. Endless is never going to get you plays until they just remove infinite skips. From what I can tell you literally have to market your level on streams and forums for it to start any kind of traction so it starts showing up in lists online. What we really need is some more tags and game modes. Bring back 100 Man and add a no skip bracket to both. Add a new difficulty to Endless and 100 Man to be "No Clear" which is a literal mystery difficulty for levels that have no clears. Triple the list of level tags so you can search for specific type of levels. But it's nintendo so they will see this massive pile of things people want then walk into the next room and ban GrandPooBear's poo poo again. Then Nintendo comes back out and just smile at us and literally say nothing to anyone.
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# ? Jul 18, 2019 00:56 |
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# ? Jun 6, 2024 05:40 |
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Internet Kraken posted:Honestly I think the biggest part of getting "good" at Endless mode is just being able to identify what levels should be skipped before your lose a life (or several). The most nefarious ones are pretty easy until right after the second checkpoint. Then you feel like you're just on the verge of winning and don't want to skip.
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# ? Jul 18, 2019 00:58 |