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Yeah, it saves your progress on the world. Annoyingly, you cannot skip levels that you've completed before (I tested this by finishing someone's uploaded level before playing it on their course world), even though the World Maker test mode has a button that does this! Which means that if I upload a world 2 to my super world, people who played it would have to do world 1 all over again. I think my slapdash solution to that will be to make each successive world upload in reverse order, so my second upload will go World 2 -> World 1, and so on, so that if anyone tries to catch up with my worlds, they'll be guaranteed to go through all the levels they haven't seen before reaching the old levels. Then when (if) I finish world 8, I'll just go and do one final reupload, reversing the order back to the correct one.
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# ? Jun 19, 2020 19:01 |
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# ? Jun 5, 2024 04:25 |
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Level list for tonight's stream at 5 PM PDT/8 PM EDT https://twitch.tv/onemoretimegfsn 1. Way-Down World By: Gnome Enthusiast 70H-77N-G2G 2. Piranha Plant Park By: Norton 7D5-1SN-SDG 3. CBM-3MF-QJG By: Gooselongcat 4. 9FK-W6R-SNF By: Lamecustomgifs 5. Aradin's level By: AradinOfXandurk RVL-LDP-6QG 6. TrueBlue's level By: TrueBlue F9N-4W8-20H 7. Underground Space Caverns By: QPzmAl2910 KHQ-2LV-XHG 8. Super Mario Challenge 1-1 By: Matchstickgeezer FK0-VGT-8YG 9. Switchio Factorio By: BricksandHammers FCK-BKP-F2H 10. Koopa Bridge By: Gibbayyyy MXN-6D6-VMG
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# ? Jun 19, 2020 20:22 |
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Here is a new thing I have made, involving lava and dry bones and mario 2. Super Expert / Kaizo Lite difficulty? GHF-YJW-RJG - Bounce Laterally Mario! There is a big shortcut, and otherwise platforming off of a giant drybones that keeps going into and out of lava. Good luck!
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# ? Jun 20, 2020 00:22 |
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Annnnd we're going live in about 10 minutes! https://twitch.tv/onemoretimegfsn
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# ? Jun 20, 2020 00:50 |
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Mech E-2 Course ID: 028-2C8-0FF Difficulty: Expert This is the last of the levels I started back when the update dropped that I've slowly been working on. This one is sort of a sequel to my Lakitu's Day Off level from earlier this year. Now Lakitu has been laid off and replaced by a machine. Making any cloud enemy the star of a stage is a bit tough so I had to make this one a bit slower paced than my usual stuff to have it actually pose a threat.
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# ? Jun 20, 2020 02:12 |
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Are there any worlds released that would be good for 3-4 players, especially including kids?
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# ? Jun 22, 2020 14:01 |
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I'll look around and see if there are, but none are popping to mind sadly By the way, here's the level list for tonight's stream at 5 PM PDT/8 PM EDT https://twitch.tv/onemoretimegfsn 1. The Journey Home p15 By: Danmiy12 0DY-JQQ-80G 2. Quick1 By: Mrittenhouse84 R2G-0YF-HGF 3. Lava Tower Run By: Agent_10-008 N2P-586-MFG 4. Gauntlet of Fire By: MattDeMaker 8BL-069-HLF 5. Raynans' level By: Raynans SNP-TG3-LKG 6. Boo Cycles By: It'same poop face JB6-W0S-SWG 7. Hohtst's level By: Hohtst WDV-X9Y-B2H 8. Anunu's level By: Anunu 2TM-84D-Y8G 9. Mechakoopa Aerial Acrobatics By: MM_Stanley (bruhgang) 0GG-N84-Y8G 10. Purpletrt's level By: Purpletrt DG5-P0W-TFF
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# ? Jun 22, 2020 18:42 |
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And we're going live! Come on in and chill out: https://twitch.tv/onemoretimegfsn
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# ? Jun 23, 2020 00:50 |
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Oh hey, another new level!
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# ? Jun 23, 2020 15:52 |
Hey everyone, please join the Goony Mario Making Discord founded by tonberi! E: Send me a PM or post in the thread if you want in. Sublimer fucked around with this message at 01:21 on Jun 30, 2020 |
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# ? Jun 25, 2020 00:37 |
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lol i came into the thread a few minutes ago wondering if there was a discord, perfect timing
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# ? Jun 25, 2020 00:47 |
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It took me most of a year, but I finally managed to squeeze out enough time from my schedule to finish another level. Sweet Dreams, Mario ID: Doesn't exist anymore, see my next post. This one is just a sweet little dream of a level. I just wanted something slow and relaxing, and so I made it! Nothing else to say really, I hope people have fun with it! Libluini fucked around with this message at 18:40 on Jun 28, 2020 |
# ? Jun 27, 2020 23:40 |
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Libluini posted:It took me most of a year, but I finally managed to squeeze out enough time from my schedule to finish another level. Neat setting. However, I had trouble the little jump into the pipe (perhaps toward the end of the level?) You only have four blocks of space with spikes overhead. It was strangely challenging in a fairly laid-back stage. Unless you meant to make that part difficult, I might suggest changing it. Edit: I just realized that a spin jump might have worked there. I grew up on SMB3 rather than World, so it didn't cross my mind. DorianGravy fucked around with this message at 01:46 on Jun 28, 2020 |
# ? Jun 28, 2020 01:31 |
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DorianGravy posted:Neat setting. However, I had trouble the little jump into the pipe (perhaps toward the end of the level?) You only have four blocks of space with spikes overhead. It was strangely challenging in a fairly laid-back stage. Unless you meant to make that part difficult, I might suggest changing it. Thanks for playing! Yeah, when playing this level myself, I soon realized that it may be impossible to cross that last part without getting hit. But I decided against changing it because I had this irrational fear the level may be too easy afterwards: If you have one of the feathers hidden in the level, you can just use our invincibility frames to walk past that part and still have another hit left. Besides, after sleeping on it I had this sudden revelation that the last pipe still fits the theme: As long as you're taking it slow and relaxed, you should be able to carefully float past both spikes and enemy towards the pipe. Or you just take the hit and get through, anyway. Though to be honest, as I'm the worst player ever, I died dozens of times on that pipe. Fun fact: When playtesting, I found a surprisingly dumb spot where you could get stuck if you took the second feather and accidentally jumped down again. I changed the block I put there so it wouldn't accidentally self-destruct and now jumping down is a feature, as it makes that part of the level much easier!
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# ? Jun 28, 2020 10:02 |
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Anyone have any ideas on how to destroy a big wall of hard blocks fast in SMB style? Regular bricks might be okay too. I tried having a muncher collide with a large bob-omb but that only does a small square and I can't put enough bob-ombs without wrecking the shape. Ultimately it isn't a huge deal because this thing I'm doing is more an aesthetic bonus than anything gameplay related, but it's not pretty.
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# ? Jun 28, 2020 12:16 |
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Have a bobomb with a muncher above, separated by an on/off switch, then duplicate and stack them above each other. You'd have the transparent on/off boxes left, but that's probably the closest you'll get. Assuming it works of course, because making triggers in this game is like pulling teeth and is the reason I can't be bothered attempting to make anything anymore.
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# ? Jun 28, 2020 12:29 |
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I threw another one together, because Sunday: Launch Mountain 01 ID: JN7-KSJ-VFG This one is supposed to be the first level of the first world of my super-world. Because of this, it's rather easy. I've also hidden some 1-Ups so players can stock up easily for later levels. It's kind of space-themed, though world 1 is mostly about climbing a mountain to reach a rocket, while space only comes into play from world 2 on forward.
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# ? Jun 28, 2020 14:45 |
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OK, so I took back some feedback on my dream-level and re-did the ending for a smoother, more intuitive playing experience. The result: Sweetest Dreams, Mario ID: 8S9-G9H-FHG
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# ? Jun 28, 2020 18:41 |
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Level list for tonight's stream at 5 PM PDT/8 PM EDT: https://twitch.tv/onemoretimegfsn 1. Launch Mountain 01 By: Libluini JN7-KSJ-VFG 2. Forth & Back By: TheBigSleep 2H6-L0F-51H 3. Mystic Keep Gateway 3-2 By: Terethien J64-R68-JHF 4. Meowser Boss Fight Demo By: Creator438 SX9-Y87-RTF 5. Spin Jump: Exploring Mechanics By: Grantofranto SG6-MBM-2SG 6. Mario's Jarring Jailbreak By: Ordinary_human VYF-CX9-X1H 7. Salt n Pepper By: the-eejay SS5-LY8-Y1H 8. Lakitu's Lava Bubble By: Keepers327 XJJ-D6X-PPG 9. Telephone Pole Panic! By: waffleyDootDoot LRJ-F83-75G 10. Accuracy, Luck and Bounce By: BigBromptom NNX-637-GDF
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# ? Jun 29, 2020 17:56 |
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And we're going live! here! https://twitch.tv/onemoretimegfsn
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# ? Jun 30, 2020 00:51 |
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And again, we're going live with some Mario Maker! We're playing some of the oldest levels submitted since it's the 1 year anniversary! https://twitch.tv/onemoretimegfsn
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# ? Jul 4, 2020 00:58 |
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Going live with some Mario Maker here: https://twitch.tv/onemoretimegfsn
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# ? Jul 7, 2020 00:50 |
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I created my first level today and would love some feedback if possible. JJY-1SF-TVF Thank you!
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# ? Jul 7, 2020 20:50 |
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King Crab posted:I created my first level today and would love some feedback if possible. Welcome! I got WR on your level and gave it a like. I don't particularly enjoy dark levels, but it was short and fun to speedrun. Here is my feedback since you asked: The part where you have to take damage on the muncher to become small mario and then escape the thwomp wasn't clear to me until after I died to it once. If you are going to have a power-up stripping section I think it's best if it's forced on the player. It isn't intuitive to hurt yourself before advancing to a new section. Additionally, the 4 spinys on the track are pretty difficult to get past without taking damage, but since there are infinite power-ups coming from the pipe you can just damage boost through the section. I think that part is too hard but also trivialized by the power-up pipe. In my opinion the level would be improved if you removed the fire flower completely and made the spiny section slightly easier by removing 1 spiny. That way you don't have to strip the power-up from the player, and it also prevents you from just running through all the spinys. Hope to see more levels
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# ? Jul 8, 2020 03:51 |
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Norton posted:Welcome! I got WR on your level and gave it a like. I don't particularly enjoy dark levels, but it was short and fun to speedrun. That's actually really helpful I will give it another pass and tidy it up a little. I did have another idea for a level, it's really fun to put them together!
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# ? Jul 8, 2020 04:46 |
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I'm pretty sure the answer is no, but: is there any way to control which direction an enemy will face when they spawn on screen? Right now, I am working with ant troopers, and I want 4 of them to circle around a platform, all marching in the same direction. When I place on the ground or on the right side, it starts marching left/ccw. If I place it on the left or bottom portion of the platform, it marches clockwise.
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# ? Jul 9, 2020 19:30 |
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Prowler posted:I'm pretty sure the answer is no, but: is there any way to control which direction an enemy will face when they spawn on screen? Right now, I am working with ant troopers, and I want 4 of them to circle around a platform, all marching in the same direction. When I place on the ground or on the right side, it starts marching left/ccw. If I place it on the left or bottom portion of the platform, it marches clockwise. Enemies spawn facing Mario.
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# ? Jul 10, 2020 13:41 |
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I also spent the past couple of weeks noodling over a dark themed stage: Monty Mole's Haunting Hideout X48-WNH-K5G I was going for 'doable but oppressively unfun', so let me know how I did with that! Doctor_Fruitbat fucked around with this message at 22:06 on Jul 11, 2020 |
# ? Jul 11, 2020 17:53 |
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I'll try yours out tomorrow, doctor! I amended my first level and have made two more over the last few days: Escape from the Mansion - 4GY-NQR-D2G Tree Troubles - 6MF-3LS-QRF The Cursed Well - JXT-2FD-82H I'll watch some of the lessons to get an idea because I'm not as confident at making something complex. Please let me know what you think!
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# ? Jul 12, 2020 02:45 |
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Another artisanally crafted bullshit-level. This time I tried to make it as hard as I could, though as long you keep calm it's still a breeze. (The hidden truth being I'm secretly poo poo at platforming games, so after making a "hard" level, I'm always spending another hour slowly making it easier and trying it again and again, until I can get to the point I can finish it. So if you have problems with my levels, always remember that I'm a loving cheat and there's probably a really relaxed and easy way to play the level. Also, almost all of my power ups are hidden.) Anyway, I present to you my poetic master piece, The Fall of Mario ID: 0NY-J3X-BYF Mario is fallen, am I too to fall? Am I to leave this haven of my rest?
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# ? Jul 12, 2020 15:26 |
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Libluini posted:Another artisanally crafted bullshit-level. This time I tried to make it as hard as I could, though as long you keep calm it's still a breeze. (The hidden truth being I'm secretly poo poo at platforming games, so after making a "hard" level, I'm always spending another hour slowly making it easier and trying it again and again, until I can get to the point I can finish it. So if you have problems with my levels, always remember that I'm a loving cheat and there's probably a really relaxed and easy way to play the level. Also, almost all of my power ups are hidden.) Too many blind jumps IMO. None of it was mechanically difficult, but I died about 10 times figuring out which direction I needed to press to avoid spikes. I couldn't react fast enough to change directions in time until I learned what was coming. If I could see more of the screen it would have been a fine level, but there is no way to look down and see what is next so to be honest it was a little frustrating to beat. Blind jumps are a recurring Mario Maker issue and have prevented me from making any falling sections that I am satisfied with. However... playing through your stage gave me serious inspiration to create a solution. I spent the last few hours working on a new level with an attempt at fall indicators: Plumber Plummet: N08-R4V-J1H
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# ? Jul 13, 2020 04:02 |
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Doctor_Fruitbat posted:I also spent the past couple of weeks noodling over a dark themed stage: First clear! It was definitely oppressive, but I enjoyed it pretty much. I liked how you manipulated the light radius to make it a little claustrophobic. I would have appreciated a power-up sooner, but it was nice that the enemies never seemed unfair, so my only deaths seemed like my own fault. The Thwomp room was neat, but it took me a little while to figure out how to get past it. King Crab posted:I'll try yours out tomorrow, doctor! Escape from the Mansion - Mostly good level. I would put a checkpoint after the key door. As it is, the first part of the level is fairly slow paced, but it's very easy to die in the second part, which means you have to do the first part again. I died twice right near the end, and it was a little tedious to redo the whole level. I liked your use of atmosphere and sound effects, though. Tree troubles - This one was a bit chaotic. With hammer bros, sometimes less is more. I think people aren't very fond of that enemy, and having to deal with a lot of them in a small space can be trouble. I would suggest having fewer hammer bros and adding some parts of the level which are purely platforming, to give players a brief rest. I think this video gives a great breakdown about the "flow" of typical Mario levels: https://www.youtube.com/watch?v=VrFrT7-19JI The Cursed Well - This level has a strong concept and good aesthetics! The only change that I would make is removing the piranha plant at the bottom of the well. Since you need the fire flower to defeat the piranha plant, there were many times where I got hit going to the bottom, then had to go back up to get another fire flower, which made things repetitive. Also, maybe fewer spikes. Overall, I think these are great for your first few levels. Go through the lessons, and also watch that video I posted above (which is a fun video anyway). The best level-making advice I can give is that you should play your levels a bunch, and play them in different ways. If you run into things that you find frustrating, make them easier or more fun. If you want to make traditional levels, don't be afraid of power-ups and checkpoints, since other people will find your levels more difficult than you do. Still, great work so far!
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# ? Jul 13, 2020 04:51 |
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Libluini posted:Another artisanally crafted bullshit-level. This time I tried to make it as hard as I could, though as long you keep calm it's still a breeze. (The hidden truth being I'm secretly poo poo at platforming games, so after making a "hard" level, I'm always spending another hour slowly making it easier and trying it again and again, until I can get to the point I can finish it. So if you have problems with my levels, always remember that I'm a loving cheat and there's probably a really relaxed and easy way to play the level. Also, almost all of my power ups are hidden.) I agree with Norton. Falling and spikes result in a lot of trial and error, since you can't see where you're supposed to go until it's too late. As for power-ups, other players won't spend time looking for hidden boxes (unless there are obvious clues), so it's basically the same as not giving power-ups. And keep in mind that other players will find your levels harder than you do. So if you want to make a "normal" difficulty level for others, it should probably be easy for you. Also, there's nothing wrong with making easy levels. All of my levels, for example, are fairly easy. Keep it up! Norton posted:Too many blind jumps IMO. None of it was mechanically difficult, but I died about 10 times figuring out which direction I needed to press to avoid spikes. I couldn't react fast enough to change directions in time until I learned what was coming. If I could see more of the screen it would have been a fine level, but there is no way to look down and see what is next so to be honest it was a little frustrating to beat. Haha, I like it! With the help of your maps, I did it on my first try (and was only a little stressed!).
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# ? Jul 13, 2020 05:10 |
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Norton posted:Too many blind jumps IMO. None of it was mechanically difficult, but I died about 10 times figuring out which direction I needed to press to avoid spikes. I couldn't react fast enough to change directions in time until I learned what was coming. If I could see more of the screen it would have been a fine level, but there is no way to look down and see what is next so to be honest it was a little frustrating to beat. I loved your level! Exactly like I've envisioned it, and then mostly failed at because incompetence. The only thing missing were those Mega Man death phasors that laser you in half if you don't react fast enough. The spikes made me nostalgic for all those instant-death spike corridors you sometimes have to fall down through in Mega Man. Also I think it's mostly my fault that your completion rate is down to below 3%. I died a ton of times. DorianGravy posted:I agree with Norton. Falling and spikes result in a lot of trial and error, since you can't see where you're supposed to go until it's too late. As for power-ups, other players won't spend time looking for hidden boxes (unless there are obvious clues), so it's basically the same as not giving power-ups. And keep in mind that other players will find your levels harder than you do. So if you want to make a "normal" difficulty level for others, it should probably be easy for you. Also, there's nothing wrong with making easy levels. All of my levels, for example, are fairly easy. Keep it up! I thought of this and added a second, visible feather to the level I'm currently working on. So your feedback already helped future players! On difficulty, what kind of level I want to make depends on my mood at the moment. If I want to make easy levels, I'll put a number to it because generally, all my easy levels are planned for my super-world. (Except for when I get to like, world 7 or 8, but that's far in the future) But if you find a level that's a pun and with a poetic sounding description, then you're in trouble because my sadism is leaking out.
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# ? Jul 13, 2020 09:43 |
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DorianGravy posted:Escape from the Mansion - Mostly good level. I would put a checkpoint after the key door. As it is, the first part of the level is fairly slow paced, but it's very easy to die in the second part, which means you have to do the first part again. I died twice right near the end, and it was a little tedious to redo the whole level. I liked your use of atmosphere and sound effects, though. Thank you so much for this feedback! I will definitely take it on board going forward. That video was also really interesting. I'm making a level now that uses three different elements and so it does feel disjointed, I'm gonna take another pass at it to try and keep the theme more consistent and use the other ideas for different levels. I'm really enjoying this bloody game...
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# ? Jul 13, 2020 16:40 |
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Level list for tonight's stream at 5 PM PDT/8 PM EDT https://twitch.tv/onemoretimegfsn 1. Juggle Deez Shells By: iKPbot QF0-GWR-BXG 2. Plumber Plummet By: Norton N08-R4V-J1H 3. Buzzy Beetle Bastion by: Tadabutcha 2CS-JFL-PTF 4. Hammer Bro Lesson By: Interloper N25-3HD-R8G 5. The Temple of DOOM By: SwimmingLab QKX-C3K-KKF 6. Mushroom Tennis Tournament By: Yellow_shell GHF-PXY-BTF 7. Battle with Bowser By: Shadowrangerfs QWF-M4C-7GF 8. Anunu's level By: Anunu SLJ-y7X-BBG 9. Conquering Pokey's Peak By: 121gigamatts LRQ-S2S-DGF 10. Spacedustboi's level By: Spacedustboi HLL-19N-SFF 11. The Fall of Mario By: Libluini 0NY-J3X-BYF 12. Escape from the Mansion By: King Crab 4GY-NQR-D2G 13. Monty Mole's Haunting Hideout By: Dr. Fruitbat X48-WNH-K5G
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# ? Jul 13, 2020 16:55 |
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And we're going live with some levels here! https://twitch.tv/onemoretimegfsn
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# ? Jul 14, 2020 00:51 |
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There's a new Ninji level.
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# ? Jul 15, 2020 16:13 |
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In Training posted:There's a new Ninji level. This Ninji might be too hard for me. The Yoshi strats require some pretty speedy button presses. I got a 35 second time and called it quits. I made a new level though! After my last stage about falling I wanted to make a climbing level. Should be real easy and very hard to die. calm climb: NSD-5FV-0WF
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# ? Jul 16, 2020 00:42 |
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# ? Jun 5, 2024 04:25 |
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Oh man, time to grind a Ninji
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# ? Jul 17, 2020 00:19 |