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This game loving owns but man do I not like the "no jumping or airtime" challenge levels in the story. Those are no fun at all.
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# ¿ Jun 28, 2019 14:18 |
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# ¿ May 16, 2024 22:37 |
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I'm really looking forward to playing all the levels in the spread sheet and then trying my hand at a couple of my own. I can't stop thinking about Mario!
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# ¿ Jun 28, 2019 18:43 |
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Made my first level: Treetop Tryout. Messed around with the trees from the 3d World tileset because I really love that set and want to do more with it. This one is pretty simple and shouldn't be too challenging. Code is HG2-034-2KF.
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# ¿ Jun 29, 2019 17:44 |
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Alright, just finished my second level: Boom Boom's Hideout. PRF-JML-XPG Mario has tracked Boom Boom to his fortress. There's nowhere to run now!
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# ¿ Jul 1, 2019 01:58 |
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AlBorlantern Corps posted:I always have at least 100 coins, one hidden one up, a way to get the top of the flag pole, and one visible but challenging one up opportunity like eight enemies to bounce off . Yeah this is where I'm ending up as well. I think I'm going to end up putting 4 or 5 in each course in total and let you find em or choose which ones you want. Intl Cron posted:As promised, here's some feedback on levels I've been churning through from the super-awesome Random Acts of Mario randomizer utility. Seeing how much you liked Boom Boom's Hideout made my day yesterday. Thank you!
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# ¿ Jul 2, 2019 13:52 |
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What does playing on handheld vs docked matter? Latency on a TV?
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# ¿ Jul 2, 2019 16:02 |
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Doctor_Fruitbat posted:How do you get music to play constantly? When I move away from the trigger it fades away and the original track starts again. I know you can pin a track to Mario to have it play for the whole level, but I want a boss theme to come in during the final segment only. I make columns of the sound about six blocks apart across the area I want the song to play in.
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# ¿ Jul 2, 2019 21:19 |
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You ever have a level that sounds good on paper then totally falls apart in execution? That was my jam level. Back to the drawing board.
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# ¿ Jul 5, 2019 00:05 |
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The Lost City of Sobekoopa Course ID: SQV-YJ6-2LF Difficulty: Medium Multiplayer Friendly: Probably not This was originally my Jam level for this week, but I didn't really end up using switches that much, so I just went with my own direction on it.
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# ¿ Jul 7, 2019 01:39 |
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Lastdancer posted:Visually the level design was great! Good flow in the first half, the second half is definitely more challenging. The section in the picture below with the coins at the bottom caused my first death, which felt cheap to me. The part with the Magikoopa was cool in that I was small Mario but the Magikoopa's wand hit a block that bestowed me a Super Mushroom. I was too much of a weenie to try for the high flagpole route at the end :P I was worried about something like that happening with the two layers for platforming in that part. I didn't even think of how that would look from above like that. I need more level design practice, but I'm glad you enjoyed it!
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# ¿ Jul 7, 2019 01:57 |
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Random Stranger posted:Nope. You'll just pass right through them occasionally even if you're coming almost straight down. And the timing on jumping out of them changes with every swing of the wind. Even in puzzles, they jiggle what they're moving a bit randomly and getting things out of them can be iffy as a result. Number 1 should be the desert theme.
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# ¿ Jul 8, 2019 15:59 |
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NofrikinfuN posted:The SNES desert theme is amazing. I actually think the tileset and the music don't really gel that well! But I'm in the minority on that.
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# ¿ Jul 8, 2019 16:06 |
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The Lobster posted:If it makes you feel better, most of my levels are in Endless Normal? How do you know where they're ranking? Just guessing based on clear percentage?
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# ¿ Jul 9, 2019 16:46 |
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# ¿ May 16, 2024 22:37 |
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The Lobster posted:Yeah; but also apparently you can download them and it tells you. I'll have to try that then.
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# ¿ Jul 9, 2019 16:51 |