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Forktoss posted:Thanks for checking this out - I get what you mean about it being a bit tedious, looking back on it it is definitely very slow to play. Will keep that in mind for future autoscroller stages. Thanks for the feedback! I watched the level on the stream, I thought you did a great job with the design of the ships. It reminded me of a koopa version of the toad-shaped ships from Buckey OHare.
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# ? Aug 17, 2019 02:17 |
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# ? Jun 4, 2024 04:04 |
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Alright, finally did a new level. This one has a pretty tough section near the end, hopefully it's not so bad that it's impossible for everyone. You'll know when you get to it, it's very hectic, but the very final part of the level was tough to time without doing what I did. The very last part was actually incredibly hard to time because it wouldn't work if you went too slow but it also wouldn't work if you get through it too fast. Finding the right timing for it to work was difficult. But hopefully it works out. Warning: You will need to be able to wall jump on a moving Thwomp, and there's several Thwomps that will come down from above that you can't see on screen. So keep moving
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# ? Aug 17, 2019 02:31 |
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Here's another level. It's a boss rush-type level that's probably decently hard, but you have some options in how to finish it, so hopefully it's not too bad. Bowser Bonanza 4B6-3WG-3JG https://twitter.com/SamFaustus/status/1162481986469941248?s=20
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# ? Aug 17, 2019 02:41 |
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https://twitter.com/SAMarioMaker/status/1162543400790499328 I'm working on some Blitzes to leave you guys with before were completely wrapped up with our thread's jams.
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# ? Aug 17, 2019 02:57 |
Woohoo! I finally got 3,000 points! I also finished up this Waluigi Ware level. I wanted to make a Warioware type minigame collection. I used a parachute bob-omb to make a timer for each room. Scroll stop is really great function, I love it. Each room has a "minigame" that's usually one simple or quick action. It's not exactly the same structure as WarioWare, and at the end I kind of played with the idea of Waluigi not being as good at Warioware as his brother, as his own minigames go wrong and allow Toadette to escape. NGD-RWJ-V9G - Waluigi Ware: Switched Khanstant fucked around with this message at 03:24 on Aug 17, 2019 |
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# ? Aug 17, 2019 03:17 |
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Here we go again! Bouncing Blasters 4 JJ2-1YK-CHG
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# ? Aug 17, 2019 04:16 |
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Suspicious Cook posted:With the pirate king's bones rests his treasure. However, no such rest has come to his crew. It's: I love the theming, the little boat ride in the middle, and the boss. The challenge is just perfect for the whole thing, too. I think the difficulty worked out to be quite right. Maybe not for the other 65 or so marios who died before I cleared it but everything flows well, which is what I usually think of when I think of your levels. Sam Faust posted:Here's another level. It's a boss rush-type level that's probably decently hard, but you have some options in how to finish it, so hopefully it's not too bad. It worked better than I thought it would when I get to a level with 3 Bowser fights, I liked the timer on the second one, and the arena for the third. They can all suck it though 'cuz I killed them all. Khanstant posted:NGD-RWJ-V9G - Waluigi Ware: Switched Oh this is super clever and satisfying, especially once I stopped being a moron and noticed the obvious door in the first room that my eyes kept glazing over for like six attempts for some reason.
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# ? Aug 17, 2019 04:19 |
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May Contain Nuts posted:Here we go again! https://twitter.com/JeffTMBG/status/1162570035589632000
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# ? Aug 17, 2019 04:41 |
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Suspicious Cook posted:With the pirate king's bones rests his treasure. However, no such rest has come to his crew. It's: This level was cute. I wasn't a fan of not having any real music, and section in... I the whale? was a little long. But overall it was cool and the boss fight was neat. OneMoreTime posted:Got a new stage for you all, it's this week's Jam level, Bomb, Burner, or Bust!! Loved this. Loved how you showed off the mechanics and then implemented them. Loved the way the sun was used, very clever and visually satisfying to watch. Crass Casualty posted:I just finished a new level just now. This was a cute level, but the one big critique I have is that the coins really should've been used as a guide, especially in that second section which has VERY specific jumps it needs to make. Instead it's these big arrows made out of coins that don't give a great indication of where and how you're supposed to do the jump. Also not a fan of the poop sound!!! Macaluso fucked around with this message at 05:29 on Aug 17, 2019 |
# ? Aug 17, 2019 05:16 |
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DalaranJ posted:https://twitter.com/SAMarioMaker/status/1162543400790499328 love to blitz, guess i'll get on this one tonight!!
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# ? Aug 17, 2019 05:48 |
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Blitz Level Le Pétomane's Lifts SND-LWC-V9G Pretty simple and straightforward, might be 1 or two difficult spots. Didn't end up with any distinct theme other than lifts so I used the power of sound effects to make it more mature.
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# ? Aug 17, 2019 06:05 |
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I'm half-tempted to do an expert run where I skip every level in the Super Mario World style and see how better I do then.
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# ? Aug 17, 2019 06:12 |
Phantasium posted:NGD-RWJ-V9G - Waluigi Ware: Switched Thank you for saying that! It took me a while to finally get the right restraint to make the puzzles to work in the right timeframe and simplicity. I really struggled putting that room in first. It was meant to be like a 1-1 set up with the standard blocks and goomba, but the door on top of the blocks is totally non-standard. I even for a while had that room as the like "tutorial/example" room before settling on making the start screen have the tutorial puzzle that can be reset to continue to the rest. I think it's fair for that door and set-up to be harder to miss, and the later callback room where you go in reverse and automatically "ninja-attack" when entering the room worked better.
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# ? Aug 17, 2019 06:45 |
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Khanstant posted:Thank you for saying that! It took me a while to finally get the right restraint to make the puzzles to work in the right timeframe and simplicity. I really struggled putting that room in first. It was meant to be like a 1-1 set up with the standard blocks and goomba, but the door on top of the blocks is totally non-standard. I even for a while had that room as the like "tutorial/example" room before settling on making the start screen have the tutorial puzzle that can be reset to continue to the rest. I think it's fair for that door and set-up to be harder to miss, and the later callback room where you go in reverse and automatically "ninja-attack" when entering the room worked better. My 1000'th playthrough of it makes me wish there were flags every few rooms so I didn't have to do the whole thing. I realize that defeats the purpose, but I play games on easy.
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# ? Aug 17, 2019 06:47 |
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That feeling whenever you start up Mario Maker and it loads a level with a goomba walking towards Mario: https://www.youtube.com/watch?v=Umc9ezAyJv0&t=116s
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# ? Aug 17, 2019 07:07 |
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Impressed, but I'm actually more curious about what happened before the video. You grabbed the spring and dropped it on the next blaster in one jump? Or did you beat the scale somehow?
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# ? Aug 17, 2019 14:22 |
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May Contain Nuts posted:Impressed, but I'm actually more curious about what happened before the video. You grabbed the spring and dropped it on the next blaster in one jump? Or did you beat the scale somehow? For that run I can't remember if I grabbed and tossed the spring in one jump or if I very quickly landed and then jumped again but both are possible. The video capture feature on the Switch is terrible and I'd have gone for a better time to capture the whole thing but I was pretty tired last night.
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# ? Aug 17, 2019 14:43 |
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Internet Kraken posted:I'm half-tempted to do an expert run where I skip every level in the Super Mario World style and see how better I do then. I think I'd do better skipping NSMB because of all the speedrun levels. That being said, endless doesn't work for me anyway, I make too many mistakes.
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# ? Aug 17, 2019 16:43 |
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Going backwards and playing levels (mostly levels with screenshots attached)Perry Normal posted:
So this was a solid normal level. The only thing about it is, I assume there's an alternate route if the Yoshi doesn't die? It's pretty easy to trigger the claw into dropping the egg so you can't get it, so you have to go down the pipe, but I assume you can go to the overhead section if you use Yoshi? The final section I just used fireballs to easily get through it, I don't know if that was your intention or not. Is there some way to get over to the left side of the axe with the Boom Booms? The boss fight was also kind of strange because at some point Bowser Jr just jumped down to the lower floor and I guess got crushed and died, I don't know if that was intentional or not either. But either way, overall a good solid level. The Lobster posted:I'm really not feeling up to doing Jams and Blitzes due to personal issues going on, but I did happen to make this sort of platforming Ghost House. I have lots of ideas for levels but I'm not doing them right now because I'm just kind of down. Making levels does help me feel better but I just have a lot going on that's keeping me from doing it. I guess this is sort of getting me in the mode for school in two weeks though when I'll probably have to stop pretty much altogether. Decent level. I have no idea how you're supposed to get through the ghost circle without getting hit. I don't have too much to add! Suspicious Cook posted:Bingo! My latest jam entry: So clever. Love the theming, love how you pulled off movie scenes (the electric fence was cool. At first I was like "huh?" but then when I jumped over it I was like OOOH). That being said, while the last part was cute with the music, I didn't understand what the final... thing was. Was that supposed to be the t-rex? Spanish Matlock posted:
I gave this one a bunch of tries. I see why it's got a 0% clear rate. The mechanic you want the player to do is just too finicky to pull off, as well as enemy/hazard placements just being kind of mean and having ZERO room for error. This is the kind of level you give to like, Trihex. I'd probably have given it more of a shot if I could keep holding the run button, but you can't do that becasue Mario will grab the pow block instead of landing on it. So it just ends up feeling too unintuitive to do the mechanic required. It's a cool idea and I'd like to see the mechanic used in an easier less Kaizo setting itschris posted:Cool level! The theming was great, and I really liked your idea with the green snake blocks blocking the pipe. LOVED this. So fun. felt like a real Mario level, and it also felt like if they did 3D World style bonus worlds in Mario 3, this is what you'd have. Super cool, my favorite of this batch I played. Big props for having things feel spaced out fairly, even the really tight section at the end, I felt like I didn't have to do everything perfectly to not get hit. The vine climb, everything was spaced out really well with lots of room for error. Really good. Macaluso fucked around with this message at 17:57 on Aug 17, 2019 |
# ? Aug 17, 2019 17:51 |
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I think I spent more time making this pretty than constructing the mechanism. :bobross: Bouncing Blasters 5[interrobang] N2Q-50T-JTG May Contain Nuts fucked around with this message at 19:02 on Aug 17, 2019 |
# ? Aug 17, 2019 18:03 |
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Macaluso posted:Decent level. I have no idea how you're supposed to get through the ghost circle without getting hit. I don't have too much to add! If you hop up onto the question block, you can time your jump out of it such that it occurs when the circle is open. Thanks for the feedback. Alternatively, hit the question block, get the fire power-up, then get the dry bones to hit you and while you are in i-frames grab the fire flower and tank through the boo circle. I've seen clever streamers do both.
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# ? Aug 17, 2019 18:38 |
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May Contain Nuts posted:I think I spent more time making this pretty than constructing the mechanism. :bobross: It took me a few tries to even notice what was happening with the bob-omb. Well played, but the cheese cannot be stopped. https://twitter.com/JeffTMBG/status/1162782623162179584
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# ? Aug 17, 2019 18:48 |
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J-Spot posted:It took me a few tries to even notice what was happening with the bob-omb. Well played, but the cheese cannot be stopped. Well then. I actually took the level down and reuploaded before I saw this post. I don't know if the servers have a delay or something, but it was showing 0 attempts when I deleted it. New code: N2Q-50T- JTG
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# ? Aug 17, 2019 19:06 |
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May Contain Nuts posted:Well then. Sometimes the game just decides it wants to stop updating until you close it and restart. Actually the first person who attempted it had cleared it as well.
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# ? Aug 17, 2019 19:20 |
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My newest course, meant to be more of a story course than a real course, following the story of the Goomba who you wronged in, "A Moral Dilemma," or perhaps his son ("My name is Inigo Mongoomba. You killed my father. Prepare to die!"). It has some cheese, but I'm happy with that, because the point is more the lore and the experience more than the perfection of the gameplay. https://twitter.com/tehlobster/status/1163118670228287488 The Lobster fucked around with this message at 17:06 on Aug 18, 2019 |
# ? Aug 17, 2019 20:59 |
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Macaluso posted:I gave this one a bunch of tries. I see why it's got a 0% clear rate. The mechanic you want the player to do is just too finicky to pull off, as well as enemy/hazard placements just being kind of mean and having ZERO room for error. This is the kind of level you give to like, Trihex. I'd probably have given it more of a shot if I could keep holding the run button, but you can't do that becasue Mario will grab the pow block instead of landing on it. So it just ends up feeling too unintuitive to do the mechanic required. It's a cool idea and I'd like to see the mechanic used in an easier less Kaizo setting It's a cool mechanic and you can do a lot of cool stuff with it. I don't think you need to lean off the grab button, aside from obviously when you're throwing the thing forward. You just have to land on top of it and you should be able to hold down run the whole time. I think the second trick seems to be confusing a lot of people. I tried to indicate as best as I could with the coin and all. https://twitter.com/i/status/1162820185058734080
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# ? Aug 17, 2019 21:16 |
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Apparently, there is a super jump you can do in 3d world, where you do the up+z+jump inputs for the spinning high jump all within one frame of each other, and you'll get even more height. Not sure how many people know about this, it might be brand new tech.
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# ? Aug 17, 2019 21:45 |
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Finished my jam level. Cool Cool Runnings: 2RH-XFG-YRG Nothing really fancy about it. Its just a simple slide level with yoshi I'd been wanting to make for awhile. Unlike most levels I make its stupidly easy and should be simple enough for anyone to complete.
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# ? Aug 18, 2019 02:08 |
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Macaluso posted:So this was a solid normal level. The only thing about it is, I assume there's an alternate route if the Yoshi doesn't die? It's pretty easy to trigger the claw into dropping the egg so you can't get it, so you have to go down the pipe, but I assume you can go to the overhead section if you use Yoshi? The final section I just used fireballs to easily get through it, I don't know if that was your intention or not. Is there some way to get over to the left side of the axe with the Boom Booms? The boss fight was also kind of strange because at some point Bowser Jr just jumped down to the lower floor and I guess got crushed and died, I don't know if that was intentional or not either. But either way, overall a good solid level. No alternate route for the Yoshi. There is a 1up you can get to above by jumping off Yoshi, but no real alternate path My original intention was that you either make it over with Yoshi and use his spit fire to clear out the enemies in the final section, or if you lost the Yoshi you can just kick the first turtle and run after it. No way to get on the other side of the axe. I never thought that Bowser Jr. would jump down, but that does make sense. I don't think I ever kept him alive long enough for that to happen, LOL. Thanks for playing and for the feedback!
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# ? Aug 18, 2019 02:49 |
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Finished my Blitz level. It's...not my best work. My original concept was gonna take way longer than 2 hours to properly make and playtest so I threw this together instead. The lift platforms are a little janky if you go fast but hopefully it just feels like a tough athletic level.
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# ? Aug 18, 2019 03:18 |
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Also, silly thing I discovered when looking at Mario Maker youtube videos: normally every enemy has to be either next to each other (i.e. tile 1 and tile 2 both contain goombas( or have tile gaps inbetween (Tile 1 has a goomba, tile 2 nothing, tile 3 goomba.) This is relevant because in SMB, you can have enemies spawn in half tile increments. Turn out you can replicate this by placing an enemy on top of a giant enemy and playing said giant enemy in the ground, despawning them when the stage starts and getting your half tile spawn. This is absolutely useless but I found it way too fascinating not to share.
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# ? Aug 18, 2019 03:23 |
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I'm just here to whore out one of my levels Cape Escape 3QQ-2Y6-J9G A "puzzle" level that uses a handful of cape tricks. I wanted to take a few mechanics from the kaizo wiki and make a regular level out of them, so if you're a kaizo expert this probably isn't going to seem that novel. The technique where Mario glues himself to the ceiling is hilarious.
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# ? Aug 18, 2019 03:55 |
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I set out to try and make a pick a door level that wasn't a kick in the butt "if you choose wrong then you die immediately" type of level. I got real into it, made two pretty cool paths and then found out that there's some limitations in mario maker that ruined what I had else so I sorta got disinterested and finished the level pretty quickly. Overall I'm still happy with the level and I had fun with it! It's called Choices. https://twitter.com/Mintaka2D/status/1162924400988938240
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# ? Aug 18, 2019 04:18 |
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OneMoreTime posted:Also, silly thing I discovered when looking at Mario Maker youtube videos: normally every enemy has to be either next to each other (i.e. tile 1 and tile 2 both contain goombas( or have tile gaps inbetween (Tile 1 has a goomba, tile 2 nothing, tile 3 goomba.) This is relevant because in SMB, you can have enemies spawn in half tile increments. Turn out you can replicate this by placing an enemy on top of a giant enemy and playing said giant enemy in the ground, despawning them when the stage starts and getting your half tile spawn. Unfortunately, this doesn't help me align thwomps with single tiles (and half of each adjacent tile) like I could in the first Maker. That's actually something that would help me make levels look more pleasing.
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# ? Aug 18, 2019 04:51 |
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Argue posted:Unfortunately, this doesn't help me align thwomps with single tiles (and half of each adjacent tile) like I could in the first Maker. That's actually something that would help me make levels look more pleasing. Yeah I wanted to have a thwomp dispense three 1-up mushrooms from note blocks by hitting time in that kind of configuration, and I had to end up going with launchers instead. It works mechanically, but it's not as cool.
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# ? Aug 18, 2019 05:32 |
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Question: What does the tag, "Themed," mean to you?
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# ? Aug 18, 2019 05:55 |
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Argue posted:Unfortunately, this doesn't help me align thwomps with single tiles (and half of each adjacent tile) like I could in the first Maker. That's actually something that would help me make levels look more pleasing. Actually you can! Just tested it with switch and brick blocks by placing them on a goomba and it works out. It's still limited obviously since there's an obstacle in the way but...y'know
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# ? Aug 18, 2019 06:42 |
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The Lobster posted:Question: What does the tag, "Themed," mean to you? Either around a known idea (like say, a TV show) or pretty exclusively around a an object, whether that's a mario maker object like a goomba or, I dunno a vacuum cleaner?
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# ? Aug 18, 2019 06:44 |
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Themed to me just means a level that has a coherent visual and gameplay theme throughout it. I'd say most Mario levels from official games would qualify as this. I suppose some might take it to mean extremely thematic levels with heavy visual dressing, but I think its equally valid to apply it to the gameplay. A good themed level too me has both consistent visuals and gameplay.
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# ? Aug 18, 2019 06:59 |
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# ? Jun 4, 2024 04:04 |
H110Hawk posted:My 1000'th playthrough of it makes me wish there were flags every few rooms so I didn't have to do the whole thing. I realize that defeats the purpose, but I play games on easy. That's a good point. I want to revisit this concept in another theme eventually and will definitely try to set up a checkpoint system. By the end I was so used to doing it all I lost track of how long it took to get there if you die. I wonder if there would be a good way to make it so a failed puzzle loses you a "life point," so you can fail 2 times but not die, just reset for the next puzzle. Then you die on third failure. Or just let you always progress but get the "bad ending" if you don't complete any given puzzle. The Lobster posted:Question: What does the tag, "Themed," mean to you? I take it to mean the creator took care to weave the setting and gameplay together, with a pretty wide spectrum of what the themes can be between those things. A level that uses just a single tile, no-slopes line of blocks as the bare minimum for their levels platforming challenges is probably not themed. When it feels like the blocks and objects are purely functional, taken at face value, you never see a certain block as actually a grass tile, or glass in a spaceship viewscreen, or use your imagination to interpret, it's not themed. As a tag to use, a lot of great levels will necessarily be themed through design in some fashion, but if the theming is itself a focus of the level is when the tag is most appropriate. There are also levels created around a specific theme or idea, a base idea and the level is built out from that unifying concept.
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# ? Aug 18, 2019 07:27 |