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This is my first time playing Mario Maker. How can I make it so a lift travels down a track and then when it reaches the end it falls off instead of reversing? The pigeon implied I could delete the end of the track, but all that happens is I shorten the track.
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# ¿ Jun 28, 2019 20:20 |
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# ¿ May 15, 2024 05:10 |
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I finished my first level ever! Remember the Path! MGP-SV2-MTF I don't know if it's clever or annoying but it was my first idea so
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# ¿ Jun 29, 2019 03:22 |
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Random Stranger posted:So there's a few problems here. The first is that I didn't understand the concept behind the level for my first two attempts. Using the enemies as a "code" is a solid idea, but it's tough to communicate in Mario Maker. It was your title that clued me in, but remember that not everyone playing speaks English. If you encountered this level but it was named "コードを覚えて" would you be able to figure it out? Removing the other background enemies so the code doesn't appear to just be part of the background, repeating the code several times so it's clearly something important, and doing something to draw attention to it like placing stars around it might help with this, but I'm not sure it would be completely effective. Thanks for the critique. You're absolutely right about the slow platforms not being exciting. I added those red Parakoopas to the second set in order to jazz it up but I wasn't thrilled with the results. I'm not quite sure what you mean about the other background enemies, though? At the start I showed the Koopa in the pipe box, and then the first two [?] boxes are above a piped Goomba and Koopa. The latter rewards the player with a mushroom, while the box above the Goomba just has another Goomba to indicate that it was the wrong choice. I also agree about the water. I love the SMB3 Forest aesthetic with the pipes but I couldn't figure out how to remove the water entirely on the forest theme.
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# ¿ Jun 29, 2019 04:22 |
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J-Spot posted:Having trouble clearing stages? Can't tell a goomba apart from a super mushroom? I've got one thing to say to you: I just played this in multiplayer with my five-year-old daughter and it was perfect. We only died once via timeout when she had trouble ducking under the wall after CP2, but that's because she still hasn't gotten comfortable with jumps that aren't straight up and down. We'll work on it. Only weird thing I noticed was that at the Super Ball part she got the power up but I still had the Giant Luigi power up so I couldn't do much in that room without destroying the floor. But other than that it was perfect; I'm proud of her and thankful for you. EDIT: She's trying the first level in Story Mode and she keeps shaking the controller like a Wiimote whenever she jumps.
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# ¿ Jun 29, 2019 22:53 |
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Big Bob-bombs On The Summit TRV-H1M-X1H I feel like the end could have been more exciting so if you have suggestions let me know and I'll make a Version 2.
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# ¿ Jun 30, 2019 02:39 |
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neonchameleon posted:Am I missing something really obvious, or is the intended strategy after the first chomp and at the top of the hill mid-air sideways bomb excavation? That is correct.
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# ¿ Jun 30, 2019 03:00 |
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I'm trying to make a level where you race an enemy to the end before it hits a P-Switch and makes the level unwinnable, but no matter what I do the winning strategy is to let the enemy get far enough ahead that he despawns.
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# ¿ Jul 1, 2019 04:38 |
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Thank you for the advice, everyone; I decided to go with the autoscroller and even though I normally hate autoscrollers I'm happy with how this turned out. Footrace With Koopa The Quick W0L-K39-VHF
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# ¿ Jul 1, 2019 08:48 |
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ultrachrist posted:Is there a way to force an on/off switch to a different color? Sounds to me like the solution is to not offer a checkpoint.
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# ¿ Jul 1, 2019 23:51 |
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Okay, my fourth level is the first one that I'm really proud of. Quicker Than The Sand T30-M52-QWF The SMB desert music is fantastic.
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# ¿ Jul 2, 2019 06:17 |
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Submitting this level for the Switch Jam: The House on Bombcircle Mountain G14-QL4-CYG Haschel Cedricson fucked around with this message at 01:03 on Jul 4, 2019 |
# ¿ Jul 3, 2019 20:19 |
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I'd like some feedback on this level before I add it to the spreadsheet. The Tomb of Amenpoketep D21-JQB-6TF
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# ¿ Jul 8, 2019 04:08 |
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Random Stranger posted:Since you clearly want to make refinements, I'm going to run down a few things that made me go, "Huh," while playing: Re Checkpoint: Good point; I'll move it. I was already thinking of revamping that section because I realized when players started from the checkpoint that Pokey is right there. Re Invisible Block: I was going for a sort of "Oh no, how do I activate the lift before the side skewers break through the wall?" sort of thing. Maybe there are a bunch of ? blocks but only one of them has the P-Switch? Re Shaft: Good catch; that's an easy fix. Any thoughts on the boss fight at all? All my adjustments seemed to make the fight teeter back and forth between childishly easy and unpleasantly hard.
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# ¿ Jul 8, 2019 04:58 |
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Thank you everyone who playtested for me. Here's the final version:
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# ¿ Jul 9, 2019 02:36 |
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My Desert Trilogy continues! Amanita Oasis 0JY-5LR-D6G
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# ¿ Jul 10, 2019 05:16 |
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Mahoning posted:Oh man, I just obsessed over beating two of Matt Thorson’s (creator of Celeste) levels. I felt so smart when I figured out what I had to do, and then so dumb when I continually failed to actually do it. The first time I made the music note jump, I proceeded to throw the shell in exactly the wrong direction.
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# ¿ Jul 10, 2019 05:26 |
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Let's play some random acts of Mario. Light Switch Slam This was a lot of fun; I've never noticed that the switches control the lights. There were a few parts where I felt like the challenges were "out of order', i.e. there'd be a jump that had to be made with the lights dim, and then a similar jump where the lights were brighter, but all in all great level. Snowpeak Descent Is there a better feeling in Mario than sliding down a slope and killing everything in your path? Nope. I killed Boom Boom by making an icicle fall on him, which felt great. Good use of making a vertical level that's aesthetically pleasing. Fountains o' Fish I was promised fountains of fish and this level did not disappoint. Thank you for not including Cheep Cheeps. Calamari Clouds, Beetle Skies This level is like Memphis-style BBQ. By that, I mean that I respect what you are trying to do but it is not for me. Going Galaxy Oh my goodness, this is the most creative goon level I've seen so far. That's not a knock against anybody else; this is just that good.
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# ¿ Jul 10, 2019 07:46 |
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DorianGravy posted:I uploaded my third level: Crumbling Sky Cathedral (DD4-FKS-YHF). This is a beautiful level. The amount of time you put into this level really shows; the aesthetics of the cathedral were amazing. When I encountered the first bell I got a big smile on my face. Also, there aren't a ton of levels that make you go right to left, so it was really cool seeing that sky section where you had to backtrack to the upper left corner. I felt like the timer could have been a bit longer, but maybe I was just going slow. I sort of cheesed the timer by dying in the boss fight and then starting from that last checkpoint with a full 299. But yeah, everything about this level is fantastic. Keep up the good work. If you're doing reviews in return I posted a level on [url=]https://forums.somethingawful.com/showthread.php?threadid=3892822&userid=90307#post496594162]the last page[/url].
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# ¿ Jul 10, 2019 08:02 |
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The Lobster posted:
Fauxkey-Pokey is an original character do not steal Seriously though I'm excited to play it.
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# ¿ Jul 11, 2019 01:47 |
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DarkLich posted:Finally finished up the next SMV batch! I haven't done these four yet, but last night I played through the first two kingdoms you made and they were all excellent. I love how you put the checkpoints at the end of an area instead of the start of the next area; it's a small thing I never would have thought of but it makes the pacing feel a lot better.
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# ¿ Jul 11, 2019 17:19 |
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A "gimmick" doesn't need to be anything mechanical; expanding on the location can be be great for making a level feel cohesive. It's not just "A level using the Castle theme", it's "a factory". It's not just "A level using the Desert theme", it's "An oasis". Then you let that decision guide the rest of the design.
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# ¿ Jul 11, 2019 21:25 |
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Help Im Alive posted:Does it ever surprise anyone else how popular the SMB1 theme is? The music for the desert and snow themes is great in SMB1 so no I'm not surprised.
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# ¿ Jul 11, 2019 21:45 |
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potatocubed posted:Do coins mean anything in SMM, or are they just there as jump guides and sky writing? They give you a 1up if you get 100 in Endless Mode. They also feel good to collect and make the level feel more like a real level.
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# ¿ Jul 11, 2019 22:51 |
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Here's my first exploration level. Hopefully it doesn't suck.
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# ¿ Jul 13, 2019 04:54 |
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Rollersnake posted:
I discovered City Connection for the first time a month ago when I saw it on the NES Classics thing on the Switch, and I hated it. Then I kept playing it for some reason and then I loved it. This level is perfect. Meowser simulates that loving cat perfectly.
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# ¿ Jul 14, 2019 08:33 |
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Rollersnake posted:...I have it out for snake block levels in general—I don't even like the official ones from Super Mario World, and I dunno if I'll ever play a level that changes my mind about them. Rollersnake posted:ROLLERSNAKE posted:
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# ¿ Jul 15, 2019 05:15 |
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Jam review of Slidetide Pools, guestwritten by Daughter Cedricson, age 5. "This is a hard one. Why don't you try this part? *is told 'no, this is a kid's level* Maybe we should let Mommy try." "I don't understand how slide jumps work." *Has it explained and demonstrated* Oh okay. *Takes a leap from the very top of the hill* I like to do it MY way." "I like the room with the pipes. It is nice except for I never got to the pipe that 3 and 0 coin in there. [sic]" "Can we play my level?" Haschelnote: I thought this was a great level. I am so sorry.
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# ¿ Jul 16, 2019 01:47 |
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@DalaranJ: Apparently I mistyped the code for Mariokesh Bazaar. Can you change it to 5J2-2Y8-9HG?
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# ¿ Jul 18, 2019 05:28 |
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Here's something I've been working on. Any suggestions before I add it to the spreadsheet? Portobello Pyramid TJ1-4YN-K1H
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# ¿ Jul 19, 2019 17:52 |
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Asema posted:Not a big fan of the smaller thwomp right before the bigger thwomp but that's just me running past it on the first read and not dealing with it again. The idea with the small one was to make the player slow down before accidentally running right into the big one. Glad you liked the rest of the level, though.
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# ¿ Jul 19, 2019 20:12 |
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Nep-Nep posted:For this level I decided to intentionally make the worst level I could. I didn't want to make a level that was just hard or unfair or full of walls of enemies or whatever. I do promise that nothing like that is in this level. While there are a few invisible coinblocks, they don't softlock you or kill you or make you do large level portions over. I can't be 100% certain but I'm fairly sure there's no way to softlock in this level at all Unless you do the one really obvious foolish thing that is fairly telegraphed as a bad choice. There is also a death pit but it's like 3 seconds into the level and you'd have to choose to walk into it. I think I got de facto softlocked near the end. I got to the red pipe dropping the helmet, went in the door, and a row of invisible blocks and springs stopped me from advancing. Then I thought maybe the red pipe was the way out but it didn't go anywhere. I acknowledge maybe I could have gone all the way back, but not with the amount of time I had left on the clock. Anyway gently caress you but I also gave you a like so it shows up in Endless mode.
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# ¿ Jul 20, 2019 09:45 |
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What items actually interact with seesaws and are there any cool mechanics I can use them for? I keep having a bunch of ideas and then the seesaw just goes through everything.
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# ¿ Oct 30, 2019 22:57 |
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This is the best haunted house: https://www.youtube.com/watch?v=TS0yzHvQ3o4
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# ¿ Oct 31, 2019 23:51 |
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Taking a break from three consecutive Fire Emblem runs to come back to this: EDIT: Removed while I fix a thing EDIT2: New level code is GX1-FM4-1RG Watch For Flying Rocks Haschel Cedricson fucked around with this message at 04:05 on Nov 2, 2019 |
# ¿ Nov 2, 2019 03:45 |
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On one hand I'm excited about Pokey. On the other hand, all my desert levels featured fake Pokeys made out of Goombrats/Spinys and I don't want to remake them.
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# ¿ Dec 2, 2019 19:16 |
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In Training posted:You can always hit the Retry button. Sure, as long as you haven't hit a checkpoint yet.
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# ¿ Dec 4, 2019 17:06 |
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Woo, enjoying this new patch. Pipes & Pointy Things Y1N-Y6F-62H
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# ¿ Dec 6, 2019 01:27 |
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Would there be any interest in making another set of themed levels like the Bayou or the Mario In Space project? It'd be cool to do something like that with the new pieces.
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# ¿ Dec 15, 2019 04:47 |
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In Training posted:Well then here it is! Hot Chocolate Mountain it is, then. HCM: Snowball Fight! 55V-XGF-0NF
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# ¿ Dec 17, 2019 10:05 |
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# ¿ May 15, 2024 05:10 |
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How does global ground work now? I'm trying to make a vertical subarea that has the N64 music play the entire time but no matter what I do it fades away when I leave the muncher with the music attached.
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# ¿ Dec 27, 2019 03:40 |