|
Is there a shortcut for opening the item wheel instead of me tapping the magnifying glass every time?
|
# ¿ Jun 28, 2019 07:15 |
|
|
# ¿ May 15, 2024 16:40 |
|
DalaranJ posted:Press Y. It might only work when a menu is highlighted? What do you mean by highlighted menu? I've tried tapping Y, I've tried holding it, but the radial menu won't show up unless I press the magnifying glass.
|
# ¿ Jun 28, 2019 08:04 |
|
Okay I'm a bit annoyed that you can't center-align two-block wide enemies anymore. The system still clearly allows for it since a thwomp pushed by a note block only gets pushed half a square, making it aligned with a single block!
|
# ¿ Jun 28, 2019 14:33 |
|
Haha the Intermediate Yamamura lesson titled "Treat the Player Fairly" has a sequel in the Advanced section, "Seriously, Treat the Player Fairly"
|
# ¿ Jun 28, 2019 17:02 |
|
Okay it's kind of silly that you can't stack enemies in Mario 3D World style. Mario 3D World originated stacked enemies!
|
# ¿ Jun 29, 2019 17:19 |
|
Khanstant posted:A bomb or something that destroys a box? or maybe have the box continue to move in a direction where there's no room for player. It's the same Undodog from Mario Paint! Not the music maker, the button you click to undo things.
|
# ¿ Jun 29, 2019 17:53 |
|
what the gently caress https://www.youtube.com/watch?v=QfbqLzuKZf8
|
# ¿ Jun 30, 2019 15:11 |
|
Yeah, don't put anything above the horizontal screen divider and the screen won't follow Mario into the sky. The white blocks are there but trying to hold down will just make Mario do a little hop as if to say "I get what you wanted to do but we can't do that here". Of course someone's already figured out how to make that into a little Kaizo gimmick of its own.
|
# ¿ Jun 30, 2019 15:44 |
|
Is there a way to test a level with the switches set to the off position? I keep having to place a switch in the spot I'm testing from.
|
# ¿ Jun 30, 2019 17:48 |
|
That was https://supermariomakerbookmark.nintendo.net/ which doesn't work for Mario Maker 2.
|
# ¿ Jun 30, 2019 18:01 |
|
I hope that they not only bring back the bookmark site but also add a playlist feature because jesus christ the influx of level codes in this thread is unmitigable in a way the first game wasn't.
|
# ¿ Jul 1, 2019 04:10 |
|
After weeks of being displeased with my attempts to recreate my Mario Maker 1 levels, I made an original one that I'm somewhat pleased with, although the timing was a bitch to tune so some parts might be a bit more unforgiving than I wanted.
|
# ¿ Jul 14, 2019 15:54 |
|
Rollersnake posted:
Thanks for the feedback; do you mean that the part with the thwomp itself is what kills you? That's a bit disappointing for me to hear since I didn't even intend for that to be a challenge; the only reason the thwomp and muncher were there at all was to prevent you from going through too early or too late and causing the two snake blocks to be out of sync. I didn't expect it to be a bottleneck in the level.
|
# ¿ Jul 15, 2019 03:32 |
|
Remade an old Mario Maker level of mine that got deleted because nobody finished it; suffice to say I hope this one is easier.
|
# ¿ Jul 24, 2019 04:43 |
|
Made a new one; what I'm aiming for (and I hope I communicated this through the level itself) is to either collect all the small coins without "alerting" security, or just take the 3 big ones, which will set off all sorts of things and necessitate a daring escape. The former should be slower but easier, while the latter would more or less require you to keep moving, with few spots of downtime. Edit: Revised the level, new code is YM4-KF6-DLG Argue fucked around with this message at 04:29 on Aug 2, 2019 |
# ¿ Aug 1, 2019 18:08 |
|
Besesoth posted:Jeez, security is tough even when you don't go for the quick score. If I had one suggestion, it would be to add slightly more coins or decrease the number necessary (no more than 5 either way); between fleeing one Boo-with-a-Thwomp on the left and seeing a new Boo-with-a-Thwomp on the right, it's easy to miss that the question block after the Magikoopa segment has ten coins in it, which means that if you miss any coins in the rest of the level you have to backtrack all the way through to find them. Sure, that sounds reasonable! I'll do that first thing tomorrow before starting on a new level.
|
# ¿ Aug 1, 2019 19:12 |
|
Uh, how do I fix a level? I've edited mine up but I can't just click upload because it already exists on the server. If I try to delete it on course world, it says "Once deleted, courses cannot be restored", which I'm worried means I can't upload the course again with my fixes.
|
# ¿ Aug 2, 2019 03:45 |
|
Argue posted:Made a new one; what I'm aiming for (and I hope I communicated this through the level itself) is to either collect all the small coins without "alerting" security, or just take the 3 big ones, which will set off all sorts of things and necessitate a daring escape. The former should be slower but easier, while the latter would more or less require you to keep moving, with few spots of downtime. I've made the easy path more forgiving (shortened a fire bar, and added a whole 10 coins, so you now only need 120/140 coins instead of 120/130). Course ID is YM4-KF6-DLG Also lol what the gently caress "The course description contains more than 4 numbers"??? 5 numbers isn't enough to be a phone number or ccn, so what on earth is going on?
|
# ¿ Aug 2, 2019 03:57 |
|
Volte posted:
Thanks Volte! I played your boo level and it gave me an idea, so here's my latest, inspired directly by you: I think it's my easiest level by far but hopefully it's roughly the same difficulty as an actual Mario level. Edit: the thing I'm worried about most on this level is softlocks. Hopefully the reset door is enough to mitigate any. Argue fucked around with this message at 11:02 on Aug 4, 2019 |
# ¿ Aug 4, 2019 10:56 |
|
Normal scrolling is definitely there. You can specify the direction if vertical.
|
# ¿ Aug 6, 2019 16:26 |
|
Is there anything I can do in 3D World to have something roughly follow the X position of a player, like moles and poison mushrooms do in the other styles? A boo is all I can think of and it's too slow, plus it goes through walls and I don't want the player punished for standing still.
|
# ¿ Aug 7, 2019 14:20 |
|
Ugh, so it turns out troopas out of their cars behave exactly like I want, but it's kind of effort to contrive a way to force them to eject. It seems hopchops also follow you though, so all's good; I can work with that.
|
# ¿ Aug 7, 2019 15:03 |
|
The feedback I got on that level of mine (#12) is that some of the jumps are too hard to figure out; watching someone stream it should be instructive to me on how to design snake blocks fairly in the future. Good luck!
|
# ¿ Aug 15, 2019 17:57 |
|
Thanks OneMoreTime! Enjoyed seeing someone playing it blind, and I'm glad to see you got through the trouble parts fine! Rollersnake, no problem! I can see what you meant with the precision timing, other people I asked to try it had similar comments about the thwomp. Edit: my big takeaway from the video is that the coins as jump guides doesn't help much if you're out of step with the exact same way I played my level Argue fucked around with this message at 04:22 on Aug 16, 2019 |
# ¿ Aug 16, 2019 04:08 |
|
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.
|
# ¿ Aug 18, 2019 04:51 |
|
Any ideas on how I can make a stationary dry bones shell move left? A spring moves it right and it collapses when it hits a wall, and it won't work the way I want to if I just make it go right and bounce it left off a spring.
|
# ¿ Aug 26, 2019 17:56 |
|
... huh. Weird, but okay! I'll give it a try, thanks!
|
# ¿ Aug 26, 2019 18:49 |
|
In Training posted:Shells always bounce to the left off springs if there's a Pow Block or P-Switch loaded below their spawn point. They always go to the right if there's one above, so you can stick one in a wall somewhere to guide the shells where you want them to go. Ugh I just tested this and it doesn't work for Dry Bones or Spiny shells So I'm still stumped at how to make this Dry Bones shell go left without reflecting it off a sideways spring.
|
# ¿ Aug 28, 2019 05:45 |
|
SeANMcBAY posted:Obvious but new course parts will be coming. Here's my wishlist https://i.imgur.com/fvPgbpB.mp4
|
# ¿ Oct 2, 2019 04:26 |
|
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
|
# ¿ Oct 5, 2019 11:10 |
|
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 |
|
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 |
|
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?
|
# ¿ Oct 6, 2019 08:46 |
|
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.
|
# ¿ Oct 7, 2019 05:21 |
|
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.
|
# ¿ Oct 7, 2019 05:21 |
|
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 |
|
Is there a place that actively discusses Mario Maker 2 glitches? I can do the new black hole glitch but I'm still unable to accomplish some effects I've seen in other levels and I'd like to figure them out before it gets patched again, as I'd really like to recreate a glitch level I made in the first game.
|
# ¿ Oct 29, 2019 10:35 |
|
Won't be satisfied until we get my wishlist: https://i.imgur.com/fvPgbpB.mp4
|
# ¿ Dec 2, 2019 13:19 |
|
hcreight posted:Man, I hope they don't just keep Link exclusive to the SMB tileset. LTTP Link in the World set would be rad as hell. It's exclusive to the SMB tileset.
|
# ¿ Dec 2, 2019 18:15 |
|
|
# ¿ May 15, 2024 16:40 |
|
I was just looking at the video again and... what if Link holding the bomb above his head is a dry run for the SMB2 style; the bomb even arcs the same way.
|
# ¿ Dec 3, 2019 11:35 |