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DalaranJ
Apr 15, 2008

Yosuke will now die for you.
https://twitter.com/SAMarioMaker/status/1254766416017993728

https://twitter.com/SAMarioMaker/status/1211413890568990721

Bridge Out Bayou


Mario Solar System


:krakken::siren::krakken::siren::krakken:
Share your levels using this form.

See all the goon levels on this sheet.

:siren::mario::siren::mario:
Get a random level from the sheet above.

Or just see some level highlights on the Thread Twitter!

Join the Switch discord too.

Or Tnega's level feedback discord.

Goon Twitch Streams and Schedules
https://www.twitch.tv/cartridgeblowers
https://www.twitch.tv/saiyanprideparade
http://youtube.com/zfleeman/live
https://www.twitch.tv/novasol
https://twitch.tv/cactusgalactus
https://www.twitch.tv/onemoretimegfsn

Jams and Blitzes:
Something Awful threads as a service
Every week the thread will be hosting a level creation jam from Monday to Friday. We'll create levels around a specific theme. For instance, one of the themes in the previous thread was "arcade".
Every (American time) Friday evening there will be a 24 hour level creation blitz to make a level based on a particular block type or two or three. Test yourself to see how fast you can make a good level. Or just spend your entire Saturday on it.
If you post a level for either a thread jam or blitz, I will tweet it for you from the thread twitter account.
I will also be tweeting a bunch of the other levels I play and like out on the twitter account. But maybe not all of them because we're going to get over 500 levels in the first week, and I need some me time (to create Mario levels).

Blitz 1 is over, use our new randomizer to do your very own blitz, or just to come up with new ideas!

Submit your Jam course here! (Blitzes should be submitted to the normal spreadsheet only.)

View all the Jam Entries here!

https://www.youtube.com/watch?v=oFRbZJXjWIA

DalaranJ fucked around with this message at 14:37 on Apr 27, 2020

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DalaranJ
Apr 15, 2008

Yosuke will now die for you.
How do you make a Mario Level?

A Mario level is made up of a series of challenges mixed with rest (and catharsis) sections. Usually, a level will start by introducing its main idea with an extremely easy version of its challenge and then develop the challenge further by lengthening its challenge or complicating the challenge through each additional section, with the final section being the most difficult. Earlier in the series, especially in Super Mario Bros. levels tended not to have a very strong theme, but this changed as the complexity of each later game allowed clearer level themes. When making a Mario Maker level I would recommend using a strongly themed approach to levels given all the options available.
More recent games have used a structure similar to one from Japanese short poetry called Kishōtenketsu. (Watch the below video for more.)
https://www.youtube.com/watch?v=dBmIkEvEBtA
What this adds to the structure of the level is an orthogonal challenge which mixes with the main challenge towards the end to create a more interesting finale.

An example of a theme for a level might be something like "Use Kuribo's shoe to fight off spiketops on platforms". If you want a more 'realistic' Mario level, think of the sort of thing you might see from Super Mario Bros. 3 or World, like World 1-2, or Cheese Bridge. A challenge oriented theme isn't the only way to go though, some of our favorite levels use a narrative theme instead. What if you had to fight sea pirates, or rob a train, what would those levels look like?

Don't forget to put some special hidden areas and rewards in your level for extra skilled players or careful explorers. This is a key feature to make your level feel special.

Okay, but like, what are the steps to creating a level?
  • Come up with a theme.
  • Create an introductory challenge and test whether it 'works'.
  • Elaborate with further challenges testing how enjoyable they are as you go.
  • Add in hidden rewards.
  • Optional: Add an orthogonal challenge past the half way point.
  • Create an ultimate challenge before the end of the level.
  • Test the level as a whole several times, and adjust the difficulty and secrets as desired.
This might make a pretty rote level. Mix it up if you feel the need to.

How do I get more likes?

The number one factor in getting likes is getting people to play your levels.
And the best way to get your levels played is to post them on Reddit in the thread.
After that, I've been told the second most important factor is making your level beatable by people. This is hard, because you're probably better at Mario than most of the game's players already, and the levels you've played the most are your own. Try to scale the challenge back a little if your aim is more likes.



But wait, there's more!
Using patterns and beats in Mario level design
Okay, so you've read all about how to create a level, but maybe you're still stymied in the moment to moment experience of design. If you're looking at a the next part of your level and you're saying I don't know what goes here, this essay is for you.

Super Mario Maker level design using patterns and beats.

What is a pattern?[1][2]
On one level, a pattern is a solution for a design problem. Now the main (macro level) design problem in Mario games is "How do I create varied challenges to interest the player?".
On another level, a pattern is a portion of design that the human brain can see repeated and varied. It's a language that we construct to be a shorthand for design concepts. This helps us to both understand the design on a deeper level and discuss it more easily. The easiest way to explain is with an example.

Example: Enemy Valley
Problem: Maybe you haven't noticed, but Mario can jump. It's pretty easy for him to avoid enemies that are on the ground without engaging with them at all by standing on an upper level.
Solution: Create an area between two pillars that contains one or more enemies. The distance between the two pillars should usually be too long to jump from one pillar to the other. This forces the player to engage with the enemies.

Does that sound familiar?
That's because it's used twice in SMB 1-1 right here,


Now, patterns like can contain less complex patterns. Usually because basic patterns are extremely simple. For instance, 'enemy' is considered a pattern, so Enemy Valley necessarily contains one of the variations of it. When this happens, the largest, most complex pattern is called the 'dominant pattern'.

What is a beat? How are they used in Mario games?[3]
Gameplay 'beats' are about the rhythm of a games action. The original definition for a beat was a single instance of a player taking an action, like jumping, but the later reference material I'm using considers a 'beat' to be the actions needed to complete a dominant pattern. By analyzing the first world of each Mario game the researcher found some interesting information about the changes in beats over different games. Over time the number of beats per level increased, nearly doubling (from around 16 to 27) between SMB and NSMB. Then a later trend is the increase of beats being overlaid on each other as the NSMB series progressed, overall causing the number of beats to go down. This implies both that later games became more dense with action, but also combined and modified the patterns in new ways. Note that this trend of increased beats really only picks up with the game boy games, and the number of beats in SMB3 and SMW is similarly 'slow' to SMB. If you want to create a more modern game use and combine a number of beats but if you want to make a 'realistic' old style level you'll want to take things slower.

What are the failure consequences in Mario games?[4]
So, an important part of keeping the player's interest is varying the patterns used. There are several dimensions that an individual pattern could be varied over, length, types of enemies contained, etc. But the one I want to discuss here is failure consequences, as it allows you to more easily vary difficulty and create a difficulty curve over the course of your level. The possible consequences for failure in increasing order of severity are,
1. You miss a reward, such as a dragon or star coin, or a power up.
2. You have to retry the challenge until you succeed. This option is very good for a teaching challenge at the beginning of a stage.
3. You take damage.
4. You immediately die usually from falling.

It's easy to see how these failure consequences can be varied over a level, even when the challenge patterns are similar to create changing difficulty.

A list of patterns used by Mario Games.[2][3]
The left side is patterns used in non-underwater/non-castle levels in SMB. And the right side are additional patterns found the first world of every 2D Mario game up to NSMB2.


Putting the pieces together.
Putting pieces together is exactly what design patterns are about. So by choosing a theme (see my previous essay), adding a series of patterns, varying the patterns in length and features, and creating a difficulty arc, now we're on the way to being able to instinctively build a good Mario level.


References:
[1]The Timeless Way of Building Christopher Alexander
[2]Patterns and Procedural Content Generation Dahlskog/Togelius http://julian.togelius.com/Dahlskog2012Patterns.pdf
[3]The Fine Line Between Rehash and Sequel: Design Patterns of the Super Mario Series Thompson https://www.researchgate.net/publication/280943816_The_Fine_Line_Between_Rehash_and_Sequel_Design_Patterns_of_the_Super_Mario_Series
[4]Deconstructing Mario: How New Super Mario Bros. U handles Difficulty Ceave Gaming https://www.youtube.com/watch?v=p9NdAao9y_4




Or if you like videos
Ceave is smarter about design than me, so just watch this:
https://www.youtube.com/watch?v=VrFrT7-19JI

That's all of my advice for level creation. I'm sure you'll do great.
https://www.youtube.com/watch?v=ZNKOt2k7Pm4&t=45s

Sea Lily posted:

It's okay to make levels that make you happy and share them even if you think they are not amazing

It is also okay to not make levels at all and just play ones other people made!

Mario does not judge you, Mario loves you for who you are


Go forth and make Luigis!

DalaranJ fucked around with this message at 07:19 on Jun 28, 2019

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
:siren: :siren: :siren:
You will need Nintendo Online to download or share levels.

Super Mario Maker 2: Make it your way, Play it your way
https://www.youtube.com/watch?v=jPi-u0D8sQ4

Super Mario Maker is back, and it has (almost) everything from the first game. Tons of parts you know and love plus arrows, music blocks and one way gates. Not to mention creature mutators, embiggen enemies with a super mushroom, stack them, or give them wings.

But now there are even more crazy parts you can put in your levels:
Slopes(!!!)
The Angry Sun
The Not Angry Moon
Banzai Bills
Twisters
Snake Blocks
Seesaw Platforms
Swinging Claws
Lava Proof Dry Bones Shell Pants
On/Off Switch that works with blocks, conveyors and tracks
Boom Boom
Set a challenge for the course completion requirement
And Parachutes you can attach to anything

In addition there are a bunch of different features exclusive to the brand new Mario 3D World style!

You can choose from ten different themes for your level. Each of which looks different in the different game styles (For instance, forest in SMB3 is a pipe 'forest'). And many of them have new music tracks by Koji Kondo himself.
https://www.youtube.com/watch?v=PHjrQXJEOGE

Ground (Er, normal)
Underground
Desert
Sky
Snow
Forest (with adjustable water level)
Ghost House
Airship
and Castle

And switching to 'night mode' in any theme alters the gameplay, sky night levels have lowered gravity, snow levels are icy all over, and ghost house levels are dark.
https://www.youtube.com/watch?v=sxquGvJN3bQ

Diego from the Wii U is back!
There's a story mode with over 100 levels to show you all the level parts.
You can create levels side by side with a friend. Play couch coop with up to 4 people, play online with 4 people (i.e. with strangers) coop or competitive!
Collect costume items for your mii that only exists in this game, I guess?

But it doesn't have everything (yet). It's missing:
Online friend play (Good grief, Nintendo.)
Costume/Mystery Mushrooms or Weird Mushrooms
Multiple on/off switch settings
More powerups
Diego from the Wii U
Super Mario Bros 2 USA
An even Angrier Sun
ORB


Macaluso posted:

HR LADY: And it says here under emergency contacts you just wrote "Mario Maker"
ME: [visibly excited] Mario Maker

Help Im Alive posted:

Trump has been ranting on Twitter lately because no one is playing his Mario Maker levels, meanwhile AOC is a highly respected maker who creates popular Nintendo quality courses

DalaranJ fucked around with this message at 01:21 on Jul 26, 2019

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Macaluso posted:

Okay next question: Is there a way to reset Mario when testing a stage to the starting point with just a button press or do I need to drag him back to the start every time

If you open the bottom panel you can quick slide your screen across the level at least.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Course bot has 120 slots in 'my courses' and 120 slots in 'downloaded courses'. Which is technically twice as many as SMM1.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
When you download a course there's a box on the right side when you try to play it for single Switch multiplayer.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

cheetah7071 posted:

Is it possible to place a koopa walking to the right instead of to the left? (in SMB3)

Goombas spawn moving towards Mario. If they spawn when the level starts they will be moving left though.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Drone posted:

Only got the chance to play about 20 minutes before leaving for work this morning, but yup, this is more Mario Maker.

I assume most people are designing levels undocked with stylus, right? How decent are the design controls using a controller while docked?

It's fine, but I'm going to have to get the muscle memory for switching between selection mode and drawing mode down because the buttons change meaning.

In undocked, I can draw fine with my finger too, but a lot of people have thicker fingers than I do.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Argue posted:

Is there a shortcut for opening the item wheel instead of me tapping the magnifying glass every time?

Press Y. It might only work when a menu is highlighted?

e: I fixed the joke video in post 2 so it actually links.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Icedude posted:

Am I missing something, or do I have to unlock the ability to place shells without enemies in them? Placing a koopa and holding on him doesn't give the option, and shaking doesn't do anything any more.

You can do it with the ones that become helmets. I don't know how you can do it with koopas though.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Bulgakov posted:

10 pack 10 fingers?

a little TOO convenient imo

Edward Stylushands

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Tayter Swift posted:

My plan is to write a python script to randomly suggest a few items/enemies/theme to use for inspiration.

We had one of these for Mario Maker 1 and people liked it.


BTW, thanks to the mods for surprise stickying the thread.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
There's a real clear difference between how well I'm doing on levels that contain things I played dozens of SMM levels of like massive cannon airships, and objects I'm not used to like these drat bumpers.

karma_coma posted:

The most fun I've had in a really long time is getting high as gently caress with my coworker while we switch off making levels for each other and watching each other play them. Do you unlock additional items through story mode?

E: GOTY

You unlock the superball and the hammer power ups.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

lunar detritus posted:

Is there a way to flip an enemy? For example to make a Spike Top walk to the right.

Spike top is the only creature you can do that with arbitrarily to my knowledge. If you want your spike top to travel counter clockwise attach him to the left side of an object.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Bad news, wings are still counted in the enemy entity limit which is 100. So my new Rep-airship level will be as deeply limited as the original.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

The Kins posted:

I sent a PM to the OP (Who I assume is running the sheet) asking for a fix.

I've fixed this and confirmed that the level exists.

BTW, I had seen the comment. I was going to PM you first but I saw that someone had sent you a tweet, so I assumed you'd realize pretty fast.


ColdPie posted:

Miiverse is dead so I can't find a public place to scrape level data from.

Oh, right. drat it.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Mega64 posted:

Finally got around to making a level. Pretty short and simple but need to start somewhere.



Gentle Snowy Slopes
F3F-G25-3KF

Oh, this is relevant to you. I was worried it was just going to be a donation for myself.

DalaranJ posted:

You guys like weird pledges, right?

For each goon that beats NED and also posts a FFV themed level they made in the SMM2 thread, I will donate $10 to a maximum of $200.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

eonwe posted:

Is there a way to make things in levels spawn off screen?
I need an off screen shell to do a thing

Spawn it out of sight above or below Mario, shot off by a bill blaster so it drops into the piece where it needs to do something. Placing it on “global ground” will prevent it from despawning. Watch ceave’s latest video for information on that.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

THE AWESOME GHOST posted:

Is there a quick way to follow people like in the thread and maybe be updated when new levels they do pop up?

I know it’s a Nintendo game but figured I’d ask

If you are viewing a person's level you can click the star to favorite them and all of their levels will go in your favorites feed. Does it tell you when they upload a new course? I don't know (but it will put that course on your list). Does it tell you outside the game? No.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Feenix posted:

Is there a way to have my first entry on the google doc deleted? I messed up and re-entered. The 2nd entry is accurate.

I've deleted C6K-3QP-RSG.

karma_coma posted:

Anyone want to try my little flooded forest level? Im new to this and looking for feedback: 19K-C1H-KVF

I might have time for some more feedback later, but the number one thing that stood out to me is that you should never (rarely) place question blocks 3 above the ground, they should almost always be 4 blocks above the ground to give Super Mario room to maneuver.

Object grouping was a bit strange in my opinion, but I liked the idea of having the entire stage flood all the way up.

DalaranJ fucked around with this message at 20:36 on Jun 29, 2019

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Hey, remember how annoying those cheep cheep bridge levels were in SMB? Well, they're back with optional swimming.

WD4-YJD-3XF


Uploaded my first level at exactly 4:20 PM. Just as keikaku.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Overbite posted:

I’ve noticed that it’s very hard for me to make something interesting out of the smb3 underground tileset.

Well, it used to be the go to for space levels, so much for that.


J-Spot posted:

Excellent level. Feels like what an actual jungle level in SMB would have been like had they existed.

Thanks! I was worried it would be a little too busy because I couldn't resist playing around with objects crossing the water level.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
I finally got a couple of actual level recommendations in the twitter feed. Hopefully, I’ll have a lot more time for that tomorrow.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

MrRat posted:

DalaranJ would it be possible to change the code on the spreadsheet ?

Done.

eonwe posted:

Question...would anyone mind if I posted my stream when I'm going live?

We certainly would not mind. More streams please.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Brother Entropy posted:

hi hello i just want to say that the hitbox/hurtbox of pirahana creepers sucks rear end

I died 14 loving times on that level that's just 'jump on this creeper 5 times'.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

cheetah7071 posted:

Thanks for the first like to get it into endless

I had a snake block instead of a skull platform because skull platforms are only 4 wide and I wanted it to not be hard to stay on the platform. But 5 blocks still isn't very wide, does anybody know if there's a way to widen snake blocks? That'd be important enough I'd edit and re-upload.

Snake blocks can be increased to up to 10 blocks by dragging on the block itself rather than on the trail.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

WHY BONER NOW posted:

Wasn't there a way to make a stage link or something so you could click it in the thread and it would be bookmarked for you on the WiiU?

Yes, there was.

Let me anticipate your next question.

No, it doesn't.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Two Beans posted:

gottdammit

Bowser's Boss Bash
7N5-TQ1-G8G


So how do I submit changes to the spreadsheet? I left a comment on my code with the correct code.

That's what it already says on the spreadsheet?

Well, that level exists, so I guess it's good.

DalaranJ fucked around with this message at 19:57 on Jun 30, 2019

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Hey, we made it to 200 levels great job everyone!

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

President Ark posted:

1-ups are definitely good if your stage comes up in endless

big coins are also good as they make a satisfying noise when collected

I think I like the 50 coin best for this because gets you that sweet sound, puts someone halfway to a 1-up and encourages them to collect the single coins in your level.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Well, I’m not sure how this level turned out, but it does showcase the power of scroll stopping really well. It’s called Too Many Cobblers so naturally it’s about Kuribo’s shoe.

5RM-W8S-CNG

And yes there is a naked pipe in this course, but the focus is on the story.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

AlBorlantern Corps posted:

It was

Warp Box Bad Desert

HGD TR1 J1G


How do I fix that on the spreadsheet?

Fixed.

You can submit comments on the sheet on items that are in error, or tweet at me, or post in the thread.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
https://twitter.com/SAMarioMaker/status/1145494277826469889

It's time for the first week's creation jam. Just make a course based on this week's theme and submit it to the form in the tweet above. You can find the form in the third post above Bob Markley's smiling face if you don't twitter. #JackisaNazi That's also where you'll find the list of all the levels submitted to our Jams. If you submit a level I'll be sure to share it on twitter for you.

The first week's theme is "Try Switch." :ItIsADarkSoulsJoke:
There are new on-off switches in SMM2, there are also old P-Switches. Maybe you feel like switching off the light, or switching gravity? Whatever that phrase brings to your mind, just make the best level you can about it!

The Jam lasts until Friday evening, but if you don't make it in time you can still submit levels for a Jam after the closing time.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Pollyanna posted:

Is Level Design Anxiety a real thing?

Absolutely yes, it's a real thing.

The best advice is really this:

someone awful. posted:

Having a theme or a few items in mind is a good place to start. Give yourself limits. Decide you're only going to use one or two types of enemy, or gizmo or whatever. Play other people's levels (or the story mode campaign), focus on parts you find the most fun, and try to build something similar.

Giving yourself limits feels like the most important thing to me, because otherwise there's just so much and it's really intimidating to even get started.

If you're still stuck, I'm going to do a mini'blitz' on Thursday that might help.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Pollyanna posted:

Man, the quality of courses in Endless Mode is impressively poo poo.

I have a question for level makers: how can you stand to do this? Every time I try to make a level I end up staring at the screen for a while, placing some random blocks in geometric shapes, adding fun noises, then getting overwhelmed and quitting or going to play Course World instead. Is this normal? Am I broken? Is Level Design Anxiety a real thing?

Also please, please always remember the most important Super Mario Maker advice which is

Sea Lily posted:

It's okay to make levels that make you happy and share them even if you think they are not amazing

It is also okay to not make levels at all and just play ones other people made!

Mario does not judge you, Mario loves you for who you are

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
Hey guys, poster "lunar detrius" has something great for us, check out: https://randomactsofmario.com/
It's a randomizer which picks out a level from the spreadsheet for you. It'll remember which ones you've already played too.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.
You can sort by level type if you click on the magnifying glass symbol too.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Macaluso posted:

I think maybe the jam levels should be on a separate spreadsheet. I think that'd just make it easier to keep track of them as opposed to the regular ones which we're already 230+

They are. You can put your Jam level on both spreadsheets though.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Random Stranger posted:

I've kind of lost track of what goon levels I've played and there weren't a lot posted on the page when I started, so I went to random.org and rolled a 232 sided die for every level in the spreadsheet when I started. We'll see how many I can do and give a one line comment to in an hour.

Motherfucker.

:stonklol:

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DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Argue posted:

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.

It was predicting the rate to be about twice as fast as the previous game. I'll tell you at the end of the week.

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