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Author Topic: Mario Maker  (Read 101901 times)

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GendoIkari

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Re: Mario Maker
« Reply #100 on: October 28, 2015, 12:22:38 pm »
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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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LastFootnote

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Re: Mario Maker
« Reply #101 on: October 28, 2015, 12:32:05 pm »
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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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sudgy

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Re: Mario Maker
« Reply #102 on: October 28, 2015, 11:09:38 pm »
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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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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Tables

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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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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

sudgy

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Re: Mario Maker
« Reply #104 on: November 04, 2015, 05:50:22 pm »
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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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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Drab Emordnilap

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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 »
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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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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Donald X.

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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 »
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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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Donald X.

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Re: Mario Maker
« Reply #109 on: December 23, 2015, 01:04:41 am »
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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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Drab Emordnilap

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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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Drab Emordnilap

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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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LastFootnote

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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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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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Drab Emordnilap

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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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LastFootnote

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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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Drab Emordnilap

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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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LastFootnote

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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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LastFootnote

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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 to…

• 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.
• 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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LastFootnote

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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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Drab Emordnilap

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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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LastFootnote

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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
• Super Star in a hidden block on the left side of the pit where the first Hammer Bro is jumping
• 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
• Shellmet in the Fire Bar

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

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

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

Area 5: Boss
• Shellmet in a hidden block on the left side of the first chamber
• 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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Witherweaver

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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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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Awaclus

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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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