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Author Topic: Mario Maker  (Read 112313 times)

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LastFootnote

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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 possible—although probably not advisable—to reuse codes.
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LastFootnote

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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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Drab Emordnilap

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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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Drab Emordnilap

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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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LastFootnote

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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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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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popsofctown

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Re: Mario Maker
« Reply #56 on: September 22, 2015, 04:33:22 pm »
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Do you have to beat your level to upload it?
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LastFootnote

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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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Witherweaver

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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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eHalcyon

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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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Witherweaver

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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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Tables

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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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...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.

Tables

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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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...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.

Watno

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Re: Mario Maker
« Reply #63 on: September 24, 2015, 01:08:56 pm »
+4

it sucks
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LastFootnote

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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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Drab Emordnilap

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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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Tables

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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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...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.

popsofctown

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Re: Mario Maker
« Reply #67 on: September 24, 2015, 04:36:01 pm »
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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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Tables

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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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...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.

Drab Emordnilap

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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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Watno

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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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Tables

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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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...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.

LastFootnote

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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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ConMan

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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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eHalcyon

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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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