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Alright, I think I need to get Elsa Spiderman off the top of my profile so here's a level for you all: What? KAMEK is Evolving! Course ID: RFB-57R-PWG Difficulty: Harder side of normal Multiplayer Friendly?: No This remake of one of my MM1 stages was inspired by the old coyote vs. road runner cartoons. Kamek comes at Mario using various methods but gets thwarted at every turn. It contains a couple of chase sequences bookended by some shorter challenge rooms. As usual I've reworked some things from the original including replacing one challenge room and making things a little more optimal for speed runs. J-Spot fucked around with this message at 22:55 on Jul 20, 2019 |
# ? Jul 20, 2019 22:51 |
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# ? Jun 6, 2024 03:16 |
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J-Spot posted:Alright, I think I need to get Elsa Spiderman off the top of my profile so here's a level for you all: FWIW, people need to load up that level. Don't play it, just open it up and see all the comments from people who didn't understand what was happening.
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# ? Jul 20, 2019 23:08 |
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Random Stranger posted:FWIW, people need to load up that level. Don't play it, just open it up and see all the comments from people who didn't understand what was happening. I left the most disturbing comment I could think of.
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# ? Jul 20, 2019 23:24 |
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Forest fire! RKQ-S2M-NJG Difficulty: Easy This is a half-blitz level. I was out during last week's blitz, but this was my idea after taking a look at the rules. I didn't follow the block/item/enemy restrictions, but still made it in under 2 hours with a fireflower theme. I think the level itself ended up being a bit basic, but really like how the concept turned out. Might revisit it again later.
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# ? Jul 21, 2019 00:10 |
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Okay, more jam levels. For my amusement now, I'm trying to get the world record on all of these. SMB3 Pipeland Kids Jam 98P-SSK-L1G By: Q_res Lightweight level for kids, but you snuck in a back path to make it go fast. It's a super short stage, though, with my time being almost nine seconds flat. The Super Monty Mole Proxy 3M8-07T-C2G By: Brightman A cute concept, but I think I broke the stage by running through everything. The Monty Mole got killed by something offscreen and I just got through the door without doing anything. my baby loves it!!! TVQ-XC1-5VF By: Fawf I'm not sure what to say about this stage. There's not really anything here to engage with, even if you go through the door. It doesn't even work as visual spectacle. Mario's Fun With Numbers PLW-0MM-XTF By: Little Mac/Cartridgeblowers Cute way to do the math concept. The boss didn't really feel necessary or thematically connected to the rest of the level, though. Goombrat's Playground WRJ-XJL-4TG By: Doomykins A concept I was expecting to see more of in this jam was people making stages that were short sections to play around in. This is one of the very few levels I've seen that did that. It worked pretty well. Unfortunately, I couldn't get that world record; whoever took it must have gotten the line exactly right for bouncing off the goombrats and clearing obstacles. The Bunny Slope Td3-0nw-llg By: Crass Casualty Starting this stage up I was thinking, "Oh cool, a stage all about skiiing down giant slopes!" And then I found up having to deal with lots of spikes and slow progress and very little sliding.
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# ? Jul 21, 2019 00:19 |
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Might just be me idk, but holy poo poo I can't stop laughing at this little spooky boo's face. https://twitter.com/SamFaustus/status/1152726661323866112
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# ? Jul 21, 2019 01:06 |
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Sam Faust posted:Might just be me idk, but holy poo poo I can't stop laughing at this little spooky boo's face. Boo does an excellent Kirby impression.
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# ? Jul 21, 2019 01:08 |
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Sam Faust posted:Might just be me idk, but holy poo poo I can't stop laughing at this little spooky boo's face. What exactly causes them to do this anyways? I've seen it a few times in edit move but never in an actual course.
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# ? Jul 21, 2019 01:19 |
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Internet Kraken posted:What exactly causes them to do this anyways? I've seen it a few times in edit move but never in an actual course. night ground theme causes them to act weird.
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# ? Jul 21, 2019 01:25 |
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Is it better to put the hardest parts of your level directly after restart points (cp/start) or directly before them? I feel like if you want them to get played in endless, they should be before the CP/ a decent way in. But when I play specific levels through goons or friends, it feels a lot better having the immediate opportunity to retry the hard parts. I'm having a hard time deciding this in my level building. And I guess it depends how much harder the "hard" part is and how long it takes to get there. Good level building is hard Edit: maybe like 1/3rd past? Just long enough they're still willing to retry the hard jump or whatever? AARD VARKMAN fucked around with this message at 03:08 on Jul 21, 2019 |
# ? Jul 21, 2019 03:03 |
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Watermelon Frosting BQ2-994-SWG First level I just uploaded that uses SM3DW. Look for the remake of the SMB1 subworld. Most will probably find it a fairly easy level. All red coins lead to a faster exit.
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# ? Jul 21, 2019 03:30 |
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TheAardvark posted:Is it better to put the hardest parts of your level directly after restart points (cp/start) or directly before them? As you noticed, there's two distinct ways to approach this. The first is that the checkpoint is a reward for completing a difficult section, the second is it's an opportunity to easily retry a difficult section. Which approach you take depends on what you're doing. If you're building your level as a narrative, then after works better. If you're building the level as a series of challenges, then before is better. If you're anticipating a ton of player deaths at a spot, before is more friendly. If you think a section is just kind of tricky, then after may work better. The important things are do you want death to be a punishment and how are you rewarding players? If the punishment for failure is death, then a checkpoint before that is a good idea. On the other hand, you might want to set it up so that players can easily reset the challenge and try again. When it's a reward, you need to use it as an opportunity to reset what you're asking the player to do; you have reached the end of the previous style of challenge and now things are changing. It's funny, but I've been struggling with a checkpoint problem myself since a level I'm building is a marathon where it's going to be about three times as long as a standard level with a variety of symbolic challenges. So I was trying to come up with a method where I could re-use a checkpoint so there could be effectively three of them. Sadly, the lack of persistent states means that it just isn't going to work and the level concept just doesn't lend itself to abbreviating it.
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# ? Jul 21, 2019 04:18 |
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TheAardvark posted:Is it better to put the hardest parts of your level directly after restart points (cp/start) or directly before them? If you wait to have the hardest challenge at the end, you can go checkpoint immediately before -> hard section -> immediately end.
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# ? Jul 21, 2019 04:41 |
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Mario's Musical Chairs K2J-48Q-MKF
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# ? Jul 21, 2019 05:05 |
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I think with checkpoints, where you place them relative to specific challenges comes down to this; does this obstacle test ability or endurance? Ability is self-explanatory; its actually being able to platform properly. An obstacle that primarily tests ability is something like a small series of tricky jumps. Something a player is likely to struggle with a few (or many) times before they come close to mastering it. These kind of obstacles are quick to get past when you have mastered them but really annoying when you haven't. Its very frustrating to get to the end of a level and die to one bullshit jump the stage hasn't even been building you up for properly. these are obstacles where a checkpoint before them is probably better since players are likely to fail it a few times, but cam clear it easily once they know what they're doing. Endurance focuses more on your skill over a prolonged period of time. Boss battles are the perfect example of an endurance challenge; its almost always clear what needs to be done, the challenge just comes down to executing and surviving long enough to do it multiple times. An endurance challenge usually isn't as hard as an purely ability focused one, but due to the time involved they are much more annoying to redo. Checkpoints should go after these so they don't need to be repeated. That's how I view it at least. But above all else, place checkpoints to pace your stage properly. Mentally divide up your stage into chunks based on length and figure out where the checkpoints would be most appropriate. One reason people might skip an otherwise good stage is because they don't wanna redo a ton of work due to the checkpoints being spaced too far apart, or simply absent. Properly placed checkpoints help a lot with that, and if you're planning properly you can line up the difficult challenges with areas where you'd naturally wanna put a checkpoint due to level length.
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# ? Jul 21, 2019 06:41 |
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Jam level incoming Don't Touch Noisy Ground!!!!! X3J-9SS-8QG This level is for kids, like the smallest kids you got. Afaik it's impossible to die to anything in there, the ground is completely harmless as well except it makes a bunch of noise. Ideal for any child old enough to understand the name of the level but not old enough to realize it's smoke and mirrors. Advanced players can find a speedrun route that makes your speakers do hosed up poo poo so if you wanna see that it's like 20 seconds long.
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# ? Jul 21, 2019 07:12 |
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lol I just got a like on two courses because I was derping around in easy and liked a course. Quid pro quo really is the easy solution, isn't it?
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# ? Jul 21, 2019 15:27 |
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NofrikinfuN posted:lol I just got a like on two courses because I was derping around in easy and liked a course. Absolutely. It definitely pays not to be stingy with the likes so I usually give them out if the level wasn't total crap.
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# ? Jul 21, 2019 16:15 |
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Control Volume posted:
This level was really really good!
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# ? Jul 21, 2019 16:56 |
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NofrikinfuN posted:lol I just got a like on two courses because I was derping around in easy and liked a course. For sure. I like every level I beat in Easy pretty much because I assume they were all made by children. I also try to leave a comment. Same when I beat a level in New.
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# ? Jul 21, 2019 16:59 |
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Title: Topsy-Turvy Caves Code: 8TB-JH7-KKG Description: There's something strange about these caves... Difficulty: Normal
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# ? Jul 21, 2019 17:25 |
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WTF I DIDNT KNOW YOU COULD ZOOM OUT
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# ? Jul 21, 2019 17:31 |
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And in, apparently. The clicksticks do this
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# ? Jul 21, 2019 17:32 |
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Spellman posted:WTF I DIDNT KNOW YOU COULD ZOOM OUT Spellman posted:And in, apparently. The clicksticks do this I know, it was a godsend making the level I just posted.
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# ? Jul 21, 2019 17:36 |
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Luigi is upside down and eating a tomato in that thumbnail. What is the theme
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# ? Jul 21, 2019 17:39 |
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I noticed that the cat swipe makes bullet and banzai bills change direction, so naturally I decided to make a whole level themed around that mechanic. I was aiming for easy difficulty; none of the challenges are very tough or precise, you can retry them as many times as you need to, and there is a bell dispenser in every room. It's sitting at 1 play, 1 clear right now so hopefully I've learned my lesson about level difficulty Swatting Bullets 495-MDY-YMG
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# ? Jul 21, 2019 17:47 |
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You can use pinch to zoom in handheld mode as well
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# ? Jul 21, 2019 17:55 |
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I just played a course then the next time I loaded the game got the title course it was ripped from. Plagiarism is wrong, people! e: In fact, the highest praise I've gotten was on Make Way 2 where someone said he had never seen that type of puzzle before.
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# ? Jul 21, 2019 18:37 |
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NofrikinfuN posted:lol I just got a like on two courses because I was derping around in easy and liked a course. Like levels you enjoy and leave comments when you really enjoy them. There are a lot of people who check out the courses of people that comment on their stuff. But don't do it just for that; do it because its nice. I mean, we all love getting comments we like on courses don't we?
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# ? Jul 21, 2019 18:49 |
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My maker points just went up even though I haven't uploaded a course in a week. Oh, heck! People are actually liking my Blitz course for multiplayer! That explains it.
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# ? Jul 21, 2019 18:54 |
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WHY doesn't the 3D World them have the buzzsaws?? God you're absolutely killing me, Nintendo. I want to have walljumps but I don't want to use the loving awful looking NSMBU theme
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# ? Jul 21, 2019 18:56 |
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J-Spot posted:Alright, I think I need to get Elsa Spiderman off the top of my profile so here's a level for you all: Suck it rest of the world. I really enjoyed this one. I hated the flame jets section for a little while, but once you realize you can damage boost through it it was better..
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# ? Jul 21, 2019 19:08 |
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ThisIsACoolGuy posted:Luigi is upside down and eating a tomato in that thumbnail. What is the theme What are all the best ways to nom various foods.
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# ? Jul 21, 2019 20:06 |
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Heyyyyy doing more goon level streaming for an hour/hour and a half. http://twitch.tv/zfleeman
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# ? Jul 21, 2019 20:12 |
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New level up: Tall, Tall Tower LDF-DN9-41G Okay, it's not that tall, it's only 6 floors. I was playing around with the idea of micro-themes, so instead of the level having an overarching theme of enemy types and obstacles, each floor has its own. Difficulty is... variable? There are a lot of hidden power-ups to help you through, but they aren't all that hidden. I would say it's at least medium if you don't pick up any of those power-ups, but significantly easier if you do. There's a checkpoint after what I consider the most difficult floor, halfway through. A Mario player of any competence should clear it within a few tries, but of course the general player base is less capable than that.
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# ? Jul 21, 2019 20:39 |
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Currently working on a course based around killing the sun. What are all of y’all’s favorite vertical platforming mechanics? Looking to move away from wigglers and cannonballs.
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# ? Jul 21, 2019 21:10 |
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acems posted:Currently working on a course based around killing the sun. What are all of y’all’s favorite vertical platforming mechanics? Looking to move away from wigglers and cannonballs. Besides cannonballs, probably blue platforms.
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# ? Jul 21, 2019 21:14 |
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acems posted:Currently working on a course based around killing the sun. What are all of y’all’s favorite vertical platforming mechanics? Looking to move away from wigglers and cannonballs. Seesaws and if it's NSMB1 using Mega Mario to smash through the floor. Pairs really well with scroll stop!
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# ? Jul 21, 2019 21:17 |
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This probably won’t last through the evening but for now I’m happy: https://twitter.com/jefftmbg/status/1153037745247248384?s=21 Was expecting a piece of avatar clothing for getting the gold medal but there was nothing.
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# ? Jul 21, 2019 21:30 |
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# ? Jun 6, 2024 03:16 |
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J-Spot posted:This probably wont last through the evening but for now Im happy: Congrats and boo on not getting any clothing for a gold medal or presumably 10,000 Maker Points. What am I even doing with my life, then?
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# ? Jul 21, 2019 22:02 |