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Stream complete! Thanks for all the good levels everyone, it's always a blast. VOD: https://www.twitch.tv/videos/489897675 Levels played: 1. Mushroom Mines By: ThisIsACoolGuy RW4-D70-GYF 2. SMV 7-1: Gusty Garden Galaxy By: Dark Lich 6XT-X3C-PXF 3. MSS: Koopa Caper H1F-SDB-CQF By: Too Shy Guy 4. SMV 7-2: Dimensional Drift By: Dark Lich 8TY-56N-WMG 5. Deep Sea Base Assault By: Tonberi BD4-8NC-50H 6. Frozen Passage by: iL_cornuto GLS-5VW-K6G 7. Green Shift By: May Contain Nuts KDL-GY6-0NF 8. SMV 7-3: Battlerock Barrage By: Dark Lich BLC-LBJ-BLG 9. Spring Water By: May Contain Nuts GLV-875-HYF 10. Underground Key Battle By: Tonberi Q07-S9H-FTG 11. SMV 7-B: Molten Moonbase By: Dark Lich 685-FVF-PKF 12. To the Spiky Tunnel Escapade By: Good Sphere DCH-5WM-7HG 13. Terror Lake By: Gnome Enthusiast 5NK-V77-GXG 14. Cannonball Clouds By: Gnome Enthusiast QSW-SF8-8HG 15. Joker's Trick By: Hitlersaurus Christ 47W-BHN-0WG 16. Skipsqueaks are Cute By: Tonberi 41S-JBX-90G Random acts of mario. #835 Dry Dry Dunes Dig By: Doomykins 9J7-36W-81G #853 Slip Sliding Garbage Jamboreee By: Neekberm L9F-1V8-6XF #127 Repeating Riches By: Sam Faust K5P-J5T-RHG #1283 The Sinking Sky Continent Rev 2 By: Phantasium QPW-Y50-X8G
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# ? Oct 4, 2019 04:35 |
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# ? Jun 3, 2024 23:53 |
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ThisIsACoolGuy posted:Just wanted to say real fast, that my levels in MM1 are still circulating somehow (there are still people playing it wtf) and it finally happened Congrats! There are still people playing Splatoon 1 too, when the internet service is free there's gonna be people who stick around a community for a really, really long tail
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# ? Oct 4, 2019 04:43 |
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OneMoreTime posted:Stream complete! Thanks for all the good levels everyone, it's always a blast. OneMoreTime! Hey thanks for playing my level! Edit: There is actually a secret in that level, which you spotted while playing in the video, but you need to approach from a different side.. and find and do other things in addition. The secret though, will only benefit the time it takes to beat the level. Good Sphere fucked around with this message at 06:13 on Oct 4, 2019 |
# ? Oct 4, 2019 05:50 |
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OneMoreTime posted:Stream complete! Thanks for all the good levels everyone, it's always a blast. drat, I know how I missed that soft lock - I moved the block because it was too easy to get accidentally just bouncing off the goombas and I wanted people to notice the gap and figure it out, and I did that after checking the course with big mario. Lesson learned, I'll fix it and reupload it. Thanks for playing it anyway, and I'm glad you liked it otherwise!
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# ? Oct 4, 2019 09:17 |
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ThisIsACoolGuy posted:Just wanted to say real fast, that my levels in MM1 are still circulating somehow (there are still people playing it wtf) and it finally happened I just got a switch for Mario Maker 2, I played Mario Maker 1 up until like 2 weeks ago.
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# ? Oct 4, 2019 16:49 |
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I made a couple of levels using procedural generation: Ceiling of the Cow Cult QVV-RYV-GGG Collapsed Temple of the Cow Cult WTR-W8R-T4G
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# ? Oct 4, 2019 17:01 |
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Relevant Tangent posted:I made a couple of levels using procedural generation: These were both quite different from the Marios I'm used to, but were challenging and fun. I am curious as to what the Cow Cult will be doing in the future. Do you like dying a lot? Then do I have a stage for you! D9X-PGH-SNG - Bowser's Nauseating Castle Spin to win! Spin jump across spinies and thwomps in a spikey castle, then receive a yoshi and ride it past the rising tomato soup to defeat giant Bowser and his magikoopa army! Tough platforming but rather short and decently checkpointed. If anybody has any feedback for this stage, it'd be appreciated! I tried to use coins and such to make it obvious where to go, and not do anything too horrible or difficult. Note: Bowser and his magikoopa army are not an actual obstacle, just hanging out at the goal. Edit: Oops the code was wrong. tonberi fucked around with this message at 21:00 on Oct 7, 2019 |
# ? Oct 4, 2019 20:40 |
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Made a new Mario: Who Stole My Goal? Course ID: D1V-0HR-HQF Difficulty: Normal Multiplayer Friendly?: Yes This was kind of the remnant of a different idea I had to sort of recreate the cartoon Duck Amuck in a Mario level. This went through several iterations as I had trouble coming up with anything to really compliment the gimmick and what I ended up with is mostly a pretty normal stage. I wanted to do something easier after my last course ended up in super expert so it shouldn't be too tough.
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# ? Oct 4, 2019 23:58 |
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I'm finally streaming again in a few: https://www.twitch.tv/pizza_skeleton Hop on in and share your latest or just hang out.
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# ? Oct 5, 2019 01:13 |
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What are some creative replacements for keys and locked doors? One I can think of is the pow block against any enemy that can be knocked down by them but also act as a barricade.
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# ? Oct 5, 2019 04:11 |
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DalaranJ posted:https://twitter.com/SAMarioMaker/status/1178064648974852096 Streaming all of MSS unless I'm interrupted by online multiplayer. Tune in! https://www.twitch.tv/cartridgeblowers EDIT: VOD is here - https://www.twitch.tv/videos/490383187 All levels beaten and all world records achieved! Cartridgeblowers fucked around with this message at 07:04 on Oct 5, 2019 |
# ? Oct 5, 2019 04:19 |
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Good Sphere posted:What are some creative replacements for keys and locked doors? One I can think of is the pow block against any enemy that can be knocked down by them but also act as a barricade. Assuming you mean like, a way to bring players into a new room they couldn't see at all previously, something like this works When the player approaches from the left, the screen stops scrolling at the stone wall, so they don't see the the bob-ombs, and when they hit the on/off block, the dotted line blocks behind the bob-ombs activate and cause them to blow up. It makes a 2-tile tall opening in the stone. The drawback is it creates two blue switch block tiles that make the opening awkward to navigate that the player has to hit the switch block again to get rid of, but you could probably get around that by being creative with how the opening works or, if you don't mind a delay between hitting the switch block and creating the opening, have podobos activated by the switch light the bob-ombs.
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# ? Oct 5, 2019 04:46 |
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https://twitter.com/TheGamesCage/status/1180186280136568833
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# ? Oct 5, 2019 05:17 |
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After clearing out my Switch backlog, I'm back on SMM2. I'm not happy enough with this level to make a splash image for it like I've been doing with my others (hit the part limit, couldn't come up with mechanisms to trigger some events I wanted to do), but I do like how the gimmicks that did work turned out. Beware The Beasts Below 0PF 94B NLF
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# ? Oct 5, 2019 11:10 |
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What cockamamy bag rule is this
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# ? Oct 5, 2019 13:37 |
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Pakled posted:Assuming you mean like, a way to bring players into a new room they couldn't see at all previously, something like this works That’s really cool thanks. I’ve see this before, but it wasn’t obvious to me how it worked, and now I think I’ll use it in an upcoming level.
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# ? Oct 5, 2019 13:44 |
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Anyone have any ideas on how to make any kind of danger that goes perfectly horizontally--like a bullet bill, but fast? Vertically is easy, I just have offscreen tracks eject an enemy from above. I could make horizontal tracks but I wouldn't be able to combine them with the vertical threat since something ejected from tracks above would latch on to the horizontal tracks below. Also, these are supposed to be in sealed rooms, so the threats kinda need to be able to go through walls. Edit: I can stack boos onto a muncher on top of a winged block moving on tracks, place the winged block and tracks below the room, and get an effect pretty close to what I want, but that means I'd have to jump over all the horizontal threats, and not have any that must be avoided under. Argue fucked around with this message at 15:45 on Oct 5, 2019 |
# ? Oct 5, 2019 15:38 |
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Argue posted:Anyone have any ideas on how to make any kind of danger that goes perfectly horizontally--like a bullet bill, but fast? Vertically is easy, I just have offscreen tracks eject an enemy from above. I could make horizontal tracks but I wouldn't be able to combine them with the vertical threat since something ejected from tracks above would latch on to the horizontal tracks below. Also, these are supposed to be in sealed rooms, so the threats kinda need to be able to go through walls. Can you stick piranha plants to the bottom of winged blocks?
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# ? Oct 5, 2019 17:27 |
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How long are the rooms? If they're only a screen or so red cannons would work. Blue winged spike tops are sort of fast.
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# ? Oct 5, 2019 17:37 |
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The rooms aren't even a full screen long; I'll give the blue winged spike tops a try. I'm not sure the piranha plant idea would work even if you could stick them to the bottom of the blocks, since you can't stack them downwards or extend their stems. But even half a screen is too wide for red cannons to fire anything clear across in a straight line; anything other than a bullet bill will arc because of gravity. Thanks for the ideas! Edit: I think I can do something with the blue winged spike tops; it would be best if I could come up with a mechanism to have them move in time with my other devices but we'll see. Actually, my idea probably isn't going to work out the more I think about it; vertical offscreen surprises require you to think fast, but horizontal offscreen surprises, you see coming way too far ahead of time. Argue fucked around with this message at 18:09 on Oct 5, 2019 |
# ? Oct 5, 2019 17:57 |
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I used random acts of mario to get some idea juices flowing, and I feel like I hit the jackpot! Gave me Bowser Jr. as an enemy type to use, so now I present to you: 8KK-PQF-S2G - Galoomba’s Grotto Simple platforming with claws and galoombas. Will you even find Bowser Jr.? Defeat him to save Yoshi! Or... don’t.
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# ? Oct 5, 2019 23:08 |
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Some more Mario's! Spiky Hallway 8CB-FWW-2SF Upon further playtesting, the [ ! ] block level I was making doesn't feel like a level. The sections don't really come together well, so I'm just turning each section into its own little level. This is the final jump. Cuddlebug Ghost House G2S-CK0-VSF My wife's first level! Or the first level I made while she sat next to me and told me where to put everything. She very much enjoyed the process so there will probably be more.
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# ? Oct 5, 2019 23:39 |
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The Great Chomp Plateau - L25-8LM-VWG - Today's fun fact: This was going to be called "The Great Chomp Steppe" until I looked up what a "steppe" was. Thanks for filling my head with random nouns, Nintendo.
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# ? Oct 6, 2019 01:27 |
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So it seems red cannons won't fire when they're even one block offscreen. If I can't do that, is there a way to obscure them onscreen instead?
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# ? Oct 6, 2019 08:46 |
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Argue posted:So it seems red cannons won't fire when they're even one block offscreen. If I can't do that, is there a way to obscure them onscreen instead? Would putting them on a track onscreen work? It would randomize them a bit even though you'd see them coming. Could even throw blocks on a track to randomly block them in front of them to randomize it a lil more. Or on springs? I asked in the discord, but I'll throw it out here as well, now that Playing With Friends is a thing, do we have a system for Playing With Goons? Everywhere seems pretty level creation focused at the moment.
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# ? Oct 6, 2019 15:35 |
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Why not have a chill Sunday afternoon with some mediocre Mario play? https://www.twitch.tv/pizza_skeleton
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# ? Oct 6, 2019 21:05 |
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RodShaft posted:Would putting them on a track onscreen work? It would randomize them a bit even though you'd see them coming. Could even throw blocks on a track to randomly block them in front of them to randomize it a lil more. Nah, randomization isn't what I'm after. What my idea was, was to drop someone in a series of rooms that look similar to this: The idea is to give you a few moments to figure out where the safe zones are and rush to one before everything comes barreling in. The problem I'm having is that the only really effective danger I can make is stuff that comes from above. From the right side, I can use blue winged spike tops (though they don't go as fast as I'd like), but from the left, red cannons are the only thing I can think of to send at the player, and those don't function offscreen and can't be timed. From the bottom, I can have stuff poke in and out although unfortunately nothing that can go straight upwards.
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# ? Oct 7, 2019 05:21 |
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RodShaft posted:Would putting them on a track onscreen work? It would randomize them a bit even though you'd see them coming. Could even throw blocks on a track to randomly block them in front of them to randomize it a lil more. Nah, randomization isn't what I'm after. What my idea was, was to drop someone in a series of rooms that look similar to this: The idea is to give you a few moments to figure out where the safe zones are and rush to one before everything comes barreling in. The problem I'm having is that the only really effective danger I can make is stuff that comes from above. From the right side, I can use blue winged spike tops (though they don't go as fast as I'd like), but from the left, red cannons are the only thing I can think of to send at the player, and those don't function offscreen and can't be timed. From the bottom, I can have stuff poke in and out although unfortunately nothing that can go straight upwards.
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# ? Oct 7, 2019 05:21 |
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Here comes another Mario! It's Cold Up There QQQ-N42-4XF This one's a SMB3 autoscroller. Watch out for hostile balloons. edit: fixed a typo in the level code blakyoshi fucked around with this message at 00:34 on Oct 9, 2019 |
# ? Oct 7, 2019 17:33 |
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So I’ve had this game for a while and just started to create courses. Jungle Stack: NM3-PRQ-BMG Themed course based around stacks of enemies. Jump over stacks of goombas and Monty moles, or crush ‘em beneath your feet! Thwomp-iscle Course: LGP-1G2-WSF Bowser’s castle is melting! Use icicles and thwomps to escape from falling icicles and thwomps!
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# ? Oct 8, 2019 02:06 |
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Level list for tonight's stream at 6 PM PDT https://www.twitch.tv/onemoretimegfsn 1. Ceiling of the Cow Cult BY: relevant Tangent QVV-RYV-GGG 2. Bowser's Nauseating Castle By: Tonberi D9X-PGH-SNG 3. Collapsed Temple of the Cow Cult By: Relevant Tangent WTR-W8R-T4G 4. Who Stole My Goal? By: Jspot D1V-0HR-HQF 5. Beware The Beasts Below By: Argue 0PF-94B-NLF 6. Galoomba's Grotto By: Tonberi 8KK-PQF-S2G 7. Spiky Hallway By: May Contain Nuts 8CB-FWW-2SF 8. The Great Chomp Plateau By: Gnome Enthusiast L25-8LM-VWG 9. Cuddlebug Ghost House By: May Contain Nuts G2S-CK0-VSF 10. Jungle Stack By: Palmtree Panic NM3-PRQ-BMG 11. It's Cold Up There By: Blakyoshi QQQ-N42-SXF 12. Thwomp-iscle Course By: Palmtree Panic LGP-1G2-WSF
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# ? Oct 8, 2019 18:02 |
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After some feedback from Little Mac, I have maked a new Mario: QDK-0XR-71G - Thwomps in the Night Use night ground thwomps to open the way and get to the goal! I wonder what the fastest time will be, this course was clearly meant for speedrunning.
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# ? Oct 8, 2019 22:47 |
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blakyoshi posted:Here comes another Mario! I really enjoyed this level, using the bumpers as hot air balloons was an ingenious idea. A fun platforming level that felt really fresh.
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# ? Oct 9, 2019 00:27 |
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Going live in 15 minutes! https://www.twitch.tv/onemoretimegfsn
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# ? Oct 9, 2019 01:44 |
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And stream complete! Thank you once again for posting levels in the thread, and coming to hang out! VOD: https://www.twitch.tv/videos/492085270 1. Ceiling of the Cow Cult BY: relevant Tangent QVV-RYV-GGG 2. Bowser's Nauseating Castle By: Tonberi D9X-PGH-SNG 3. Collapsed Temple of the Cow Cult By: Relevant Tangent WTR-W8R-T4G 4. Who Stole My Goal? By: Jspot D1V-0HR-HQF 5. Beware The Beasts Below By: Argue 0PF-94B-NLF 6. Galoomba's Grotto By: Tonberi 8KK-PQF-S2G 7. Spiky Hallway By: May Contain Nuts 8CB-FWW-2SF 8. The Great Chomp Plateau By: Gnome Enthusiast L25-8LM-VWG 9. Cuddlebug Ghost House By: May Contain Nuts G2S-CK0-VSF 10. Jungle Stack By: Palmtree Panic NM3-PRQ-BMG 11. It's Cold Up There By: Blakyoshi QQQ-N42-SXF 12. Thwomp-iscle Course By: Palmtree Panic LGP-1G2-WSF
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# ? Oct 9, 2019 04:26 |
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OneMoreTime posted:And stream complete! Thank you once again for posting levels in the thread, and coming to hang out! Thanks for playing! To answer your question, chomps normally sink, and it took me forever to make because I had to manipulate them and tweak all the timings with springs and blocks. I actually hit the part limit for that level because I had to come up with mechanisms that would work in lava--normal shells wouldn't work, only dry bones shells, and since those 1. collapse upon hitting walls, and 2: float upwards in liquid, I had to use plenty of sideways springs to compensate. Other things I discovered that I couldn't use: thwomps can survive in lava, tornados survive but the wind doesn't come out unless they're actually poking out of the lava, cannons fire but not bill blasters. If anyone wants to create mechanisms hidden under lava, my best advice is to do it in the forest theme first; you'll be able to swim around to verify how they work, and the physics are the same, although you need to be mindful about which parts will die in lava. Argue fucked around with this message at 06:19 on Oct 9, 2019 |
# ? Oct 9, 2019 05:13 |
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OneMoreTime posted:And stream complete! Thank you once again for posting levels in the thread, and coming to hang out! Thanks for playing my levels. The way I made them was just dragging the create land pointer across the screen left to right moving up a block and dragging it back right to left. You have to skip any of the background elements or they get over-written. Then you figure out what enemies you want and match them to a background element, goombas/peach guys for mushrooms, dry-bones/piranha plants for the little ferns, vines for the large ferns, and then coins for the venerated cow skeletons. I had the piranha plants growing upside down which made them rightside-up, because I liked the effect. They're not terribly complicated levels once you decide what you want your enemies to be, but I like the kind of alien aesthetic they create. The other thing about them is that they have an effective maximum size that's much smaller because you quickly run out of placeable enemies.The Collapsed Temple level, if I re-made it I'd replace the goombas with the peach guys and make it feel less like enemies were raining on you from nowhere.
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# ? Oct 10, 2019 12:36 |
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Here's another somethings Marios I've made: SMQ-R15-BDG - Goomba Village Find the key in the goomba village and enter the sleeping goomba's dreams to complete this course. Nighttime ground theme with some vertical platforming. 45N-108-J0G - Banzai ReBillion Get through Bowser's castle during the Banzai Bill Rebellion! Platforming with multiple routes and a winged Bowser Jr. fight you maybe don't have to do. tonberi fucked around with this message at 18:41 on Oct 10, 2019 |
# ? Oct 10, 2019 17:21 |
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This is three pages back, so sorry for the necro, but how do I switch On/Off blocks in Edit mode? I've read some articles that claim tapping (or holding) the red On block will change it, but I cannot replicate this.
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# ? Oct 10, 2019 19:27 |
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# ? Jun 3, 2024 23:53 |
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MisterBibs posted:This is three pages back, so sorry for the necro, but how do I switch On/Off blocks in Edit mode? I've read some articles that claim tapping (or holding) the red On block will change it, but I cannot replicate this. When you hold on it you should see a selection menu open up and from there you select the blue block. That’s how it works for touch controls anyway.
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# ? Oct 10, 2019 19:45 |