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Internet Kraken posted:Updated some old levels.
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# ? Dec 27, 2015 04:29 |
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# ? Jun 9, 2024 12:01 |
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It finally happened! The jump is officially 1300 to 2000 for the next medal and +10 level increase
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# ? Dec 27, 2015 05:00 |
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Bum the Sad posted:Wrong link, here's the right one https://supermariomakerbookmark.nintendo.net/courses/71E8-0000-011E-FB7D Well I'm dumb. Thanks for pointing that out.
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# ? Dec 27, 2015 08:15 |
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Here's the next world of my Super Mario Voyage project! The first two worlds are presented in the original post . Vine World I just finished 3-2 yesterday, so all of that is new content. It's possible to get Yoshi to the end of the level, so show off your skills if you can! SMV 3-1: Perilous Pipeline SMV 3-2: Carnivorous Caverns SMV 3-3: Ghastly Greenhouse SMV 3-4: Shroombloom Stronghold Gear up for the next one coming out later this week - Mechanized World.
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# ? Dec 27, 2015 13:06 |
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I.. think I've found my new favourite dumb thing to do: breaking automatic courses so that I have the world record in them
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# ? Dec 27, 2015 18:24 |
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I played a stage yesterday where a Mystery Mushroom turned me into Sonic the Hedgehog. I think the update must have gone back and fixed his sprite because now he really looks like the Genesis Version. His body takes up two sprite tiles now so that's really cool. Am I the first person to notice this?
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# ? Dec 27, 2015 18:52 |
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Spectacle Rock posted:I played a stage yesterday where a Mystery Mushroom turned me into Sonic the Hedgehog. I think the update must have gone back and fixed his sprite because now he really looks like the Genesis Version. His body takes up two sprite tiles now so that's really cool. Am I the first person to notice this? Hasn't changed
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# ? Dec 27, 2015 19:06 |
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Koopa's always had skeletons in his closet. Sometimes he fails to bury them deep enough. This Summer, Bowser Koopa is about to get, Undermined
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# ? Dec 27, 2015 21:28 |
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I keep making levels that are too hard for the general public and no one beats them. Someone please beat this, it's a darn 30 second level for goodness sake 6FA6-0000-012F-CC30
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# ? Dec 27, 2015 22:46 |
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Hey, thanks to you, goons, and to a lesser extent the general populace I've reached another badge and uploaded more levels. Also, I redid one on the spot because I wasn't willing to give up on it. Firepower Ferry I liked this one so much I skipped it ahead of a bunch of others in the queue. I guess I don't want to spoil any surprises (and I want to know what goons can find on their own). Terror Core This is probably my favorite though. Maybe because I like the Mario 3 Ghost House so much? People are already terrible at this one, hurry before it's doomed to Expert Mode forever. Kinda-Haunted Cave About as straightforward a NSMB level as it gets, but I hope you like it? Galoomba Gulch This is the one I redid, rushed it out the first time because I didn't have any auto-scrollers on my profile. Hope it's a better stage now. 121RedBlackGo Made a super-fast scroller, so I'm pretty sure people are going to be awful at this. Kinda worried about that Bowser placement at the end though, tell me if he's too much trouble. Hell-O! I know one of you hates Fire Piranhas, so..... sorry in advance? El Jefe Speaks The official/unofficial sequel to A Level Named Marcus. This one is pretty much doomed to Expert Mode, play it before it disappears entirely. There are even more on my profile, so don't forget to check. I'm just afraid this post is already too big. Check 'em out. Maybe I'll post them later or something.
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# ? Dec 28, 2015 00:36 |
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Sintax posted:I keep making levels that are too hard for the general public and no one beats them. Someone please beat this, it's a darn 30 second level for goodness sake I beat this but wish I hadn't. Its only 30 seconds but involves so much trial and error death I'm not surprised people skip it. If you don't want people to view your level as a brick wall you have to give them some kind of break. Just having some coins indicate where you need to jump to progress would make this level less painful.
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# ? Dec 28, 2015 01:19 |
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This level wasn't bad, but I feel like I missed the point somehow. There wasn't much challenge or thinking required when you could just hop in cloud after cloud to get to the end. Pretty punishing overall. I like athletic levels generally, but as Kraken mentioned, it's tons of trial and error, and hardly any of the errors let you live afterwards. I liked the ideas though, and I may need to steal bomb platforms as an idea some day. I'll play some more and leave comments under Dustin!! later tonight. Keep that content coming, fellas!
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# ? Dec 28, 2015 01:59 |
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Sintax posted:I keep making levels that are too hard for the general public and no one beats them. Someone please beat this, it's a darn 30 second level for goodness sake I liked it. It seemed reasonable enough. It honestly didn't seem like that hard of a level to me, but it was fun.
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# ? Dec 28, 2015 02:33 |
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DarkLich posted:This level wasn't bad, but I feel like I missed the point somehow. There wasn't much challenge or thinking required when you could just hop in cloud after cloud to get to the end. Well, on one level it was intended to be an easy multi-path level. (Because you're inundated with powerups.) But on another I want ed to find an engaging way to present the cloud as a power. So, I think the level, while technically solid, failed in two ways. 1.) Use of the cloud sort of eliminates the incentives in the level to switch between paths. 2.) Flying the cloud just isn't that engaging, or more accurately I was incapable of finding a way to make it engaging without forcing you to use the cloud. Does anyone have any ideas about this? Does the cloud just suck?
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# ? Dec 28, 2015 02:49 |
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Streaming an expert run and then maybe random levels: http://www.twitch.tv/cartridgeblowers
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# ? Dec 28, 2015 03:19 |
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DalaranJ posted:Well, on one level it was intended to be an easy multi-path level. (Because you're inundated with powerups.) I wasn't really sure how the level was supposed to work either without the cloud just trivializing everything. I don't really think designing a challenging level around the cloud can work well honestly. The cloud giving you free movement means you have to design hazards that can hit the player from multiple angles. Now that alone is hard enough, but functionally isn't any different from how a water level works where you have unobstructed movement. The problem is then that the clouds short duration means making any kind of difficult obstacle doesn't work. Its too easy for the player to get timed out inside the cloud. and if you're designing the level to be beatable by both cloud and foot, its hard to not have a bunch of obstacles the cloud just bypasses. I once tried to make a level that used the cloud like this but couldn't make it work either.
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# ? Dec 28, 2015 04:57 |
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Thanks for playing, I thought the way to go was pretty clear, but I should have added coins. I'll probably make an easier level with the same theme later.
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# ? Dec 28, 2015 06:55 |
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I'm trying out plinko as a Mario concept: https://supermariomakerbookmark.nintendo.net/courses/9FE0-0000-014A-5303 Does this even work? Is this fun? Tell me if this sucks or not, please.
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# ? Dec 28, 2015 15:40 |
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I've been trying to suss out how the website decides the difficulty of levels and it's so weird. Comparing two of my levels, https://supermariomakerbookmark.nintendo.net/courses/FAE9-0000-011D-09D3 The first one which is as Easy and has a completion rate of 39.06% with 25 clears out of 64 attempts. It also has had 32 different players with those 25 clears so 78% of the people who tried it beat it. https://supermariomakerbookmark.nintendo.net/courses/21CE-0000-0127-6B13 The second level is classified as Normal has a completion rate of 44.59% with 33 clears out of 74 attempts. It had 34 different players for those 33 clears which means 97% of the people who tried it beat it. Why the second level is classified as harder even though there was only one person who didn't beat it? Do you think it's possible that there is also an invisible skill level assigned to players? Anyways it's very strange.
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# ? Dec 28, 2015 20:46 |
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Maybe it takes the levels' content into account? Your second level there DOES have three Bowsers.
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# ? Dec 28, 2015 22:30 |
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Last Visible Dog posted:Maybe it takes the levels' content into account? Your second level there DOES have three Bowsers. There are actually five Bowsers and that is definitely how it should work.
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# ? Dec 28, 2015 22:52 |
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Speaking of Bowser being stupid hard and random, I improved an old level by removing Bowser (but leaving the much more manageable Junior) and improving some of the flow. Bowser Jr's Squishy Citadel C158-0000-014D-5A73 https://supermariomakerbookmark.nintendo.net/courses/C158-0000-014D-5A73 And I made a short-and-easy, as long as you have a good ground pound game: Ground Pound Grotto D84F-0000-014B-872F https://supermariomakerbookmark.nintendo.net/courses/D84F-0000-014B-872F
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# ? Dec 29, 2015 02:56 |
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Who do you remove uploaded levels? I wanna start sharing stuff, but my kids uploaded some uh, 7yo quality levels haha.
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# ? Dec 29, 2015 04:35 |
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Orgophlax posted:Who do you remove uploaded levels? I wanna start sharing stuff, but my kids uploaded some uh, 7yo quality levels haha. Go to Course World, click your face in the upper left corner, click the level, click the red Delete button
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# ? Dec 29, 2015 05:38 |
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Gnome Enthusiast posted:levels Liked Hell-O and Terror Core a lot, though nerdbot's recent Cheepcore level unintentionally gave me the idea the terror core would be some kind of monster at the end. I'm good at setting myself up weird expectations like that.
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# ? Dec 29, 2015 06:05 |
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I got this for Christmas, and it's the game I've always wanted. I've got a few levels up as I've been unlocking stuff. Any comments or suggestions on how to improve them? Cautious Cavern DBB3-0000-0140-9E7F My first level. Might As Well Jump 6D17-0000-0141-6C6D Some tricky jumps. Castle Thwomp 4718-0000-0148-F7B3 Not terribly long. Had a gimmicky idea for Thwomps blocking access and built around it. Jerk Fortress 0B81-0000-0152-80B7 A kinda dickish level with another Thwomp-based gimmick and P switches. Moai Ou fucked around with this message at 14:08 on Dec 29, 2015 |
# ? Dec 29, 2015 07:11 |
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Moai Ou posted:I got this for Christmas, and it's the game I've always wanted. quote:Might As Well Jump quote:Castle Thwomp quote:Jerk Fortress If you're looking for players to actually complete and star your levels you need to keep your focus on challenging the player but not screwing them over. It's okay for an obstacle to be hard if the player has adequate time to react to it or figure out how to bypass it. Spend time play testing your levels and don't just zip through them because you know the solution. Try to approach them with different play styles in mind and think about what someone seeing them for the first time might experience. If the player messes up but doesn't die ensure there is a way for them to try again. Make sure every section feels good to play as either big or small Mario.
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# ? Dec 29, 2015 17:41 |
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reworked and checkpointed, do it to it you said it wasnt real ghast hose
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# ? Dec 29, 2015 22:24 |
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Finally reached 1300 stars, and have a new level to celebrate! Bang Boom Barricade: https://supermariomakerbookmark.nintendo.net/courses/17E1-0000-0156-95CD You might not be able to tell, but the theme is explosions.
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# ? Dec 30, 2015 00:33 |
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Eh part of the problem is checkpoints are a day 7 unlock, I'm in the same boat as him, I want to add checkpoints to a lot of my levels, just to give a helping hand to those who need the help, but I'm stuck until they become available to me, which should be tomorrow. As long as I'm here, let's show off some levels. Abnormal Abbey I really like the SMB 3 Ghosthouse tileset and music, so I wanted to make something that fit it. Leviathan I think levels should show you something new or cool, but also I wanted to play around with alternate pathways. I like what I've made but it's probably unfocused and sloppy to play. Shifty Shafts I try to avoid trial and error deaths, but there's probably a few here, that being said it's a super straightforward level made early on when I didn't have many tools.
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# ? Dec 30, 2015 00:51 |
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Red posted:I'm trying out plinko as a Mario concept: https://supermariomakerbookmark.nintendo.net/courses/9FE0-0000-014A-5303 Didn't want this to get lost - any feedback?
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# ? Dec 30, 2015 05:57 |
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Red posted:Didn't want this to get lost - any feedback? I dunno, there's a bunch of bouncy stuff, then it's over? How's it supposed to work? Are enemies or items supposed to go in there or just you? What are the one-ways at the end for? Nothing ever dropped in them.
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# ? Dec 30, 2015 07:03 |
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Got my first level uploaded. Just trying for a traditional feel, and is probably pretty simple by Mario Maker standards, but I'd like some feedback. Simple SMW F1AF-0000-0158-3CAF Also, after being able to sit down for an extended time last night to make this, I'm actually kinda disappointed with Mario Maker. So many things I wanted to do but just can't. Simple stuff like make enemies move in different directions or adjusting the speed of a platform on a track (yes there's the 2 skull platforms, but I wanted the normal flat platform). Manual placement of background decorations (and more variety of them) would be nice too.
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# ? Dec 30, 2015 13:51 |
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Orgophlax posted:Also, after being able to sit down for an extended time last night to make this, I'm actually kinda disappointed with Mario Maker. So many things I wanted to do but just can't. Simple stuff like make enemies move in different directions or adjusting the speed of a platform on a track (yes there's the 2 skull platforms, but I wanted the normal flat platform). Manual placement of background decorations (and more variety of them) would be nice too. It's not much but the normal flat platform has two speeds. You can put wings on it to make it faster. And semisolid platforms (shake for all 3 kinds) give you some more variety than the random pop-up elements (which also can be copied when you see one you like). The best way to learn new possibilities is to play other people's levels. CrimsonAuthor fucked around with this message at 15:50 on Dec 30, 2015 |
# ? Dec 30, 2015 15:48 |
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CrimsonAuthor posted:I dunno, there's a bunch of bouncy stuff, then it's over? How's it supposed to work? Are enemies or items supposed to go in there or just you? What are the one-ways at the end for? Nothing ever dropped in them. Hmm - I guess I want an easy, fun level to bounce through. The one-ways should have different rewards, or a tease. Maybe I should pack it with more stuff?
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# ? Dec 30, 2015 16:14 |
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Heh, okay, so you're the plinko chip. Yeah more stuff would be more fun. Does anything other than mario interact with bumpers? Haven't fully tested those.
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# ? Dec 30, 2015 16:37 |
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Surfing the Sea of Souls Made a goofy story level as an excuse to display some weird Boo effects. e: There's a couple of new event courses advertising NES Remix; one gives you the Excitebike dude (simply named Bike) and the other is a SMB 2 1-1 remake that gives you BIRDO! e2: That... loving... leaf! \/ \/ \/ \/ \/ Phobic Nest fucked around with this message at 03:48 on Dec 31, 2015 |
# ? Dec 31, 2015 01:22 |
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Kaptain Kamek's Kooky Key The 5th in my series of Kaptain Kamek levels, here you must find the correct combination to open a door to Kaptain Kamek's airship flotilla. Once you do, steal one of his vehicles and fly forward to once again Kill Kaptain Kamek!
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# ? Dec 31, 2015 02:02 |
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I tried my hand at a sort of experimental level: https://supermariomakerbookmark.nintendo.net/courses/CF51-0000-015C-D84D The idea is you have to find parts of a password using drawings as clues (the drawings are in the pipe at the end of the stage) The only issue is my gamepad is all hosed up so the drawings kinda suck
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# ? Dec 31, 2015 03:40 |
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# ? Jun 9, 2024 12:01 |
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Here's the next section of my Super Mario Voyage project! Here are links to the first two worlds, and the third world. Both Bob-Omb Bay and Firebar Foundry are brand new below. Bob-Omb Bay has a lot of unlockables, so to speak. Good luck with the bomb tricks to access everything. Firebar Foundry will likely be an expert level, but it’s not too bad if you take it slow and pay attention. It was my attempt at making a challenging level from hazards alone. Mech World SMV 4-1: Gearsaw Gorge SMV 4-2: Bob-Omb Bay SMV 4-3: Harrowing Hullblast SMV 4-4: Firebar Foundry I appreciate all the comments people have left, and I'll continue to help provide feedback on those in the thread. Coming up after the new year, we delve into the Ancient World.
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# ? Dec 31, 2015 07:33 |