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Drab Emordnilap

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Mario Maker
« on: September 13, 2015, 04:55:40 pm »
+4



Here's a compilation of f.DS member profile pages on the Super Mario Maker Bookmark site.

Donald X.
Drab Emordnilap
Dsell
LastFootnote
Tables

With these, a collection of individual level codes is less necessary, but the original modified original post is below:

Code: [Select]
[b]F.DS Levels:[/b]

[quote author=scott_pilgrim]
I don't know how much you guys like throwing things at your TV, but in case it's a lot, I made some levels for you:

Wall Jumps: E1C9-0000-007A-CC92
Spinning Saws: B603-0000-007A-CDB9

This one is just a silly idea I had, if you didn't like those two because they were unreasonably hard, you still might like this one:

Race the Spiny: B87F-0000-007A-CFC4[/quote]

[quote author=Tables]
Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE

Bullet Bill Blaster Surprise: 1918-0000-00A3-FB92

What's inside the Bullet Bill Blaster? I can't wait to find out! Unless it's Magikoopas. Then I'm happy to wait to find out. This course is similar in style to my first course (Goomba Lair), with a single main theme being explored (hey what can I do with Bullet Bill Blasters), but hopefully a few interesting secrets, challenges and the like.

I got the itch just now to make something. Two or three hours later and we have Bowser Jr's Mole Armada: 3D8D-0000-00C9-F3C8

I expect this will be fairly easy for most people here (I've aimed for easier difficulty than my last two levels), although there's a few places you might get hit or fall, so you could still die if you're not careful.
[/quote]

[quote author=LastFootnote]
[b]Super Spinies:[/b] 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Chomp Caverns: B929-0000-0058-B6EF

Another traditional-style Mario level. Medium-Hard difficulty. Lots of goodies to find!

Flying Fish: DEAC-0000-006E-8BBE

It's a athletic-style level with a slow autoscroll. The primary theme is Cheep Cheeps with wings. Cheep Cheeps don't interact with much in Mario Makeróyou can't make something ride around on them, for instanceóso it was tough thinking of interesting things to do. Anyway, I think the result is worth a play or two. There's a choice between the low road (through a short underwater sub-area) and the high road (bouncing off Cheep Cheeps) near the middle of the stage.
[/quote]

[quote author="Drab Emordnilap"]"Careful Coin Collection" -- This is a fairly short, kinda puzzly level.
718E-0000-0016-D06C

"Platform Gauntlet (Find 3 1ups)" -- This one is more ambitious. The general theme involves riding slow-moving platforms and dealing with enemies/danger without falling off.
54F2-0000-0031-E70A

"Don't Lose That Cannon!" -- This one's pretty long. I'm a sucker for gimmicks in level design. You'll see. Just don't lose that cannon! He is your only friend.
8C79-0000-0040-66AA

[s]"Don't Lose That Cannon!" v1.2 -- Now with checkpoints!
A8A0-0000-00AA-CF20[/s]

Don't Lose That Cannon! v1.3
E517-0000-0109-0CA1

Your Eternal Reward
2828-0000-004D-F565
It's... not as friendly as I envisioned it. But it is what it is.

Waluigi's Eternal Reward
976D-0000-006C-B970
It's better now.

New level. "Lemmings". I think you can guess the idea.
B733-0000-0079-182E

Lemmings v1.2
ED2D-0000-007E-2141

[s]All is not as it seems...
7762-0000-0094-898C
Block Glitch Level

Memory Maze
EE7B-0000-0097-586F
Everyone likes mazes, right? I hope you have a good memory...[/s]

Haunted Sewer
2E08-0000-00B7-EE85
Pipes and Boos. Checkpoints.

Half-Minute Hero
F6F3-0000-00E6-62B8
There's no way you can beat this level in 30 seconds. But maybe you can make some progress?

Half-Baked Hero
6F08-0000-00F7-F67B
[/quote]


[b]ORIGINAL POST BELOW:[/b]

So Mario Maker finally released Friday, and my whole weekend has basically been playing around with it. My one big gripe is how popular "non-levels" are in the Course World -- almost every top level is either a roller coaster where you win by pressing no buttons, ascii art, a collection of one of every powerup, or just complete chaos. It's harder than I'd like to find playable, "Mario style" levels.

At least you can share level codes with people, though. I've finished two levels so far, if anyone wants to give them a try.

"Careful Coin Collection" -- This is a fairly short, kinda puzzly level.
718E-0000-0016-D06C

"Platform Gauntlet (Find 3 1ups)" -- This one is more ambitious. The general theme involves riding slow-moving platforms and dealing with enemies/danger without falling off.
54F2-0000-0031-E70A


If anyone else has made any levels, I'd love to play them also!
« Last Edit: December 31, 2015, 05:17:51 pm by Drab Emordnilap »
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Tables

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Re: Mario Maker
« Reply #1 on: September 13, 2015, 05:57:33 pm »
0

The quality of levels created by others is the one thing holding me back from buying the game. It reviewed extremely well and looks super fun from what I'd seen on Youtube, but that was what reviewers/letsplayers were making being played. Now it's everyone, and I was worried in advance the quality would be poor. From what I've heard, it seems my fears have come true, so I'll really have to wait and see if anything improves.
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Drab Emordnilap

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Re: Mario Maker
« Reply #2 on: September 13, 2015, 06:08:22 pm »
+1

The quality of levels created by others is the one thing holding me back from buying the game. It reviewed extremely well and looks super fun from what I'd seen on Youtube, but that was what reviewers/letsplayers were making being played. Now it's everyone, and I was worried in advance the quality would be poor. From what I've heard, it seems my fears have come true, so I'll really have to wait and see if anything improves.

When playing the Challenge mode where the game gives you random levels uploaded by other users to beat, most of the levels have been decent to good. I'm not sure what algorithms they use to pull those levels, but they seem alright. The problems I have seem to be mostly with the "Featured Levels" section. 
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sudgy

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Re: Mario Maker
« Reply #3 on: September 13, 2015, 06:54:40 pm »
0

I tried a level where I told it to look at Expert levels, and the one I played was pretty good (and hard).  That might help you find good levels.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

LastFootnote

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Re: Mario Maker
« Reply #4 on: September 13, 2015, 07:01:48 pm »
0

I had this same fear and the same disappointment.

Anyway, I plan to build "Mario-like" levels, although I'm a day behind on content "delivery". I will definitely try yours tonight, Drab Emordnilap.
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scott_pilgrim

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Re: Mario Maker
« Reply #5 on: September 14, 2015, 03:29:23 am »
+1

You can put chain chomps in clown cars.  I just think everyone should take that into consideration when deciding whether to purchase this game.
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Drab Emordnilap

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Re: Mario Maker
« Reply #6 on: September 14, 2015, 03:30:36 am »
+3

You can put chain chomps in clown cars.  I just think everyone should take that into consideration when deciding whether to purchase this game.

You can put ANYTHING in clown cars. It's amazing.
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Beyond Awesome

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Re: Mario Maker
« Reply #7 on: September 14, 2015, 06:58:27 am »
0

I don't play video games, but this does look fun. I think as time goes on, there will be a way for people to find out what the best levels to play are. The game is fairly new. I am guessing some discussion forum or something will pop up somewhere praising certain levels or certain level makers. Honestly though, the game looks awesome.
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popsofctown

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Re: Mario Maker
« Reply #8 on: September 14, 2015, 11:18:19 am »
0

Go play Super Mario World rom hacks instead ^_^
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Drab Emordnilap

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Re: Mario Maker
« Reply #9 on: September 14, 2015, 12:20:09 pm »
0

Go play Super Mario World rom hacks instead ^_^

Because none of those are unfun, oh no. :p
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Re: Mario Maker
« Reply #10 on: September 14, 2015, 01:43:34 pm »
0

Most of them are unfun, but some of them are really good.

It's really interesting to experience a difficulty level that's unavailable in published games.  Not Kaizo Mario, that's just bad, but there are a few good rom hacks that are about as difficult as the hardest SMW levels but the whole way through which is unique.

And you definitely don't run into automatic levels hardly at all.  Everyone knows no one will download your ROM if it's automatic levels. 
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Donald X.

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Re: Mario Maker
« Reply #11 on: September 14, 2015, 02:42:23 pm »
+4

I had this same fear and the same disappointment.

Anyway, I plan to build "Mario-like" levels, although I'm a day behind on content "delivery". I will definitely try yours tonight, Drab Emordnilap.
If you're impatient, fill up a level with blocks a few times, then go into play and back into edit. Early delivery!

I know a 6-year-old and a 7-year-old who have uploaded multiple levels. The 6-year-old's are often mostly empty, and someone out there must try them. And they star anything easy. I suspect though that you can just bypass all of that by not playing Easy levels.

OTOH when I played 100 Mario Challenge on Easy, it wasn't empty levels. It wasn't like, I want to endlessly do this to unlock costumes, but it was okay for unlocking a few costumes so I had some.
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Re: Mario Maker
« Reply #12 on: September 14, 2015, 03:35:00 pm »
+1

OTOH when I played 100 Mario Challenge on Easy, it wasn't empty levels. It wasn't like, I want to endlessly do this to unlock costumes, but it was okay for unlocking a few costumes so I had some.

I'm enjoying the Normal level of difficulty for the 100 Mario Challenge. For each batch of 16 levels, I star about 4 of them.

One problem is that the game itself subtly pushes you into making short, gimmicky levels rather than longer, robust levels. There are no checkpoints, that's the biggest thing. The game is filled with small disappointments, though. There's no way to do the standard Mario thing where if you're small Mario, a block contains a mushroom, but it contains something else if you're big Mario. If you put a mushroom in a block, it's always a mushroom, and ditto with the other power-ups. You can go backwards in SMB1 levels. A lot of little stuff like that which adds up. There is a lot of neat stuff you can do, though. I will eventually get used to all the little changes.

Once I finally unlock invisible blocks, I will probably publish my first level. Any decent Mario level has invisible blocks.
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Re: Mario Maker
« Reply #13 on: September 14, 2015, 03:37:37 pm »
+1

I will definitely try yours tonight, Drab Emordnilap.

I did try them! Careful Coin Collection is more of a level snippet, but I did enjoy it. Platform Gauntlet was also fun. I enjoyed herding Dry Bones onto the platform that I wouldn't be on once they split. 2 out of 2 stars.
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Drab Emordnilap

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Re: Mario Maker
« Reply #14 on: September 14, 2015, 04:53:43 pm »
+1


I did try them! Careful Coin Collection is more of a level snippet, but I did enjoy it. Platform Gauntlet was also fun. I enjoyed herding Dry Bones onto the platform that I wouldn't be on once they split. 2 out of 2 stars.

Originally Careful Coin Collection was going to be more robust; I was going to have the items drop on opposite ends of the level. The problem I ran into is, if you go too far away from any item or enemy, it'll respawn in its original location, so to get the mechanism to work, it all had to fit on a single screen.

And please, post your levels too; I was hoping I could come to this thread and see other f.ds'ers creations to enjoy/hate myself over. :)
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Re: Mario Maker
« Reply #15 on: September 14, 2015, 05:03:17 pm »
0

And please, post your levels too; I was hoping I could come to this thread and see other f.ds'ers creations to enjoy/hate myself over. :)

Once I unlock invisible blocks, I will probably make and publish a level. I will definitely post it here. It might be nice to collect all the level codes in the top post.
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Re: Mario Maker
« Reply #16 on: September 14, 2015, 06:26:00 pm »
0

It's really interesting to experience a difficulty level that's unavailable in published games.  Not Kaizo Mario, that's just bad, but there are a few good rom hacks that are about as difficult as the hardest SMW levels but the whole way through which is unique.

Hey everybody, go play SMB2j!
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Mario Maker
« Reply #17 on: September 14, 2015, 09:57:55 pm »
+8

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.
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Re: Mario Maker
« Reply #18 on: September 14, 2015, 10:15:43 pm »
0

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?
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Re: Mario Maker
« Reply #19 on: September 14, 2015, 10:42:40 pm »
+3

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?

Yes to all that.
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Re: Mario Maker
« Reply #20 on: September 14, 2015, 10:45:17 pm »
+3

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?
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Re: Mario Maker
« Reply #21 on: September 14, 2015, 10:46:49 pm »
0

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?

No, that you can't do.
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Re: Mario Maker
« Reply #22 on: September 14, 2015, 10:53:25 pm »
+1

This reminds me of my favorite custom mario romhack level.

(Language Warning)
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Re: Mario Maker
« Reply #23 on: September 15, 2015, 02:31:07 am »
0

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?

I believe bullet bill launchers/cannons/pipes/lakitu can release the majority of temporary things, but can't release each other, bowser and perhaps one or two other things.
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Re: Mario Maker
« Reply #24 on: September 15, 2015, 02:43:32 am »
0

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?

Yes to all that.

Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?
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Drab Emordnilap

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Re: Mario Maker
« Reply #25 on: September 15, 2015, 04:31:12 am »
+2


Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?

Firing Chain Chomps shoots them loose; the chain won't be attached to anything.
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Re: Mario Maker
« Reply #26 on: September 15, 2015, 12:06:51 pm »
0


Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?

Firing Chain Chomps shoots them loose; the chain won't be attached to anything.

 :'(
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Re: Mario Maker
« Reply #27 on: September 15, 2015, 02:37:00 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.
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Drab Emordnilap

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Re: Mario Maker
« Reply #28 on: September 15, 2015, 02:41:07 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

I wish it was easier to get feedback on unfinished levels, too. I want to talk about what I'm working on, but short of buying a capture card it's hard to do that online.
« Last Edit: September 15, 2015, 02:50:39 pm by Drab Emordnilap »
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Re: Mario Maker
« Reply #29 on: September 15, 2015, 04:00:32 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
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Re: Mario Maker
« Reply #30 on: September 15, 2015, 05:09:16 pm »
+1

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
I guess you could try to make a Super Mario Bros 3 level since those don't have checkpoints.
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Re: Mario Maker
« Reply #31 on: September 15, 2015, 05:21:40 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
I guess you could try to make a Super Mario Bros 3 level since those don't have checkpoints.

They don't? Man, I think you're right. Huh. I never noticed that.
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Re: Mario Maker
« Reply #32 on: September 15, 2015, 05:36:00 pm »
+1

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.
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Re: Mario Maker
« Reply #33 on: September 15, 2015, 05:46:39 pm »
0

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.

Well shut my mouth. I had no idea. I'll have to replay through Super Mario World to see which levels are like that.
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Re: Mario Maker
« Reply #34 on: September 15, 2015, 05:53:51 pm »
0

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.

Well shut my mouth. I had no idea. I'll have to replay through Super Mario World to see which levels are like that.

According to this, the run completes 86/96 exits. It's "no powerups", which includes no Yoshi and no switch palaces either.
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Re: Mario Maker
« Reply #35 on: September 15, 2015, 06:09:50 pm »
0

Is it for Wii U only or?
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Re: Mario Maker
« Reply #36 on: September 15, 2015, 07:05:35 pm »
0

Is it for Wii U only or?

Yes, Wii U only.
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Re: Mario Maker
« Reply #37 on: September 15, 2015, 07:15:43 pm »
+4

According to this, the run completes 86/96 exits. It's "no powerups", which includes no Yoshi and no switch palaces either.

For the curious, the 10 exits that aren't made in this run:

The 4 Switch Palaces, which are completable as Small Mario, but are counted as "Powerups" and so are skipped

The secret exit to the first Ghost House (requires flying with the cape), which leads to a bonus level

The secret exit to Cheese Bridge Area (requires either the cape or Yoshi to go underneath the main exit), which leads to Soda Lake

The exit to Soda Lake, which you can't get to because of the previous item

Both exits from Star World 1 (filled entirely with blocks you have to break by spin-jumping on them). A Mushroom is provided at the start.

The secret exit to Valley of Bowser 4 (requires using Yoshi to collect an item through an unbreakable wall with his tongue), which leads to one of the entrances to the Star Road bonus levels


Notably, none of these are on the "main path" through the game; almost all of them lead to "bonus" content of one form or another.
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Re: Mario Maker
« Reply #38 on: September 15, 2015, 07:19:27 pm »
+1

Yeah I almost made a post saying that providing items for part of a level is ok in Mario if it's for a secret part of a level.  I decided not to post it since LastFootnote would already know that and feel insulted.

I guess maybe I should have contributed.
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Re: Mario Maker
« Reply #39 on: September 15, 2015, 08:40:45 pm »
0

New question -- to what can you attach Chain Chomps?  Could you leash it to a Cheep Cheep?  Could you link a bunch together into a Chain Chomp Centipede?  Could you attach them all to a flying cannon to make a flying Chain Chomp Medusa head (that, sadly, does not continue to grow hair)?
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Re: Mario Maker
« Reply #40 on: September 15, 2015, 09:18:48 pm »
+8

New question -- to what can you attach Chain Chomps?  Could you leash it to a Cheep Cheep?  Could you link a bunch together into a Chain Chomp Centipede?  Could you attach them all to a flying cannon to make a flying Chain Chomp Medusa head (that, sadly, does not continue to grow hair)?

I made you a video.


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Re: Mario Maker
« Reply #41 on: September 15, 2015, 09:35:13 pm »
0

Looks like you can't attach them to each other then?  And you can't attach multiple to the same point?  Still, pretty great.  I feel that Chain Chomps attached to Boos would make for some great fun.
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Re: Mario Maker
« Reply #42 on: September 16, 2015, 12:10:39 am »
+1

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!
« Last Edit: September 16, 2015, 12:20:04 am by LastFootnote »
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Re: Mario Maker
« Reply #43 on: September 16, 2015, 01:50:31 am »
+1

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Neat level! It feels more like a Mario level than most I've played so far. I found the pipe to the Fire Flower where you have to crouch underneath them, but no other secrets so far.
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Re: Mario Maker
« Reply #44 on: September 16, 2015, 09:22:26 am »
0

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?
« Last Edit: September 16, 2015, 09:23:42 am by popsofctown »
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Re: Mario Maker
« Reply #45 on: September 16, 2015, 02:19:16 pm »
0

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Neat level! It feels more like a Mario level than most I've played so far. I found the pipe to the Fire Flower where you have to crouch underneath them, but no other secrets so far.

Well "secrets" is a relative term. There is one other underground area that's very easy to access and there are two invisible blocks in the overworld area.

Also I forgot to say this earlier: in case some folks aren't aware, you can use the ZL button (left trigger) to spin jump on Spinies without injury. That's not necessary to beat the level, but it does help.
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Re: Mario Maker
« Reply #46 on: September 16, 2015, 02:19:50 pm »
0

Yeah I almost made a post saying that providing items for part of a level is ok in Mario if it's for a secret part of a level.  I decided not to post it since LastFootnote would already know that and feel insulted.

I do not feel insulted! And I agree with you that it's OK (and even desirable) to need power-ups in order to access some secret areas.
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Re: Mario Maker
« Reply #47 on: September 16, 2015, 02:40:34 pm »
+1

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
« Last Edit: September 16, 2015, 02:43:41 pm by Tables »
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Re: Mario Maker
« Reply #48 on: September 16, 2015, 03:03:23 pm »
0

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.

Six of them, actually! I have yet to see a code where the 9th and 10th digits weren't also zeros.
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Re: Mario Maker
« Reply #49 on: September 16, 2015, 03:30:43 pm »
+3

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
If it's a hundred million a year, then we have 180 billion years until the 18 quintilion possible codes indexed by a 16 character hex code are exhausted.

At that time, Nintendo will probably be giving us E3 sneak peaks of a game system sequel to the Wii U with similar specs to the old one but with a brand new way of controlling the game and we will be so excited we will stop making Mario levels until Mario Maker 2 comes out and we make the Mario levels with Playdough.

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Re: Mario Maker
« Reply #50 on: September 16, 2015, 04:57:26 pm »
0

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
If it's a hundred million a year, then we have 180 billion years until the 18 quintilion possible codes indexed by a 16 character hex code are exhausted.

At that time, Nintendo will probably be giving us E3 sneak peaks of a game system sequel to the Wii U with similar specs to the old one but with a brand new way of controlling the game and we will be so excited we will stop making Mario levels until Mario Maker 2 comes out and we make the Mario levels with Playdough.

This. Also, levels apparently expire after a while, making it possibleóalthough probably not advisableóto reuse codes.
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Re: Mario Maker
« Reply #51 on: September 16, 2015, 08:59:31 pm »
0

Did you know you can follow course makers? You can! Just touch their portrait and then touch the heart icon in the upper right to follow them.

Anyhow, Drab, I just played "Don't Lose The Cannon!" I think I almost finished it. It's got a lot of great ideas, but the whole package is just too difficult. After dying against Bowser I didn't have the patience to start all over again. Mind you this was my 12th attempt or so. I think it really needs to be two courses.
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Re: Mario Maker
« Reply #52 on: September 16, 2015, 11:22:22 pm »
0

Yeah, that's the rub -- even with faux checkpoints, if you do die it's so punishing.

And yeah, the Bowser fight is the last part.
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Re: Mario Maker
« Reply #53 on: September 19, 2015, 01:00:46 am »
+2

I uploaded a new level.

Your Eternal Reward
2828-0000-004D-F565


It's... not as friendly as I envisioned it. But it is what it is.
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Re: Mario Maker
« Reply #54 on: September 19, 2015, 01:21:24 am »
0

I uploaded a new level.

Your Eternal Reward
2828-0000-004D-F565


It's... not as friendly as I envisioned it. But it is what it is.

Man, you posted this just as I stopped playing. I'll check it out tomorrow evening at the latest.

I've just started designing my second level: Chomp Caverns. There are some neat things you can do with chain chomps, but I'm going to do my best to keep the difficulty manageable.
« Last Edit: September 19, 2015, 01:22:52 am by LastFootnote »
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Re: Mario Maker
« Reply #55 on: September 20, 2015, 03:20:11 pm »
+1

Chomp Caverns: B929-0000-0058-B6EF

Another traditional-style Mario level. Medium-Hard difficulty. Lots of goodies to find!
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Re: Mario Maker
« Reply #56 on: September 22, 2015, 04:33:22 pm »
0

Do you have to beat your level to upload it?
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Re: Mario Maker
« Reply #57 on: September 22, 2015, 05:02:26 pm »
0

Do you have to beat your level to upload it?

Yes.
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Re: Mario Maker
« Reply #58 on: September 22, 2015, 05:17:11 pm »
0

Oh, this is relevant here:

http://forum.dominionstrategy.com/index.php?topic=11642.msg526312#msg526312

The links eventually lead to the source.
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Re: Mario Maker
« Reply #59 on: September 22, 2015, 05:43:44 pm »
0

Oh, this is relevant here:

http://forum.dominionstrategy.com/index.php?topic=11642.msg526312#msg526312

The links eventually lead to the source.

The designer is putting videos on Youtube too.  Here's another:

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Re: Mario Maker
« Reply #60 on: September 22, 2015, 05:46:35 pm »
0

Premise appears to be impossible precision in timing.
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Re: Mario Maker
« Reply #61 on: September 23, 2015, 05:52:58 pm »
+2

So I did it. I bought the game. Haven't had much time playing it yet, about halfway through making my first course, which I've tentatively named Goomba Lair. Hopefully it'll be not entirely terrible.

Will be sure to give courses here a go after I've played a little more.
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Re: Mario Maker
« Reply #62 on: September 24, 2015, 12:50:48 pm »
+3

Okay, Goomba Lair: F7F9-0000-0069-35B0. Version 2: 246F-0000-0069-C928. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)
« Last Edit: September 24, 2015, 05:22:46 pm by Tables »
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Re: Mario Maker
« Reply #63 on: September 24, 2015, 01:08:56 pm »
+4

it sucks
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Re: Mario Maker
« Reply #64 on: September 24, 2015, 03:27:18 pm »
0

Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

It's certainly pretty darn good for a level that only uses the initial set of items.

Originally I was going to wait the full 9 days for everything to unlock, but I wasn't interested in creating a level without invisible blocks (day 6) or sub-areas (day 9) that I could use for secret bonus items and areas.

To unlock everything faster, first make sure you've used all the parts you have available at least once (none of them should have a red exclamation mark by them). After about 5 minutes of doing stuff in the editor, the game will pop up a dialog and tell you that a new shipment of stuff is on the way. When this happens, fill your entire course with blocks, preferably using the copy/paste tool (L to select an area of blocks; ZL to copy them). Eventually the game will tell you that your stuff came earlier than expected.

Repeat the instructions of the previous paragraph until you've unlocked everything (the game will tell you when this has happened).
« Last Edit: September 24, 2015, 03:30:54 pm by LastFootnote »
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Re: Mario Maker
« Reply #65 on: September 24, 2015, 04:24:30 pm »
0

Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.
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Re: Mario Maker
« Reply #66 on: September 24, 2015, 04:31:59 pm »
+1

It's certainly pretty darn good for a level that only uses the initial set of items.

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.

Thanks :). There's one or two bits that I'm still interested in making a few minor changes to (the penultimate jump in the final staircase is really hard, and I feel like the course ramps up a little bit too fast in the middle) but otherwise, I was quite pleased with how it turned out.

Oh, and just to mention, did either of you find the hidden area to the top left? Without one up mushrooms to add, I had to improvise a little on the reward, but, you know... maybe it's even better this way anyway.

it sucks

Thanks for the feedback. It's advice like this that really lets me know there's still work to be done, especially since you aren't Joseph.
« Last Edit: September 24, 2015, 04:33:49 pm by Tables »
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Re: Mario Maker
« Reply #67 on: September 24, 2015, 04:36:01 pm »
0

I don't really like making Mario levels, I just like playing them.  I'm thinking I should wait 3 years until the actual best creations are consolidated and identified and conveniently available before picking this up.
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Re: Mario Maker
« Reply #68 on: September 24, 2015, 05:22:23 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
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Re: Mario Maker
« Reply #69 on: September 24, 2015, 05:24:53 pm »
+1

It's certainly pretty darn good for a level that only uses the initial set of items.

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.

Thanks :). There's one or two bits that I'm still interested in making a few minor changes to (the penultimate jump in the final staircase is really hard, and I feel like the course ramps up a little bit too fast in the middle) but otherwise, I was quite pleased with how it turned out.

Oh, and just to mention, did either of you find the hidden area to the top left? Without one up mushrooms to add, I had to improvise a little on the reward, but, you know... maybe it's even better this way anyway.

it sucks

Thanks for the feedback. It's advice like this that really lets me know there's still work to be done, especially since you aren't Joseph.

I did. I may or may not have hit myself with the Koopa.
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Re: Mario Maker
« Reply #70 on: September 24, 2015, 05:36:50 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.
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Re: Mario Maker
« Reply #71 on: September 24, 2015, 05:42:35 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.

What's your new opinion? it sucks I guess

Also once I have some spare time (likely Saturday) I plan to play through all the courses people have uploaded, and will give my thoughts on them then.
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Re: Mario Maker
« Reply #72 on: September 24, 2015, 05:47:44 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.

What's your new opinion?

Uh, I don't think you should take Watno seriously. When I played it, Drab was the only other person who had done so, yet that was after Watno posted "It sucks".
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Re: Mario Maker
« Reply #73 on: September 24, 2015, 07:16:52 pm »
0

I picked this up yesterday, and managed to die on some fairly straightforward courses so I don't think I'll be trying any of the Dark Souls-style ones any time soon. I'll try to remember to grab some level codes from here for future reference.
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Re: Mario Maker
« Reply #74 on: September 24, 2015, 09:41:56 pm »
0



This is a cool concept: don't jump. 

If you want to try it yourself: A95A-0000-003F-181F
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Re: Mario Maker
« Reply #75 on: September 24, 2015, 09:55:35 pm »
0

There's a littlemac skin available in mario maker?
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Re: Mario Maker
« Reply #76 on: September 24, 2015, 10:03:29 pm »
0

There's a littlemac skin available in mario maker?

Yeah, every Amiibo has a skin.
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Re: Mario Maker
« Reply #77 on: September 24, 2015, 10:25:58 pm »
0



A metroid-style level.

692B-0000-0030-EAEC
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Re: Mario Maker
« Reply #78 on: September 25, 2015, 10:26:27 pm »
0



A metroid-style level.

692B-0000-0030-EAEC

Is this one your level, or someone else's?
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Re: Mario Maker
« Reply #79 on: September 26, 2015, 12:19:03 am »
0

I don't have a Wii U!  Just sharing interesting videos I found. :)

Here's a non-SMM video I found that might be old hat to some:



The level was made by the same guy who made Bomb Voyage and those other inhuman-timing levels.
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Re: Mario Maker
« Reply #80 on: September 26, 2015, 12:39:41 am »
+1

Finally finished my third stage.

Flying Fish: DEAC-0000-006E-8BBE

It's a athletic-style level with a slow autoscroll. The primary theme is Cheep Cheeps with wings. Cheep Cheeps don't interact with much in Mario Makeróyou can't make something ride around on them, for instanceóso it was tough thinking of interesting things to do. Anyway, I think the result is worth a play or two. There's a choice between the low road (through a short underwater sub-area) and the high road (bouncing off Cheep Cheeps) near the middle of the stage.
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Re: Mario Maker
« Reply #81 on: September 26, 2015, 01:08:48 am »
0

I'd love it if you guys posted videos of your stages so I could see them. :)
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Re: Mario Maker
« Reply #82 on: September 26, 2015, 02:17:18 am »
0

I'd love it if you guys posted videos of your stages so I could see them. :)

Sadly it's much harder to do than it would be if it were a PC game. Unless all you want is shaky cellphone footage. :p
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Re: Mario Maker
« Reply #83 on: September 26, 2015, 06:11:58 am »
+2

I played them all!

Super Spinies: I liked it, it did feel like a natural Mario level. Only thing I disliked was the mushroom at the start is a little tricky to grab if you aren't expecting it due to the holes right ahead of it.

Chomp Caverns: I played it twice. The stars make it pretty easy I would say, but whatever. Played it twice, it's a bit harder without the stars.

Careful Coin Collection: Pretty easy but a really nice idea.

Platform Gauntlet: Pretty tough course but pretty fun. Took me a few tries to get through. Found all three 1-ups as well (One's near the start, one is in plain sight in the middle, one is in the block at the end))

Don't Lose That Cannon!: Really cool idea, and executed pretty well too. There were one or two frustrating parts (the bit after the first pipe is overly spammy on enemies, I would say, and I got squished by the cannon against a wall once in the first area which is pretty annoying). But it was a fun level. Sadly almost ran out of time at the end.

Waluigi's Eternal Reward: I... don't get the name, but this is a fun challenge. Reminds me of the P-switch challenge Nintendo's YT showed off about two months or so ago (the one made by the speedrunner IIRC). Much less brutal than their version though, which is good.
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Re: Mario Maker
« Reply #84 on: September 28, 2015, 03:11:24 am »
+1

New level. "Lemmings". I think you can guess the idea.

B733-0000-0079-182E
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Re: Mario Maker
« Reply #85 on: September 28, 2015, 06:36:53 pm »
+1

I don't know how much you guys like throwing things at your TV, but in case it's a lot, I made some levels for you:

Wall Jumps: E1C9-0000-007A-CC92
Spinning Saws: B603-0000-007A-CDB9

This one is just a silly idea I had, if you didn't like those two because they were unreasonably hard, you still might like this one:

Race the Spiny: B87F-0000-007A-CFC4

I also just got around to playing everyone's levels.  There were some good ideas there!  Some random comments:

Chomp Caverns: I assume at the end, you wanted the platforms to start at the vertices of the triangle or something like that.  Unfortunately, itís hard to make several objects move on the same track the way you want them to, because itís based on when theyíre loaded on the screen.  For me two of the platforms were basically overlapping and it looked weird.

Careful Coin Collection: The idea behind this level is really clever and I really like it.

Platform Gauntlet: I like this one too, my only complaint is that the ending gets too chaotic.

Your Eternal Reward: This is a cool idea too, and really hard.  I think I like it a lot.  Iím confused by the ending, though.  Thereís a path for you to go up to the left, then back to the right, and hit the switch and go down to the flagpole, so it looks like thatís what youíre supposed to do.  But you can also just go all the way to the right (along the ďlowerĒ path, above the row of switches), press the switch at the end and jump to the flagpole.  I did this because I noticed the regular ground there and thought I was supposed to do that to land on the ground, but when I hit the switch and jumped the flagpole appeared and I accidentally grabbed it and won.  Is that intentional?  And what is the door for?
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Re: Mario Maker
« Reply #86 on: September 28, 2015, 07:11:33 pm »
+1

Your Eternal Reward: This is a cool idea too, and really hard.  I think I like it a lot.  Iím confused by the ending, though.  Thereís a path for you to go up to the left, then back to the right, and hit the switch and go down to the flagpole, so it looks like thatís what youíre supposed to do.  But you can also just go all the way to the right (along the ďlowerĒ path, above the row of switches), press the switch at the end and jump to the flagpole.  I did this because I noticed the regular ground there and thought I was supposed to do that to land on the ground, but when I hit the switch and jumped the flagpole appeared and I accidentally grabbed it and won.  Is that intentional?  And what is the door for?

Yeah, I didn't consider that you could do that; the intended route is to go up and to the right, and fall straight down to the flagpole. The regular ground isn't editable, it's built in to the flagpole, sadly.

The door at the start shows you the end, where you're supposed to hit the P-Switch to finish the level. I wanted to make that P Switch as distinct as possible to ensure that people would recognize that yes, you're supposed to hit that one.

I also made an easier version of the level (Waluigi's Eternal Reward) with some of the P Switches moved/removed, since the clear rate was so low on the original version. But I'm glad you liked it!
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Re: Mario Maker
« Reply #87 on: October 01, 2015, 12:58:52 pm »
0

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE
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Re: Mario Maker
« Reply #88 on: October 01, 2015, 03:21:41 pm »
+2

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE
Bowser did just what I wanted in mine, but then he was pretty constrained. I don't remember the numbers but there's a way to find it, which is to say LF played it, so if he played yours you can click on him and follow the trail.
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Re: Mario Maker
« Reply #89 on: October 07, 2015, 01:37:19 pm »
0

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums
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Re: Mario Maker
« Reply #90 on: October 07, 2015, 02:45:08 pm »
0

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums

How do you do it?
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Re: Mario Maker
« Reply #91 on: October 07, 2015, 04:03:17 pm »
+1

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums

How do you do it?

Place two different solid blocks (Solid, Ice, Note, ?, Hidden, Brick). Place a short section of track. Attach one block to the track. Pick up the track (and block attached to it), and overlay the two blocks. Select the track tool, and delete the track by drawing over it (NOT using the delete tool).

Here's a level I made showing it off.

7762-0000-0094-898C
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Re: Mario Maker
« Reply #92 on: October 07, 2015, 04:34:49 pm »
+1

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Re: Mario Maker
« Reply #93 on: October 07, 2015, 06:40:39 pm »
+1

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Re: Mario Maker
« Reply #94 on: October 09, 2015, 01:19:39 am »
+1

Memory Maze
EE7B-0000-0097-586F
Everyone likes mazes, right? I hope you have a good memory...
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Re: Mario Maker
« Reply #95 on: October 12, 2015, 02:47:35 pm »
+1

Bullet Bill Blaster Surprise: 1918-0000-00A3-FB92

What's inside the Bullet Bill Blaster? I can't wait to find out! Unless it's Magikoopas. Then I'm happy to wait to find out. This course is similar in style to my first course (Goomba Lair), with a single main theme being explored (hey what can I do with Bullet Bill Blasters), but hopefully a few interesting secrets, challenges and the like.
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Re: Mario Maker
« Reply #96 on: October 27, 2015, 12:46:22 pm »
+5

New update! Checkpoints! Scaling powerups!

November 4th!
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Re: Mario Maker
« Reply #97 on: October 27, 2015, 03:15:42 pm »
0

New update! Checkpoints! Scaling powerups!

November 4th!

Man, I am looking forward to this. I wish those two features had been included from the start, but better late than never I guess.
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Re: Mario Maker
« Reply #98 on: October 27, 2015, 05:08:42 pm »
+1

Not included: Slopes. You know, like the ones found in the Super Mario Maker course in Smash Bros?
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Re: Mario Maker
« Reply #99 on: October 27, 2015, 05:59:31 pm »
+1

Not included: Slopes. You know, like the ones found in the Super Mario Maker course in Smash Bros?

I think people underestimate how complicated slopes are. I mean, not impossible, but there's a lot of interactions to program and error check; slopes have always been one of the glitchiest types of terrain even in normal Mario games.
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Re: Mario Maker
« Reply #100 on: October 28, 2015, 12:22:38 pm »
0

I want not only slopes, but slopes that you can use to exploit glitches and pass into walls.

Also, what are scaling powerups?
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Re: Mario Maker
« Reply #101 on: October 28, 2015, 12:32:05 pm »
0

Also, what are scaling powerups?

You can make it so that, if you're small, a block contains a mushroom, but if you're already big, it contains another power-up. The trailer shows it working with a Fire Flower, but hopefully it works with the MysteryShroom/Leaf/Cape/PropellerShroom too.
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Re: Mario Maker
« Reply #102 on: October 28, 2015, 11:09:38 pm »
0

Also, what are scaling powerups?

You can make it so that, if you're small, a block contains a mushroom, but if you're already big, it contains another power-up. The trailer shows it working with a Fire Flower, but hopefully it works with the MysteryShroom/Leaf/Cape/PropellerShroom too.

MysteryShroom makes you turn tiny when you get hit, though, so I'm not sure if it would be a good idea to go from Mushroom to MysteryShroom.  The only difference (most of the time) is that with a MysteryShroom your hitbox is smaller.
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Re: Mario Maker
« Reply #103 on: October 29, 2015, 08:58:31 pm »
+1

I got the itch just now to make something. Two or three hours later and we have Bowser Jr's Mole Armada: 3D8D-0000-00C9-F3C8

I expect this will be fairly easy for most people here (I've aimed for easier difficulty than my last two levels), although there's a few places you might get hit or fall, so you could still die if you're not careful.
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Re: Mario Maker
« Reply #104 on: November 04, 2015, 05:50:22 pm »
0

My mind just got blown.

My brother was playing a Mario World airship level, and I said, "It's interesting how they just used a couple songs for all of the music for that game.  There's the overworld song which is used in the athletic theme, underwater, and underground, while there's the castle theme, which is used for the...

Wait...

They're the same song as well!
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Re: Mario Maker
« Reply #105 on: November 12, 2015, 09:02:38 pm »
+1

Half-Minute Hero
F6F3-0000-00E6-62B8
There's no way you can beat this level in 30 seconds. But maybe you can make some progress?
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Re: Mario Maker
« Reply #106 on: November 22, 2015, 12:34:26 pm »
0

All of my courses have been updated! I'd be happy for any feedback or thoughts on the new courses.

Goomba Lair (V3): 7902-0000-00F7-0B0C

Bill Blaster Surprise (V2): E8A0-0000-00F4-B808

Bowser Escort Mission (V2): 67C4-0000-00F4-AF13

Bowser Jr's Rocky Armada: D8E3-0000-00F4-A783
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Re: Mario Maker
« Reply #107 on: December 22, 2015, 11:59:09 am »
+1

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.
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Re: Mario Maker
« Reply #108 on: December 22, 2015, 03:39:47 pm »
0

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.
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Re: Mario Maker
« Reply #109 on: December 23, 2015, 01:04:41 am »
0

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.
I have been expecting that they'll have DLC that adds desert and ice levels, with new objects and monsters that match. The game is a hit so of course they should have DLC (requiring the DLC to make but not to play), and that's the obvious thing to do. I don't think there's a shortage of good stuff to do for at least one expansion (provided it can all be stuff the original game didn't have). I feel like the two little updates are just there to keep up interest in the interim. But uh, with turtles just falling through the bouncy thing, I dunno, it seems like their hearts aren't in it.
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Re: Mario Maker
« Reply #110 on: December 23, 2015, 08:07:24 am »
+1

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.
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Re: Mario Maker
« Reply #111 on: December 23, 2015, 08:09:14 am »
+1

Also, the new bumpers fill a niche specifically because turtles fall through them -- previously there was no object that passed every non-Mario entity through, but rejected Mario.

Plus, the Bumper is mostly a re skinned Grinder, which also didn't interact with enemies at all.
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Re: Mario Maker
« Reply #112 on: December 23, 2015, 09:13:11 am »
0

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

Yes, but that's nonsense because you can drag anything anywhere in the palette.
« Last Edit: December 23, 2015, 10:26:42 am by LastFootnote »
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Re: Mario Maker
« Reply #113 on: December 23, 2015, 09:08:13 pm »
0

Also, the new bumpers fill a niche specifically because turtles fall through them -- previously there was no object that passed every non-Mario entity through, but rejected Mario.

Yeah, this. Plus, if you want turtles to bounce you've got lots of options, including note blocks and springboards.
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Re: Mario Maker
« Reply #114 on: December 24, 2015, 01:49:40 pm »
+1

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

Yes, but that's nonsense because you can drag anything anywhere in the palette.

Well, sure, but it's _official_ nonsense.
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Re: Mario Maker
« Reply #115 on: December 30, 2015, 02:33:43 am »
+2

Fort Hammer: BB6A-0000-0158-B152

After many months, I finally took the time to finish my fourth level. I'm glad I waited, since checkpoints allowed me to make a much more extensive course. I even used the new bumpers in a bonus room, taking advantage of the fact that non-Mario entities pass through them! Lots of secrets to be found, and hopefully the level is good enough to warrant replaying in order to find them. Please give it a shot if you have the time!
« Last Edit: May 29, 2019, 08:58:35 pm by LastFootnote »
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Re: Mario Maker
« Reply #116 on: December 30, 2015, 08:08:44 am »
+1

https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-015B-B152

The new bookmark site makes it really convenient to play levels later -- I can add a level to my bookmarks while I'm at work, so I don't have to remember to do it later. :)

However, I can't get this level to load. Is the code correct for sure?
« Last Edit: December 30, 2015, 08:10:09 am by Drab Emordnilap »
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Re: Mario Maker
« Reply #117 on: December 30, 2015, 09:24:56 am »
0

https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-015B-B152

The new bookmark site makes it really convenient to play levels later -- I can add a level to my bookmarks while I'm at work, so I don't have to remember to do it later. :)

However, I can't get this level to load. Is the code correct for sure?

Ack, it was not! The 12th character should be an '8', not a 'B'. I have updated it in the above post! And here's the correct link to bookmark it: https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-0158-B152
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Re: Mario Maker
« Reply #118 on: December 31, 2015, 01:04:44 pm »
+1

A few months back I was playing some great levels (I think by OmegaDyne) and he was doing a neat thing that I didn't know was possible. It turns out that you can overlay any number of pipes, and if they overlap, the most recently linked one will be the one that Mario uses when he enters the pipe. This allows you toÖ

ē Create several entrance pipes that all lead to the same exit. If you go back into the exit, the entrance pipe you end up at will be the one you last linked.
ē Have a pipe that, if you re-enter it, takes you somewhere other than where you were when you entered it the first time.

My latest stage, Fort Hammer, does both of these things. The first area has a two pipes that take you to two different rooms, but then both lead to the same checkpoint afterward. And at the end of the stage, you can re-enter a pipe in order to access a secret bonus area.
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Re: Mario Maker
« Reply #119 on: December 31, 2015, 01:20:20 pm »
+2

Here's a compilation of f.DS member profile pages on the Super Mario Maker Bookmark site.

Donald X.
Drab Emordnilap
Dsell
LastFootnote
Tables

I can't find scott_pilgrim's profile right now. Apologies if I missed anyone else, but feel free to add your page. I will update this post with it (or Drab will if he puts this in the OP).
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Re: Mario Maker
« Reply #120 on: January 04, 2016, 11:02:32 am »
+1

Fort Hammer: BB6A-0000-0158-B152

After many months, I finally took the time to finish my fourth level. I'm glad I waited, since checkpoints allowed me to make a much more extensive course. I even used the new bumpers in a bonus room, taking advantage of the fact that non-Mario entities pass through them! Lots of secrets to be found, and hopefully the level is good enough to warrant replaying in order to find them. Please give it a shot if you have the time!

I enjoyed this level very much! You obviously put a lot of work into making it not only play nicely, but look visually appealing also. That last boss fight is quite difficult if you die, since the checkpoint doesn't give you a fire flower back.

At least unless you find the hidden shellmet. Did you intend that to let you skip the boss? You can just crouch on the donut blocks and Bowser Jr. can't stop you from passing by without defeating them.
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Re: Mario Maker
« Reply #121 on: January 04, 2016, 01:44:40 pm »
+1

I enjoyed this level very much! You obviously put a lot of work into making it not only play nicely, but look visually appealing also.

Thanks very much! It is my magnum opus, at least for the time being.

That last boss fight is quite difficult if you die, since the checkpoint doesn't give you a fire flower back.

At least unless you find the hidden shellmet. Did you intend that to let you skip the boss? You can just crouch on the donut blocks and Bowser Jr. can't stop you from passing by without defeating them.

Well, "skip the boss" is relative. It was intentional that you could reach the axe without defeating the boss. If I had found some really good way to make you fight the boss (within that constained space, so no clown cars etc.), I may have gone for it, but it's not so bad that you don't have to. It's nice when there are multiple ways to overcome an obstacle; players get to feel clever. In fact, the shellmet isn't even the easiest way to pass that boss! You can beat the level without ever entering the boss's chamber. Or for a different kind of challenge, you can find the POW block hidden halfway through the stage, then carry it all the way to the end for an insta-kill against the boss.

Just for fun, here's a checklist of the secrets I've hidden throughout the level.

Area 1
ē Super Star in a hidden block on the left side of the pit where the first Hammer Bro is jumping
ē 1-Up Mushroom in the last Fire Bar of the area

There are two Warp Pipes out of Area 1: the earlier one that's harder to enter leads to Area 2A, while the one at the end leads to Area 2B.

Area 2A
ē Shellmet in the Fire Bar

Area 2B
ē 1-Up Mushroom in a hidden block to the right of the exit pipe

Area 3
ē POW Block in a hidden block at the start of the area, between the groups of blocks on the upper level
ē Super Mushroom/Fire Flower in a hidden block after the first group of Hammer Bros

Area 4
ē Warp Pipe accessible by jumping off the Sledge Bro at the end of the area to get above the ceiling

Area 5: Boss
ē Shellmet in a hidden block on the left side of the first chamber
ē Bonus Room w/100 Coins accessible by re-entering the pipe from Area 4
« Last Edit: January 04, 2016, 03:12:57 pm by LastFootnote »
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Re: Mario Maker
« Reply #122 on: January 17, 2016, 12:17:46 pm »
0

« Last Edit: January 17, 2016, 03:12:42 pm by Witherweaver »
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Re: Mario Maker
« Reply #123 on: January 17, 2016, 02:59:36 pm »
+1

For those who missed it:

At AGDQ (Awesome Games Done Quick) 2016, two teams of four players each competed at Super Mario Maker to complete a set of 8 rather difficult courses they had never seen before, as fast as possible. Then, two teams of two competed to complete 8 extremely hard Mario Maker courses, all of which can be found out in the wild. Both are well worth a watch, in my opinion.
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Re: Mario Maker
« Reply #124 on: January 17, 2016, 03:26:38 pm »
0

For those who missed it:

At AGDQ (Awesome Games Done Quick) 2016, two teams of four players each competed at Super Mario Maker to complete a set of 8 rather difficult courses they had never seen before, as fast as possible. Then, two teams of two competed to complete 8 extremely hard Mario Maker courses, all of which can be found out in the wild. Both are well worth a watch, in my opinion.

Are they worth a watch if I'm not particularly into Mario Maker or Awesome Games Done Quick (but don't really hate them either)?
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Re: Mario Maker
« Reply #125 on: January 17, 2016, 04:48:47 pm »
0

There's probably highlights from both that are worth a watch, but if you aren't especially into Mario games being played fast, then watching the entire things is probably not so worthwhile. They have some very good moments and some really nice tricks, but lots of deaths and stuff, so it's not exactly a showstopper from start to finish. Maybe check out the first minute of the first one and see what you think.
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Re: Mario Maker
« Reply #126 on: January 17, 2016, 05:13:38 pm »
0

There's probably highlights from both that are worth a watch, but if you aren't especially into Mario games being played fast, then watching the entire things is probably not so worthwhile. They have some very good moments and some really nice tricks, but lots of deaths and stuff, so it's not exactly a showstopper from start to finish. Maybe check out the first minute of the first one and see what you think.

Was pretty interesting, I ended up watching it for like 20 minutes.
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Re: Mario Maker
« Reply #127 on: March 03, 2016, 06:29:02 pm »
+3

Update in a week.

Quote
Super Mario Maker: More than 6.2 million courses from players around the world are available for others to play, and now a free March 9 update will add a Super Expert mode to the 100-Mario Challenge. The mode is unlocked after players clear Expert mode. Super Expert Mode dishes out six extremely tough courses. Additionally, 12 new Mystery Mushroom costumes have been added to 100 Mario Challenge. The update also provides level creators with even more tools:

> Shake a P Switch to turn it into a key. Shake a Door to turn it into a Key Door. Creators can make enemies hold keys, meaning players canít advance without defeating mandatory bosses.
> Shake a Coin to turn it into a Pink Coin. Players must collect them all to make a key appear.
> Shake a Thwomp to turn it into a massive Skewer column from Super Mario World.

Additionally, the Super Mario Maker Bookmark site will see additions such as ranking categories for world records and the number of first clears on courses, inspiring new ways to experience the main game.
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Re: Mario Maker
« Reply #128 on: March 03, 2016, 09:58:04 pm »
+1

So much good stuff coming. Hopefully the Super Expert challenge will suck in all the courses with <1% pass rate or so, leaving the Expert challenge at something just marginally less infuriating. I'm not sure I like the sound of mandatory bosses, though.
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Re: Mario Maker
« Reply #129 on: March 08, 2016, 02:56:00 pm »
0

I'm pretty excited about the update. The pink coins especially are cool. I wonder how many you can have in a level, and if they carry over from between sub-areas. I'm guessing "five" and "yes", respectively. Also it's interesting that keys don't have to be carried, but just float along with you. I guess that had to be the case to make them work with the original Super Mario Bros.

I will once again lament the absence of some really obvious stuff the game should have. Today's complaint: you should be able to place blue coins, a.k.a. coins that only appear once you hit a P-Switch.

EDIT: A new video was uploaded; 5 pink coins is indeed the maximum per stage. Also you can hold up to 8 keys at once for some reason. Looks like pairs of doors remain permanently unlocked, though, so I'm not sure why you'd ever need more than fouóoh, right, it's 4 sets of doors per area, so you might need 8 keys after all. Guess that means you can take keys through pipes.

EDIT: Correction: it appears you can have 10 pink coins total, 5 in each area. But they all stack together; you need all of them to make a single key.
« Last Edit: March 09, 2016, 11:53:31 am by LastFootnote »
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Re: Mario Maker
« Reply #130 on: March 17, 2016, 09:04:34 pm »
+1

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Re: Mario Maker
« Reply #131 on: March 23, 2016, 04:47:02 pm »
+3

Lately I've been playing 100 Mario Mode on Expert difficulty. For some reason that even I cannot fathom, I am trying to collect all the costumes, and have already gotten all the Easy and Medium ones.

I like Expert mode! The average quality of levels tends to be much higher. Starting today, I plan to post levels that I found particularly excellent. I'm going to aim for one per day, but we'll see if I can keep that up (I can't). Today's level is 36 Chambers, and as the name implies, it's a gauntlet of 36 rooms, each with a unique obstacle. There are two checkpoints.





Also I'll do a quick plug for Drab's latest level, The Gatekeepers v1.1, which I played just last night. In some ways it's of a theme with 36 Chambers, but there are 8 chambers and each one contains a mini-boss fight. Each battle is more clever than the last!



Remember that you can follow these links and bookmark these stages using your browser, making them easily accessible from your Wii U without the need to enter the 16-digit code.
« Last Edit: March 23, 2016, 05:16:36 pm by LastFootnote »
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Re: Mario Maker
« Reply #132 on: March 24, 2016, 09:49:06 am »
0

Today I have a real humdinger for you: Bowser's Flame Wheel Fortress! Over 5500 people have played it, so it's possible you've seen it before. But if you haven't, you should give it a look! Belgian creator Jadpraet drops fire bars on tracks in order to create moving wheels of flame, as you can see in this screenshot.



But I wouldn't be recommending the level just for that gimmick alone. It's a well-designed level, and there was a moment that made me say "Wow". Check it out!
« Last Edit: March 24, 2016, 11:59:19 am by LastFootnote »
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Re: Mario Maker
« Reply #133 on: March 28, 2016, 06:35:50 pm »
+1

Thanks LFN! I will be bookmarking these, and dying many times over to them in the future.
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Re: Mario Maker
« Reply #134 on: March 30, 2016, 06:07:59 pm »
+1

I played last night, but for some reason the courses I thought I'd bookmarked weren't there. So I've tried again, hopefully they'll be there next chance I get to play.

It's a shame there's no easy way to go in the other direction - play a course then bring up its code in the bookmarks. I'll have to track down a couple I played last night, there were some cool ones, including a neat little one-room puzzle.

Speaking of one-room puzzles, this one took me far too long to figure out for how simple it was, but I reckon some of you might enjoy it: One-Screen Puzzle #8.
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Re: Mario Maker
« Reply #135 on: April 01, 2016, 06:42:20 pm »
0

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Re: Mario Maker
« Reply #136 on: May 24, 2016, 12:50:37 pm »
+1

I made another level! The Hot House - ED32-0000-0241-C127 (or get it from my maker page or however that works)
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Re: Mario Maker
« Reply #137 on: May 24, 2016, 04:35:00 pm »
0

I can feel myself getting angry just watching these.
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Re: Mario Maker
« Reply #138 on: July 20, 2016, 02:36:50 pm »
+1

I made another level! The Hot House - ED32-0000-0241-C127 (or get it from my maker page or however that works)

I finally played this! Nice level.
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Re: Mario Maker
« Reply #139 on: July 20, 2016, 02:49:09 pm »
+1

For those who didn't see it, the SGDQ blind Mario Maker race was pretty great. A few levels were perhaps a little too hard (Wallkick Sunshine Happytime in particular) but it was still pretty exciting and has some really cool levels involved.

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Re: Mario Maker
« Reply #140 on: July 20, 2016, 04:02:22 pm »
+2

My wife and I make bad stages

E8D7-0000-0271-ECB3
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Re: Mario Maker
« Reply #141 on: August 04, 2016, 04:32:47 pm »
+1

I did it again!

Tower Ascent - D8AF-0000-027C-DF0A

Something I'm pretty pleased with in this stage is that every section has multiple ways through. Usually there's an alternate faster method than the obvious way through. Some sections even have 3 or more ways. This also applies to the mini Rube Goldberg machine at the end, which can do one of three different things depending on how you end the level (well potentially more if you jump over the end goal and mess with the machine itself, but... yeah).

Anyway I'm going to go play JSH's level now.
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Re: Mario Maker
« Reply #142 on: August 26, 2016, 11:27:55 am »
+1

A series of mini challenges level - The Six Coins: 16C5-0000-028D-D003
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Re: Mario Maker
« Reply #143 on: October 04, 2016, 05:29:27 pm »
+1

https://supermariomakerbookmark.nintendo.net/courses/BB11-0000-02A6-4266 - Assassin Mario. Pretty tough, probably slightly easier than The Six Coins, but likely still Expert level difficulty.
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Re: Mario Maker
« Reply #144 on: December 04, 2016, 08:45:25 am »
0

So I got a Wii U recently, along with Mario Maker. Been playing a bunch of one screen puzzle levels. Mostly by Sean Hip. Anyone else play or make one screen puzzles? I'm not much into the creating part of he game; I don't have any good ideas.
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Re: Mario Maker
« Reply #145 on: December 04, 2016, 04:29:58 pm »
0

Sean Hip's puzzles are completely insane. I've been watching CarlSagen42 play through them on Youtube, which is pretty entertaining, but yeah, his puzzles are amazing.

I haven't made any puzzles personally. I've considered it, but they seem very difficult to make work and work well.
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Re: Mario Maker
« Reply #146 on: December 05, 2016, 12:14:09 pm »
0

Sean Hip's puzzles are completely insane. I've been watching CarlSagen42 play through them on Youtube, which is pretty entertaining, but yeah, his puzzles are amazing.

I haven't made any puzzles personally. I've considered it, but they seem very difficult to make work and work well.

Yeah Carl Sagan is how I found about Sean Hip too. He's the only MM streamer I've found that I like. I've been solving a puzzle, then watching the Sagan video on it to see how his thought process differed from mine. Often we have slightly varying versions of the solution.
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Re: Mario Maker
« Reply #147 on: December 05, 2016, 05:14:25 pm »
0

I watched a few random CarlSagan videos on YouTube, and I'm now suckered into the long series where he keeps playing "one more" level by Kanade, aka "this Japanese girl with huge glasses". It's kind of nice to see someone streaming a game like this and get through levels not because of some miraculous ability to always get frame-perfect moves but through careful logic and lots of patience.
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Re: Mario Maker
« Reply #148 on: December 05, 2016, 07:15:15 pm »
0

I watched a few random CarlSagan videos on YouTube, and I'm now suckered into the long series where he keeps playing "one more" level by Kanade, aka "this Japanese girl with huge glasses". It's kind of nice to see someone streaming a game like this and get through levels not because of some miraculous ability to always get frame-perfect moves but through careful logic and lots of patience.

Yeah, that series was amazing. Also, it turned out that maker had copied all her levels from other people and has since been banned.
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Re: Mario Maker
« Reply #149 on: December 05, 2016, 07:37:15 pm »
0

Aww :(
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Re: Mario Maker
« Reply #150 on: December 06, 2016, 11:24:29 am »
+2

I made my first level! Not counting one stupid one that I made and uploaded when I first got the game just to play around with it. I'd delete that one now but somehow it has 2 stars. Anyway: https://supermariomakerbookmark.nintendo.net/courses/5E6B-0000-02C9-D0D9.

It's one of those short but hard levels. Feels like it would just take WAY too long to actually build a full-length / longer level. This one is at the high-end of my own skill level; so I don't expect the average play to be able to beat it. Let me know what you think!
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Re: Mario Maker
« Reply #151 on: December 06, 2016, 04:34:26 pm »
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Oh, and my profile page in case you want to add it to the OP:

https://supermariomakerbookmark.nintendo.net/profile/GendoIkari_1982?type=posted

I don't expect to make many levels though.
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Re: Mario Maker
« Reply #152 on: December 06, 2016, 07:28:44 pm »
0

I did it again!

Tower Ascent - D8AF-0000-027C-DF0A

Something I'm pretty pleased with in this stage is that every section has multiple ways through. Usually there's an alternate faster method than the obvious way through. Some sections even have 3 or more ways. This also applies to the mini Rube Goldberg machine at the end, which can do one of three different things depending on how you end the level (well potentially more if you jump over the end goal and mess with the machine itself, but... yeah).

Anyway I'm going to go play JSH's level now.

Just got world record on this!  :D Good level.

I wasn't as much a fan of Bowser Escort Mission. He's just so random, I gave up after several attempts where he just wouldn't ever jump to the right places.
Also beat Donald X's level.
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Re: Mario Maker
« Reply #153 on: December 13, 2016, 05:01:45 pm »
0

What happened to Drab anyway? No posts for a long time. This thread isn't dead is it?  :(
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Re: Mario Maker
« Reply #154 on: January 07, 2017, 11:30:57 am »
+2

I've made a few more levels now. Man this thread is dead.  >:(

Also, I finished every Sean Hip one screen puzzle! They're so amazing.
« Last Edit: January 07, 2017, 11:31:59 am by GendoIkari »
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Re: Mario Maker
« Reply #155 on: March 28, 2017, 02:55:59 pm »
0

Made another level a couple days ago. Another hard one, of course.

Anyone here still playing?
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Re: Mario Maker
« Reply #156 on: March 28, 2017, 06:05:52 pm »
+3

Made another level a couple days ago. Another hard one, of course.

Anyone here still playing?
Rarely. Been busy running my restaurant in Hyrule.
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Re: Mario Maker
« Reply #157 on: March 28, 2017, 06:10:16 pm »
+3

Rarely. Been busy running my restaurant in Hyrule.
I know that place. The simmered fruit is amazing.
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Re: Mario Maker
« Reply #158 on: March 28, 2017, 08:23:39 pm »
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Rarely. Been busy running my restaurant in Hyrule.
I know that place. The simmered fruit is amazing.
And incredibly healthy. The fried wild greens are even better, though.
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Re: Mario Maker
« Reply #159 on: February 20, 2019, 11:28:36 am »
+3

I could make a new thread, but I don't want to see this thread die anyway....

So Mario Maker 2 was finally announced!!

I'm so very hyped. Although I don't play a lot of Mario Maker these days, I still spend a lot of time watching a bunch of different streamers play it.

This will make me go out and buy a Switch within the next few months. I just can't wait to see all the new stuff.

I'm mostly curious about the modes of game play and options for level sharing; because those were the worst parts of Mario Maker 1. I mean, even with just 2-3 new types of items, the creative creators out there would be able to make huge numbers of new levels and ideas. So what matters even more than "so many new items/enemies" to me is how they are going to make it so that you can find and play good levels in a fun and challenging mode.
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Re: Mario Maker
« Reply #160 on: February 20, 2019, 01:07:42 pm »
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Yeah, after stopping playing Mario Maker for several years, I actually picked it back up again in July last year and became super addicted. I'm super excited for MM2 and I'm probably going to take a few days off work when it comes out just to have more time to play. I've already got some sections of levels mentally mapped out.

The new stuff they've revealed suggests to me that they're actually listening to the community (slopes, new backgrounds, camera manipulation, on/off blocks, etc.). Hopefully that means that they'll fix things like restarting from checkpoints vs. restarting the whole level (though for troll levels, this would make anti soft locks no longer a thing), getting i-frames when switching between edit and play mode, being able to test interactions with checkpoints in from the editor, etc.

I am also interested in how level accessibility will change. I find it annoying that if I see a cool level on youtube that I want to play, I have to actually write down the level code rather than just search the name of the level or creator. I can't force myself to play through 100-mans because most of the levels are just so bad that I don't get any entertainment value out of it. I'm not sure how they can fix that; if they make star rating matter more, there's more of a positive feedback problem (no pun intended) for new level designers, but if they make it matter less, you see worse levels more often. CarlSagan42 suggested it would be cool if you could tag levels, and then say something like "I want to do a 100-man with only puzzle levels" or whatever.
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Re: Mario Maker
« Reply #161 on: February 20, 2019, 08:06:44 pm »
+1

Just uploaded a level, in case anyone's still playing:
591b 0000 03d8 ccd0
That's probably my last until MM2 comes out.
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Re: Mario Maker
« Reply #162 on: February 21, 2019, 10:08:51 am »
+2

Survival mini-games? Not sure when I'll have time to play, but I'm in!

Also, to make it easier for people, https://supermariomakerbookmark.nintendo.net/courses/591B-0000-03D8-CCD0

A bunch of your other ones look right up my alley as well.
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Re: Mario Maker
« Reply #163 on: February 21, 2019, 01:13:43 pm »
+1

After the announcement, I did go back to try my hand at some more 100-Mario runs. Oh man, so much garbage.

I'm OK at Mario games, but here's the problem I have. The "Hard" setting is a mix of Expert levels that haven't become Expert yet, bullshit instakill levels, and maybe one good level per run. The "Medium" setting is a mix of trivially easy levels and auto-win levels that must have snuck out of "Easy" because people skip them? Or maybe all levels start in medium before collecting statistics? Anyway, again, I tend to find one good level and 15 terrible ones. It's just so awful.

Here are a few thoughts I have. First, if I star a level, I want to see other levels that people who liked this level also like. I mean ostensibly Netflix, Amazon, etc. have algorithms that do this, right? Nintendo needs to get their act together here.

Second, every level should be tested by the server to see if it can be beaten by 1) doing nothing, 2) holding down the right directional button, or 3) holding down the Y button and the right directional button. I do not want to "play" these levels! If I wanted to watch a complex Mario-Goldberg machine, I'd go on YouTube. Put these levels (and all music levels) in their own category for people who want to see them.

I would be willing to occasionally play 10 random levels to help the algorithm sift through the new trash if it meant that I could usually play through 10 levels and like 8 or 9 of them.



OK, rant over. I'm also very excited about Super Mario Maker 2. So much cool new stuff! The one caveat is it's disappointing that so many things seem to be locked to the new Super Mario 3D World mode. I mean I love Super Mario 3D World and I'll likely be making some levels in that style, but I really hope they translate more of that stuff into the other modes before release. Though I also wonder if this somehow signals that the older modes will also be truer to their games. Will you be able to prevent players from moving left in SMB1 mode, for instance? Will you no longer be able to jump high off of enemies in SMB1? Probably these will be anachronistic like in Mario Maker 1, but it's a thought I had. Will SMB1 mode not have slopes?

Things I'm most looking forward to include scriptable autoscrolling, water in non-underwater levels, and configurable goals (get 50 coins in this level, etc.).
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Re: Mario Maker
« Reply #164 on: March 13, 2019, 10:45:29 pm »
+1

Just uploaded a level, in case anyone's still playing:
591b 0000 03d8 ccd0
That's probably my last until MM2 comes out.

First clear!

Great level; quite difficult. You managed to beat all 7 of those without a checkpoint; 3 times? Impressive.

The fire and the saw/conveyer were the hardest. Most of the obstacles were really cool and unique. The boot section is completely cheesable. You can stand on top of a sideways one-way, and just wait the timer out. Donít even need the boot. The mushroom section was my favorite.

Your shell game level was awesome as well. Great concept. Shame that itís impossible to do it in a random way, so that if you lose a later level, you can just use memorization to beat the previous ones the next time. I got super lucky on the final one; I only eliminated one option through tracking, and just got a random 1/4 chance and was right.

Trying to do the puzzle level... stuck. Havenít tried the second room yet, but I wouldnít mind a small hint on the first room. Our thoughts so far...

- guessing the ice blocks at the top arenít a clue, but are just showing the 5 objects that we're dealing with.

- either the 2 rows of question mark blocks are a hint to how to rad the other 9 rows, or the other 9 rows are a hint of how to read the 2 question mark block rows.

- unsure if itís specificlaly 3 sets of 3, or just 9 rows arranged that way for best visibility.

- weíve eliminated looking at which object appears the most in each position, as well as which position each object appears in the most. Also eliminated finding objects that only appear once in a position, or objects that are never in a position.
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Re: Mario Maker
« Reply #165 on: March 14, 2019, 07:31:33 pm »
0

Glad you liked them!

The boot section is completely cheesable. You can stand on top of a sideways one-way, and just wait the timer out. Donít even need the boot.

Yeah, I noticed the boot room was cheesable after I uploaded, and didn't want to re-upload. I think you actually found a different cheese than I did; I noticed you can just bounce on the bumper repeatedly without ever going through the one-ways. I worked so hard at de-cheesing that room in other ways that I missed some obvious stuff. I'm not actually sure the concept can be done in a non-cheesable way...

- unsure if itís specificlaly 3 sets of 3, or just 9 rows arranged that way for best visibility.

Answer to this: They are 3 sets of 3.                                                                 

Related hint (guessing this will be enough for you to solve it, though it may still take some effort): Each set can be thought of as 2 rows of input followed by 1 row of output.

Also,
- guessing the ice blocks at the top arenít a clue, but are just showing the 5 objects that we're dealing with.
it's been a while since I made the level so I'd have to look back at it to be sure, but I think the stuff in the ice blocks are an important part of the clue, but they are "distinct" in some way from the rest of the stuff.

I think you're getting stuck on those things means I didn't communicate some stuff as clearly as I had hoped. Let me know if you need more hints!
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Re: Mario Maker
« Reply #166 on: March 15, 2019, 09:43:50 pm »
+1

Lol thought that repeatedly bouncing off of the bumper was the intended strat; I see now that itís much harder; to repeatedly bounce in and out of the boot over the flames.

Still stuck one room one! Given your hint, I figured that each set being a 5-digit math equation made a lot of sense... but there donít appear to be any possible digits that each item could be to make either addition or subtraction work. Also, it would be a big coincidence that each row has exactly one of each item if it were something like that.

Should each row be read as a whole unit? Or is each column itís own individual hint?  Um, any other hint you can give without just giving it away? Is it math-related?
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Re: Mario Maker
« Reply #167 on: March 16, 2019, 12:15:10 pm »
0

Lol thought that repeatedly bouncing off of the bumper was the intended strat; I see now that itís much harder; to repeatedly bounce in and out of the boot over the flames.

Still stuck one room one! Given your hint, I figured that each set being a 5-digit math equation made a lot of sense... but there donít appear to be any possible digits that each item could be to make either addition or subtraction work. Also, it would be a big coincidence that each row has exactly one of each item if it were something like that.

Should each row be read as a whole unit? Or is each column itís own individual hint?  Um, any other hint you can give without just giving it away? Is it math-related?

Each row is its own unit. It is indeed math related. Specifically (this may give it away depending on your background) group theory related, though I think it's still reasonable to solve without having run across the group theory concept before. I guess I could say that it's math-related, but there are not really any numbers involved.

The observation that each row has exactly one item is significant, as you guessed. If I have more time later, I may post other sets of 3 rows to give you additional information. I think 3 sets of 3 rows might have been too few.
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Re: Mario Maker
« Reply #168 on: March 17, 2019, 05:31:48 pm »
+1

Either the puzzle is super hard, or Iím not as smart as I thought. I have some basic understanding of group theory, though it has been a long time since I took abstract algebra. but it doesnít seem to help. Problem is, items arenít generally in a particular order in a mathematical group, are they? So reordering them, as what seems to be happening here, doesnít really make sense to me. The closest thing I can get is the concept of permutation groups, but there doesnít appear to be any consistent function used there.
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Re: Mario Maker
« Reply #169 on: March 19, 2019, 10:33:01 pm »
0

permutation groups

I think the level must communicate stuff way worse than I thought, because this is basically it. I'm not sure I can give any more hints without just giving away the answer.

Sorry for making it so hard; hopefully the other room is better.
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Re: Mario Maker
« Reply #170 on: March 20, 2019, 01:59:53 pm »
+1

I gave the level a shot as well. In an earlier time in my life, I think it would have maybe been a cool challenge. Right now I don't have hours of time to throw at something that hard. I finished one or two of the challenges, and didn't try them all. But I couldn't justify spending any more of my very scant free time on it.

I could tell that a lot of craftsmanship went into it, though. It's very well made.
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Re: Mario Maker
« Reply #171 on: March 20, 2019, 10:13:32 pm »
+1

permutation groups

I think the level must communicate stuff way worse than I thought, because this is basically it. I'm not sure I can give any more hints without just giving away the answer.

Sorry for making it so hard; hopefully the other room is better.

Solved the first room! Yeah, you're right, you don't really need to know group theory to solve it. You just have to realize the pattern. The main thing that really made it extra tough was not considering the original order (given in ice blocks) as part of every set of 3. That, and not having any distinction between the first 2 rows and the 3rd; letting you know that the 3rd was the "answer", and the first 2 told you how to turn the start (the ice block order) into the result (the 3rd row).

So if you wanted to make something a little more accessible; it could help just to distinguish the parts a little more. But the thing with puzzles is that you really need a lot of different people to check them out in order to know how hard they are. A given thing could take one person, even someone who is good at puzzles, a super long time to figure out. While something that you might think is really hard could turn out to be much easier. I've seen a lot of stuff like this doing the "Exit" games; one of the puzzles I spent the longest on could have easily been done super quickly, if you just happened to notice one little thing.

So.... um, any hint on room 2? Not really sure where to start lol. Though It seems very likely that just like room 1, you have 3 "samples" that show you how the equation works; and then 4th one where the answer is missing. I figured out that the width of each box is the same as the number of items in it... the largest one having 6 items and being 6 blocks wide. But I don't know if that's actually important at all; or just a good way to hold items. I was figuring that likely the 1, 2, or 3 is the number of times you apply some thing to end up with the answer. We couldn't figure out though if the 6 ice boxes are arranged in a specific pattern; is it specifically 2 columns of 3 boxes each? The fact that 2 of the boxes are identical seems to suggest that at least the position matters; otherwise why bother having another box that's the same?
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Re: Mario Maker
« Reply #172 on: May 17, 2019, 12:25:05 pm »
+1



Can't wait!
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Re: Mario Maker
« Reply #173 on: May 19, 2019, 02:30:18 am »
0


Can't wait!

Never had Mario maker, but this game looks amazing. I don't play many console games, but I think this might be my next one
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Re: Mario Maker
« Reply #174 on: May 19, 2019, 10:22:15 am »
0


Can't wait!

Never had Mario maker, but this game looks amazing. I don't play many console games, but I think this might be my next one

Yeah I donít play many either, but Mario Maker 1 made me buy a Wii U, and 2 is making me buy a Switch.
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Re: Mario Maker
« Reply #175 on: May 23, 2019, 01:10:50 am »
0

I've uploaded a new level!

Piranha Pirates


It's a traditional auto-scrolling airship level with a piranha plant theme. It's got a few secrets and a boss room. See if you can collect all 100 coins (the 100th coin being the one you get from getting a card at the end of the stage).
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GendoIkari

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Re: Mario Maker
« Reply #176 on: May 23, 2019, 09:26:07 am »
+1

I've uploaded a new level!

Piranha Pirates


It's a traditional auto-scrolling airship level with a piranha plant theme. It's got a few secrets and a boss room. See if you can collect all 100 coins (the 100th coin being the one you get from getting a card at the end of the stage).

In MM2, you'll be able to require that the player collect all 100 coins!
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Re: Mario Maker
« Reply #177 on: May 23, 2019, 11:40:39 am »
0

In MM2, you'll be able to require that the player collect all 100 coins!

Yes! But um, I'm not sure I will. I mean I'll probably remake this level in MM2, but putting that requirement in an autoscrolling level seems like bad times. They can't go back to get coins they missed, you know?

I might create some levels that are like, get 50 of these 100 coins. Or I could design a level specifically around getting all the coins (which this level isn't). If it autoscrolled, I'd have to make a door at the end that let you go back to the start, and even that sounds less than ideal.
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Re: Mario Maker
« Reply #178 on: May 23, 2019, 11:44:54 am »
0

I also created this level a few days ago, but it's just a quick little remix of Super Mario Bros. 1-1.

1-1 Advanced
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Re: Mario Maker
« Reply #179 on: May 23, 2019, 11:49:08 am »
+2

If it autoscrolled, I'd have to make a door at the end that let you go back to the start, and even that sounds less than ideal.

I have seen good levels, notably a recent one by com_poser, that required you to repeat an autoscroll level repeatedly until you got all the red coins from it.
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Re: Mario Maker
« Reply #180 on: May 23, 2019, 11:51:35 am »
+2

So I'm very curious how the "kill all enemies" (or "kill x number of enemies") requirement will work with checkpoints and enemy respawns when going through doors and pipes.

My best guess is that each enemy will be flagged with whether or not it has been defeated by you since you started the stage. These flags will get saved when you hit a checkpoint, similar to how it saves if you have collected a red coin. So when you defeat an enemy and then go through a door and come back, you don't have to defeat that enemy again, and defeating him again will not increase your count of how many times you have defeated that enemy type.

Also curious about the "can't touch the floor" requirement... if you do touch the floor, the goal becomes un-gettable... but will you get to just keep playing the level like normal, even though it's impossible to win? Nintendo generally does what they can to avoid letting players be in a situation where they can't win, but aren't dead either (SD lock). So will touching the floor just instantly kill you instead?

Of course, with the other goals it would be very easy to be in a situation where you can't win but aren't dead either, but it isn't necessarily possible for the game engine to know that you can't win. With the "don't touch the floor" one, the game engine can easily know.
« Last Edit: May 23, 2019, 11:54:06 am by GendoIkari »
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Re: Mario Maker
« Reply #181 on: May 23, 2019, 11:54:26 am »
0

So Gendo, which features are you most excited about so far?

For me I think it's controllable autoscroll, variable water level (it's a shame that it's likely locked to forest levels, but oh well), scroll stop (for bonus rooms, etc.), vertical areas, new terrain themes, and some of the night level quirks. All the new enemies and blocks and such also seem great, but somehow it's the iterative improvements on what we already have that I'm most looking forward to.

Do you think we'll get a Super Mario Bros. 2 style as DLC down the road?
« Last Edit: May 23, 2019, 11:56:04 am by LastFootnote »
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Re: Mario Maker
« Reply #182 on: May 23, 2019, 12:06:04 pm »
+2

So Gendo, which features are you most excited about so far?

For me I think it's controllable autoscroll, variable water level (it's a shame that it's likely locked to forest levels, but oh well), scroll stop (for bonus rooms, etc.), vertical areas, new terrain themes, and some of the night level quirks. All the new enemies and blocks and such also seem great, but somehow it's the iterative improvements on what we already have that I'm most looking forward to.

Do you think we'll get a Super Mario Bros. 2 style as DLC down the road?

I think number one for me is on/off switches, and especially the fact that we now know they can do more than just turn blocks from solid to not. I'm always liked Mario Maker for the super creative things that people have managed to come up with; levels that play nothing like vanilla Mario. Moreso than "regular" Mario type levels. And the on/off blocks will add huge amounts of options for people far more creative than I to think of.

Locked scroll areas will be really great for the creation process; I made a red-coin level once (never actually finished and uploaded it); and spent a lot of frustrating time on just getting the sub-areas to be in a location where the whole "room" was on screen in an good place.

The new themes will be great for people who like to watch a lot of Mario Maker streams, just because of the variety in looks and music.

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
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Re: Mario Maker
« Reply #183 on: May 23, 2019, 05:49:30 pm »
+2

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.

Galaxy seems next most likely. Another possibility is, they could announce a new Mario game, and then have that style.

The on/off switches and new win conditions are pretty exciting. And the terrain themes and 3-D world theme and night. I suspect I won't get into multiplayer, though for some people that has to be the most amazing feature. It will be great just to have a ton of new stuff too.

I am betting they are saving a reveal of a new power-up for each game type. This is of course based on, they have a hammer in 3-D world, but didn't show it in the general release of the video; you get a glimpse of it in the Japanese version. For Mario they'd have to make one up, or maybe use one from the Gameboy / DS games. Super Mario World just has the balloon but that would be nice to have. And then you have options for the others, but ice flower stands out.
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Re: Mario Maker
« Reply #184 on: May 23, 2019, 05:55:15 pm »
+1

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.


Yeah I watched that Ceave video, and completely disagreed with him! Mario 2 is something that fans had been asking for since Mario Maker 1 was first announced. It's an old game with lots of nostalgia; which is largely the point of Mario Maker as a whole. 3D World is something no one expected, so yes, definitely more unexpected.. but I don't' see how it's more exciting.

I also didn't really understand the Galaxy idea that he was talking about... turning 3D world into a 2D game is one thing, but Galaxy as a whole relies so heavily on the fact that it is a 3D game. Everything special about it is due to it's 3D-ness. I can't even imagine what a flattened 2D version would be like, other than just the same as any other style except with up vs down gravity in some places.
« Last Edit: May 23, 2019, 05:56:24 pm by GendoIkari »
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Re: Mario Maker
« Reply #185 on: May 23, 2019, 06:12:26 pm »
+2

I also didn't really understand the Galaxy idea that he was talking about... turning 3D world into a 2D game is one thing, but Galaxy as a whole relies so heavily on the fact that it is a 3D game. Everything special about it is due to it's 3D-ness. I can't even imagine what a flattened 2D version would be like, other than just the same as any other style except with up vs down gravity in some places.
Yeah I was just watching some Galaxy videos, and it's like, if you aren't making whole little round worlds, what's the point? Super Mario 3-D World is secretly a very 2-D game - you walk along a 2-D area (but can jump), get to a wall, that's a 2-D area where you're climbing (but could jump out and fall), on top it's another flat area, and so on - just endless 2-D experiences. Galaxy does have plenty of 2-D areas, but we're getting that experience from 3-D World.
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Re: Mario Maker
« Reply #186 on: May 23, 2019, 09:23:41 pm »
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So.... um, any hint on room 2? Not really sure where to start lol. Though It seems very likely that just like room 1, you have 3 "samples" that show you how the equation works; and then 4th one where the answer is missing. I figured out that the width of each box is the same as the number of items in it... the largest one having 6 items and being 6 blocks wide. But I don't know if that's actually important at all; or just a good way to hold items. I was figuring that likely the 1, 2, or 3 is the number of times you apply some thing to end up with the answer. We couldn't figure out though if the 6 ice boxes are arranged in a specific pattern; is it specifically 2 columns of 3 boxes each? The fact that 2 of the boxes are identical seems to suggest that at least the position matters; otherwise why bother having another box that's the same?

Sorry, forgot to answer this, but in case you wanted to try it again...I had to actually look at it in the editor again because I remembered the basic idea of the puzzle but couldn't remember how I had laid stuff out. I think you are on the right track with some of the stuff you said here.

The width of the boxes is not meant to be meaningful at all. As with the first room, the stuff in ice blocks is meant to act as sort of a "key", the stuff in ground blocks are example "equations", and then the stuff in the ? blocks are giving you some input, and asking you for the output.

I recommend starting by trying to figure out the middle row (star, fire flower with a 1 = fire flower, mushroom, mushroom, star). If you figure out what that row means, then try to think about how it might generalize to 2 and 3.

I already see some stuff I could have communicated clearer. I think it would have been clearer if I had used arrow signs between the stuff in ice blocks, so it's like, mushroom, right arrow, star, mushroom; fire flower, right arrow, mushroom, mushroom, star; star, right arrow, fire flower. And then arrow signs instead of equal signs in the example equations. I also probably shouldn't have used items that move around, those are a little harder to see...

I'm also not sure if it's totally clear how to actually input your answer once you figure it out, but that might actually be kind of a fun mini-puzzle by itself.
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Re: Mario Maker
« Reply #187 on: May 23, 2019, 09:38:02 pm »
+2

I think the on/off switches are by far the best new feature. There is just so much you can do with that, even without things like switching tracks and conveyors. They are amazing for puzzle levels, platforming levels, puzzle-platforming levels, even troll levels.

Goal conditions are probably the next coolest thing, just because there's so many of them. A lot of stuff that people really had to work at before is now just already implemented by the game. Like the "no touching the ground after you leave the first time" is like an automatic implementation of the no-jumping "captain toad" levels (although I guess that's different because you can't climb vines or things like that either). Someone needs to make a "stealth" level where you dodge enemies without jumping by hiding in the dry bones shell.

Vertical sub-areas will also be cool. People are going to do a lot of really cool stuff with that.

I can't decide whether the dislike button is good or bad, though I think at worst, it's just a necessary evil. The good levels in MM2 are going to be even better, but the bad levels are going to be so much worse. We are going to need a way to sift through them.

Multi-player is weird, because I think the game theory will be totally broken for some levels. Like, you could imagine a "bridge" of on/off blocks, with just one switch at the beginning, and nothing else in the level. Anyone who tries to cross the bridge dies because the other player turns it off, and so no one can do anything. The level is clearly beatable in single-player, but making it competitive makes it impossible, because it's easier to stop everyone from winning than it is to win.

That being said, I fully expect well-designed multi-player levels to be very fun.
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Re: Mario Maker
« Reply #188 on: May 24, 2019, 03:01:07 am »
+1

I am just excited for the story mode.  Especially since this will be my first Mario Maker.  I mean, I could just do online and get ideas and such for building from there, but I think I will enjoy going through and being forced to do something that highlights each different feature (which I assume the story mode will do)
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Re: Mario Maker
« Reply #189 on: May 24, 2019, 10:30:40 am »
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I am just excited for the story mode.  Especially since this will be my first Mario Maker.  I mean, I could just do online and get ideas and such for building from there, but I think I will enjoy going through and being forced to do something that highlights each different feature (which I assume the story mode will do)

I just hope Nintendo borrowed some creative ideas from Mario Maker 1 levels. Not that Nintendo-built levels don't tend to be creative, but they tend to be a certain type of level that I'm not as big a fan of. It would be great of story mode had some of the types of levels where you can use Mario Maker to make not-so-Mario-like things. But that doesn't seem likely.
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Re: Mario Maker
« Reply #190 on: May 27, 2019, 08:16:40 pm »
+1

I mean, it does look like they took a lot of inspiration from what people have been doing with ROM hacks, so it does seem like they're paying attention to the community to some extent. Hopefully that extends to them showing the variety of levels that are possible.

(Also, while goals look really good, I hope that they have some flexibility so that you can have "kill 2 of the 3 Bowsers" rather than always needing to clear everything.)
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Re: Mario Maker
« Reply #191 on: May 28, 2019, 11:48:38 am »
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I mean, it does look like they took a lot of inspiration from what people have been doing with ROM hacks, so it does seem like they're paying attention to the community to some extent. Hopefully that extends to them showing the variety of levels that are possible.

(Also, while goals look really good, I hope that they have some flexibility so that you can have "kill 2 of the 3 Bowsers" rather than always needing to clear everything.)

Yes, I believe the most recent preview specifically showed an ability to set a specific number of an enemy type to kill. So the "kill all" is really just "kill x" where x is however many are in the level.
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Re: Mario Maker
« Reply #192 on: May 29, 2019, 09:16:51 pm »
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Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.

I think which one is more exciting is debatable. I really like Super Mario 3D World, but there's a lot of nostalgia for Super Mario Bros. 2.

Also you have to remember that Super Mario Bros. 2 wasn't even originally a Mario game in Japan. Which I guess is an argument for them not putting it in Mario Maker. Still, I think it's the style that would be the most worth doing of the games remaining.
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Re: Mario Maker
« Reply #193 on: May 29, 2019, 10:52:52 pm »
+2

Anyone follow the Lucky Draw stuff from the last day?

https://www.vice.com/en_us/article/9kxnd3/this-mario-maker-level-has-been-played-26-million-times-and-never-beaten

After seeing Grand Poo Bearís Tweet asking for help with it last night, I left my Wii U on overnight and all day today to do my part. Someone managed to beat it a couple hours ago.
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Re: Mario Maker
« Reply #194 on: May 29, 2019, 11:48:30 pm »
0

There are few things in Mario Maker that I enjoy more than an entire game's worth of well-made traditional levels. The latest one I've found is this "Super Mario Retrospective" series by SUPER_KOUJI.

All the levels are in the original Super Mario Bros style. Each one has an optional goal of collecting 5 pink coins, the final one being at the top of the flagpole. There are no sub-areas (which is a little bit of a downer) and no hidden blocks that I've found, though there are some secrets. Here are links to the first four levels:

W 1-1
W 1-2
W 1-3
W 1-4

They start out easy but ramp up quickly. By world 5 (of 8), you're moving into Expert territory. I'm currently stuck on W 8-3, which is Super Expert.

Anyway it's a great set of levels. Each one has its own theme. If you want a taste of a more difficult level to decide whether you want to play the whole "game", W 6-4 is a particular favorite of mine.
« Last Edit: May 29, 2019, 11:49:31 pm by LastFootnote »
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Re: Mario Maker
« Reply #195 on: June 19, 2019, 06:32:09 pm »
0

Ugh, you canít overlap pipes in Mario Maker 2. Thatís a damn shame, both aesthetically and practically.

Also the custom scrolling is only for horizontal areas, and even there it canít go backward (like it does in SMB3ís World 2 airship, I believe.
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Re: Mario Maker
« Reply #196 on: June 20, 2019, 01:13:22 am »
0

Strange, hadnít heard about that. I did hear that you wonít be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?
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Re: Mario Maker
« Reply #197 on: June 20, 2019, 01:43:46 am »
0

Strange, hadnít heard about that. I did hear that you wonít be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?

I assume not.

Also you canít have clear conditions if your stage has checkpoints.
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Re: Mario Maker
« Reply #198 on: June 20, 2019, 02:07:16 am »
0

Strange, hadnít heard about that. I did hear that you wonít be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?

I assume not.

Also you canít have clear conditions if your stage has checkpoints.

That one I knew, and I get the logic of it. It partially answers my question about how clear conditions will work with things that respawn. But the question still remains about things respawning when going through doors and pipes.

I also saw an interesting video asking how multiplayer can work with things that need to respawn. In single player, if you die, everything starts over. In multiplayer, when a player dies, the level stays as it was and the dead player respawns. But it would be very easy to make it so that a player who has respawned is now just stuck forever because the level didnít respawn.
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Re: Mario Maker
« Reply #199 on: June 20, 2019, 02:03:32 pm »
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Ugh, you canít overlap pipes in Mario Maker 2. Thatís a damn shame, both aesthetically and practically.

Also the custom scrolling is only for horizontal areas, and even there it canít go backward (like it does in SMB3ís World 2 airship, I believe.
And the 3-D world style is missing e.g. tracks.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

Though, in one video of a story mode level, someone rescues a toad. Which suggests that you can unlock the ability to have rescue-able toads in levels. I mean if the game has it, why not let you do it.
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Re: Mario Maker
« Reply #200 on: June 20, 2019, 04:52:50 pm »
0

I'm not disappointed by a lack of any new specific thing, even though there are new things that I think would be cool. But I think even introducing just a couple new tools in the toolkit will allow people far more creative than I to think of all sorts of amazing and fun things that can be done with them; and that's what I look forward to the most.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.
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Re: Mario Maker
« Reply #201 on: June 20, 2019, 05:54:58 pm »
0

And the 3-D world style is missing e.g. tracks.

That doesn't irk me so much. The 3D World style is just sort of a separate game, and at least I can use parts like that in the rest of the styles.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

The people who've had the game for a few weeks are still not allowed to talk about certain things. So there's hope new power-ups/whatever-other-new-content. I do like how the ring menus make it easier to add new stuff than it was in Super Mario Maker 1.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.

Removing overlapping pipes is probably for one of two reasons. Either 1) they built the engine up from scratch and it just works differently or 2) they're trying to put the kibosh on easy-to-thwart troll mechanics. The fact that the rate enemies spawn from pipes is color coded instead of fully customizable makes me think that they're trying to make levels more what-you-see-is-what-you-get for players.

EDIT: As far as removing things, I think the multiplayer features were the reason they removed certain things, like SMB1 costumes.
« Last Edit: June 20, 2019, 06:04:59 pm by LastFootnote »
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Re: Mario Maker
« Reply #202 on: June 21, 2019, 06:29:27 am »
+1

Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.
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Re: Mario Maker
« Reply #203 on: June 21, 2019, 09:31:26 am »
0

Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.

Maybe. They sure were nice, though. My levels will be uglier for not having access to them.

EDIT: And less cool, too.
« Last Edit: June 21, 2019, 09:33:43 am by LastFootnote »
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Re: Mario Maker
« Reply #204 on: June 24, 2019, 01:53:50 pm »
+1

Anyone else staying up late on Thursday to play Mario Maker 2 the moment it comes out?

Trying to figure out how the release date works with time zones... it's supposed to be available at midnight Thursday night, but I can't find any info about time zones. Is it your local time? And if so could you update your switch time zone settings to play it a few hours earlier?  I assume not... but is it eastern time, etc? If it's western time zone, then I'm screwed, because I can't stay up just to start playing it at 3am.

*Edit* Found it! Looks like it goes by Eastern Time.

So I'll be up from about 12-2 playing Mario Maker 2.
« Last Edit: June 24, 2019, 02:07:09 pm by GendoIkari »
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Re: Mario Maker
« Reply #205 on: June 24, 2019, 03:16:41 pm »
0

I might stay up late. Probably Iíll play some Story Mode.
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Re: Mario Maker
« Reply #206 on: June 24, 2019, 03:27:08 pm »
+1

I'd normally go straight to story mode; but that's something my wife may want to go through with me (and she won't be up). So I'll probably just mess around in the editor and check out what various modes and features there are that aren't already known.
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Re: Mario Maker
« Reply #207 on: July 01, 2019, 04:50:26 pm »
+1

So it's been out for a few days now. I haven't played it a whole lot yet, and most of the time I have has been spent building a level. Should be done soon.

But I've been really enjoying all the new videos from the Mario Maker streamers I watch. There's a lot of interesting changes that I didn't realize would be there... actual new physics.

Some of the various physics changes that will really change the way a lot of levels play:
  • No more midair shell jumps.
  • Regular shell jumps are a bit harder now.
  • You can't stop a knocked out beetle or koopa from coming back to life by setting it down and picking it back up.
  • Spring jumps are a lot harder, but still possible.
  • Holding up when going through a door won't automatically send you back through the door again. You have to let go of an re-press up to go back.

Other interesting changes aside from physics:
  • The clock display rounds down instead of rounding up. So when it goes from 1 to 0, you have a second left before death.
  • Bowser dies to spike shelmets sooner. Used to take 20 hits, now it's 7. I know because my level uses this mechanic.
  • Spikes placed on the same row as one-way ground now don't kill you, you can walk on the ground.

The question I had about how clear conditions will work with things that respawn when going through a door or pipe. The answer is, they don't respawn. Any item that's part of the "do x things" clear condition simply doesn't respawn, whether it's a coin or an enemy. So this could be used to make some interesting things where a room is different the second time you enter.

I played some multiplayer... fun, but 4 out of 6 games I played were incredibly laggy. One of them so bad that it was about 2 frames per second framerate. So bad.

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Re: Mario Maker
« Reply #208 on: July 01, 2019, 04:53:08 pm »
0

Also, if thereís an enemy clear condition, pipes that spawn enemies will spawn 10 total, then stop.
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Re: Mario Maker
« Reply #209 on: July 01, 2019, 05:13:34 pm »
0

In trying to recreate and update some of my old levels, I've also run into more differences. The way Airship ground is rendered has changed a lot, at least in the SMB3 theme. No longer will a pillar of ground 2 blocks wide form a mast. Now it's just siding like wider ground. The underside of Airship ground is also much blockier unless you use slopes, which I guess is the idea. I mostly like that change except it means I can't put decorative portholes in some places I'd like them to go.

When a pipe comes out of a wall, there's special graphics done to make it flush with that wall, but when a pile comes out the side of another pipe, no such luck. It's bewildering to me.

I wish scroll stop were a bit easier to use. I appreciate that it can be done in any direction, but hate that only ground and hard blocks work for it. At least make slopes and pipes work too! I've been wrestling with it a bit. I also wish that I could make a vertical area one screen wide without resorting to scroll stop. I was hoping that if I left the right (or left) half of a vertical area empty, the screen wouldn't scroll into it, much the same way that a horizontal area won't scroll up if you don't put anything above one screen height. No such luck.

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Re: Mario Maker
« Reply #210 on: July 01, 2019, 05:14:53 pm »
+1

Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.
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Re: Mario Maker
« Reply #211 on: July 01, 2019, 06:02:33 pm »
0

Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.

I totally agree, but I did see a hot garbage level that had a bunch of likes...
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Re: Mario Maker
« Reply #212 on: July 01, 2019, 08:06:57 pm »
0

I think it's partially driven by Nintendo making sure there was a lot of pre-existing content before they launched, so that's provided a buffer against the hot garbage created as people's first levels. I suspect that the ratio will get a bit worse as more people pick up the game, then maybe better as the number of players drops off leaving mostly people who are actually interested in level design.
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Re: Mario Maker
« Reply #213 on: July 02, 2019, 09:16:08 am »
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Mario Maker 1 levels gradually got better as the actual good content creators learned how to make good and better stuff. Those people already were around and knew what they were doing when MM2 launched, so that's one big reason that the average quality of level seems higher.
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Re: Mario Maker
« Reply #214 on: July 02, 2019, 01:28:21 pm »
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I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.
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Re: Mario Maker
« Reply #215 on: July 02, 2019, 03:40:25 pm »
+1

I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.

I think it's a different genre. While you can make "Mario-type" levels in Mario Maker, you're right; it will never feel like playing a full 2D Super Mario game. Instead, it's a combination of cool platforming, puzzle solving, troll-avoiding, and pure creative things that you would never see in a Nintendo-made Mario game.
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Re: Mario Maker
« Reply #216 on: July 02, 2019, 04:05:52 pm »
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Oh man.  I should probably pass then. 

I'd rather play a SMW romhack where people make full games.
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Re: Mario Maker
« Reply #217 on: July 03, 2019, 12:20:50 am »
+2

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.
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Re: Mario Maker
« Reply #218 on: July 03, 2019, 02:46:52 am »
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Gendo: Before you freak out, that is not what I actually look like.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Mario Maker
« Reply #219 on: July 03, 2019, 01:24:50 pm »
+1

I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.
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Re: Mario Maker
« Reply #220 on: July 03, 2019, 03:23:01 pm »
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I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.

In my upload attempts I definitely found that 1, 3, and 5 were the hardest. I had intended to actually order them from easiest to hardest.. I built room 1 last, thinking that I was going to make it the easiest room, but it ended up being one of the hardest. And the order was somewhat forced by wanting the visuals of alternating pipes and doors.

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.
« Last Edit: July 03, 2019, 03:24:43 pm by GendoIkari »
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Re: Mario Maker
« Reply #221 on: July 03, 2019, 03:41:28 pm »
0

Sadly I am that level of player. I had no idea what to do in that room and have never heard of a "bomb slide".
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Re: Mario Maker
« Reply #222 on: July 03, 2019, 04:01:32 pm »
0

Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.
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Re: Mario Maker
« Reply #223 on: July 03, 2019, 05:01:24 pm »
+1

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.
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Re: Mario Maker
« Reply #224 on: July 04, 2019, 12:00:56 am »
0

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.

Youíre still the only clear!
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Re: Mario Maker
« Reply #225 on: July 04, 2019, 12:12:04 am »
+2

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

Just played it, overall really liked it. I appreciate red coin levels in general, because frequent checkpoints generally make levels more fun, and show that the designer is more committed to making the level fun than hard.

I found rooms 3 and 4 to be by far the easiest, with room 2 being in the middle (but relatively easy), and 1 and 5 significantly harder than the rest, especially 1. In fact, I'm guessing 60-70% of my deaths were on room 1, and most of those deaths were spent just trying to get to the platform and start getting into the rhythm of it. Once you get going it's not too bad, though you have to keep it going for quite a while until Bowser dies.

I found it pretty clear what I was supposed to do in every room. I've never heard the term "bomb slide", but I just did what it looked like I was supposed to do and rode the bob-omb to the other side of the room, then spin jumped down to kick a bomb over and pop back up every time a bob-omb came close enough to jump onto it. I agree it would have been better to put a Z track at the beginning, but I think it's pretty clear what to do there anyway.

Rooms 4 and 5 took a few tries before I understood what I was doing, but that's completely reasonable, especially since it's a red coin level so you're not punished for not figuring it out right away. In room 5 I was never sure how many times I was supposed to hit Bowser before running around the loop; I ended up hitting him 3 times each cycle, I'm not sure if you were intended to do more or fewer or if there was an intended strat. The other thing about that room is it became significantly easier once I realized the fire bar didn't extend up to the furthest muncher, so after you jump over the middle muncher, you can take your time with the last jump.

It's amazing to me that you can't do things like toggle Bowser's fire on or off, or adjust how many hits it takes to kill him. It was obvious playing your level that you had to design around that, which is why it tends to be hard to make good boss fights. I'm also baffled that there is still no pause menu option to kill yourself, nor did they do anything about key deaths apparently? That's actually pretty ridiculous, those would be completely trivial problems to fix, but they somehow seem completely oblivious...



I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...
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Re: Mario Maker
« Reply #226 on: July 04, 2019, 12:13:04 am »
+1

Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.

Throughly enjoyed it. I peeked into each room once to get an understanding of what I was aiming to do before restarting and running the level clean. I one shot each of the rooms (order of personal difficulty: 5-3-4-1-2), but then, alas, I weak jumped the final launch in 2 after Bowser was dead to end up in the flames. 😭😭😭. Ah well.
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Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

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Re: Mario Maker
« Reply #227 on: July 04, 2019, 12:27:07 am »
0

Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.
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Re: Mario Maker
« Reply #228 on: July 04, 2019, 12:32:51 am »
0

Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.

I did a spin jump facing forward, which auto hit bowser each time. But yes, untiming myself from the spring sound to the shell visual was key.
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Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

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Re: Mario Maker
« Reply #229 on: July 04, 2019, 01:32:05 am »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

Just played it, overall really liked it. I appreciate red coin levels in general, because frequent checkpoints generally make levels more fun, and show that the designer is more committed to making the level fun than hard.

I found rooms 3 and 4 to be by far the easiest, with room 2 being in the middle (but relatively easy), and 1 and 5 significantly harder than the rest, especially 1. In fact, I'm guessing 60-70% of my deaths were on room 1, and most of those deaths were spent just trying to get to the platform and start getting into the rhythm of it. Once you get going it's not too bad, though you have to keep it going for quite a while until Bowser dies.

I found it pretty clear what I was supposed to do in every room. I've never heard the term "bomb slide", but I just did what it looked like I was supposed to do and rode the bob-omb to the other side of the room, then spin jumped down to kick a bomb over and pop back up every time a bob-omb came close enough to jump onto it. I agree it would have been better to put a Z track at the beginning, but I think it's pretty clear what to do there anyway.

Thanks!

Quote
Rooms 4 and 5 took a few tries before I understood what I was doing, but that's completely reasonable, especially since it's a red coin level so you're not punished for not figuring it out right away. In room 5 I was never sure how many times I was supposed to hit Bowser before running around the loop; I ended up hitting him 3 times each cycle, I'm not sure if you were intended to do more or fewer or if there was an intended strat. The other thing about that room is it became significantly easier once I realized the fire bar didn't extend up to the furthest muncher, so after you jump over the middle muncher, you can take your time with the last jump.

I found 2 was the safest, but 3 was possible, and since it took 7 total I did 3-2-2 or 2-3-2, whenever I felt it was safe to get the third hit. So you only have to go around the obstacle course twice. But I figure some people will just do 2 at a time and go an extra cycle. Interesting fact: in MM1 it took 20 hits with the spike helmet; they lowered it to 7.

It was originally harder; I actually shortened the fire bar so that you can wait at the place you mentioned. Originally you had to get back to the ground without pause. And the muncher in the center was originally 2 munchers stacked; I got rid of one because it seemed too tight.

Quote
It's amazing to me that you can't do things like toggle Bowser's fire on or off, or adjust how many hits it takes to kill him. It was obvious playing your level that you had to design around that, which is why it tends to be hard to make good boss fights. I'm also baffled that there is still no pause menu option to kill yourself, nor did they do anything about key deaths apparently? That's actually pretty ridiculous, those would be completely trivial problems to fix, but they somehow seem completely oblivious...


Indeed, especially in the bomb section. Originally bowser was just to the right and you spin jumped the bombs across the room and into him. But his fire would randomly light the bombs or just kill you; so I got the idea to just put him down lower. Very rarely itís possible that RNG fire will unavoidably kill you in the spike helmet room, but it didnít seem to happen often enough to worry. It is also cool how I was able to put ceilings in most of the rooms just to catch the fire that he shoots in the air.

Quote
I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Iíll check it out. Thanks for the feedback!
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GendoIkari

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Re: Mario Maker
« Reply #230 on: July 04, 2019, 01:38:44 am »
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Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.

I did a spin jump facing forward, which auto hit bowser each time. But yes, untiming myself from the spring sound to the shell visual was key.

Yeah I carefully positioned the height so that the vertical camera would just barely let you see the shell. The hard part is really just always looking up there and ignoring the rest of the screen. But I found that due to the blue platform which holds the fire flower, you have a pretty big window to do the initial jump up to the blocks; because you can jump off the blue platform as needed.

So that section started out as something where an on/off switch was automatically hit at a much slower pace, like on for 5 seconds then off for 5 seconds. And I was using music blocks on tracks to make a countdown warning sound for each time the block would be hit. But I found it impossible to perfectly sync the timing of the block being hit with the timing of the music blocks; it would always slowly drift apart because one cycle would be a fraction of a second faster than the other. Eventually had to give up on that whole idea.
« Last Edit: July 04, 2019, 01:40:11 am by GendoIkari »
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Re: Mario Maker
« Reply #231 on: July 04, 2019, 10:23:41 pm »
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I uploaded my first course. It's an updated version of Piranha Pirates, which I made a few months ago for Mario Maker 1.

Q5J-VW1-FYG

It's a traditional, autoscrolling course. I estimate it's "Normal" difficulty, though it might end up as "Expert".
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Re: Mario Maker
« Reply #232 on: July 11, 2019, 06:40:20 am »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

A whole lot of deaths, but finally finished. I felt like I learned the mechanic to each room fairly quickly, just kind of wish Bowser took fewer hits. The repitition to finally get the hang of executing the mechanic started to feel slightly tedious after several deaths knowing exactly what I needed to do. Still, fun levels!
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Re: Mario Maker
« Reply #233 on: July 11, 2019, 06:55:52 am »
+1

I uploaded my first course. It's an updated version of Piranha Pirates, which I made a few months ago for Mario Maker 1.

Q5J-VW1-FYG

It's a traditional, autoscrolling course. I estimate it's "Normal" difficulty, though it might end up as "Expert".

Nice! I played it until I got the record. I think Normal is fine for the difficulty, but I havent played enough to really know
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GendoIkari

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Re: Mario Maker
« Reply #234 on: July 13, 2019, 03:36:21 pm »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

A whole lot of deaths, but finally finished. I felt like I learned the mechanic to each room fairly quickly, just kind of wish Bowser took fewer hits. The repitition to finally get the hang of executing the mechanic started to feel slightly tedious after several deaths knowing exactly what I needed to do. Still, fun levels!

Thanks! No "like" though? Not to sound desperate or anything.
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Re: Mario Maker
« Reply #235 on: July 13, 2019, 03:42:03 pm »
+1


I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.
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Re: Mario Maker
« Reply #236 on: July 14, 2019, 09:55:48 pm »
0


I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.

Glad you liked it! I agree the second section is awkward in some places and I think I prioritized looking cool when done correctly too much over being fair to the player. I probably could have done some stuff better.


I just uploaded another level: WR0-L7J-P3G HP2-42H-Y1H. Based on the night-time snow physics, designed so that you generally won't die.
« Last Edit: July 15, 2019, 08:51:23 am by scott_pilgrim »
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Re: Mario Maker
« Reply #237 on: July 14, 2019, 10:09:38 pm »
+1

I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.
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scott_pilgrim

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Re: Mario Maker
« Reply #238 on: July 14, 2019, 11:13:33 pm »
0

I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.

Thank you for catching this! I tried to check for soft-locks, but missed that. I added a one-way over the pow-block so I think you can't get soft-locked there now. New level code is HP2-42H-Y1H.
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Re: Mario Maker
« Reply #239 on: July 15, 2019, 05:45:30 pm »
+1

Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.
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Re: Mario Maker
« Reply #240 on: July 16, 2019, 08:58:03 am »
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Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.

I thought about that, but I had more trouble doing it that way than the intended way because I found it really awkward to make those jumps without any momentum. But maybe I'm just weird, or maybe I'm not understanding what you're saying?
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Re: Mario Maker
« Reply #241 on: July 17, 2019, 11:00:44 am »
+1

Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.

I thought about that, but I had more trouble doing it that way than the intended way because I found it really awkward to make those jumps without any momentum. But maybe I'm just weird, or maybe I'm not understanding what you're saying?

Sounds like you're understanding correctly. I didn't find it hard to jump up that way; at least not has hard as timing duck-slides and jumps.
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Re: Mario Maker
« Reply #242 on: July 17, 2019, 11:02:32 am »
+1

So I started building a new level... about half done I think. It's an airship night theme, so all enemies have low-gravity, but Mario moves normally. Running into a weird issue; maybe someone here can help...

In Mario Maker 1, originally you could only bounce off of a naked koopa after a few seconds when it recovered from taking damage. They released an update late into the game's life that made it so that you can bounce off of koopas immediately after they lose their shell.

Mario Maker 2 seems to keep this same behavior; and you can usually bounce off of koopas immediately. However, I'm having a strange issue in a level I'm designing. I'm using airship night theme; where the enemy's have low gravity but Mario moves normally. I noticed that when you jump off a koopa, the naked koopa bounces a bit in the air; and you cannot touch it until it lands.

I have a setup where you have to jump off a koopa that's in the air in such a way that the naked koopa falls right onto a note block. The note block then bounces the naked koopa up, and you can bounce off of the naked koopa. This works just fine maybe 95% of the time. But every once in a while, I just completely pass through the naked koopa (after it has successfully bounced off the note block as expected). Like it doesn't exist at all.

Does anyone know what could cause a recently de-shelled naked koopa that has bounced off of a noteblock to be not solid? I can't tell a difference between what it looks like the times that this happens. My best guess is that I'm hitting the original koopa either higher or lower in the air, changing the amount of time between the naked koopa being de-shelled and when it hits the note block. I really want to keep this setup in the level, as it's a really fun trick to do, but I really don't want someone to die to something a random 5% of the time when they have no control over it.
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Re: Mario Maker
« Reply #243 on: Today at 02:13:46 am »
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New level finished!

MWJ-V8N-5CG.

I think itís a little easier than my last level, but maybe about the same. More traditional ďkaizo-styleĒ level that uses the nighttime airship theme that makes enemies have low-gravity while Mario moves normally.

As always feedback (and likes!) appreciated.
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