• Super Mario Maker V1
    1,141 replies, posted
I feel like the harder bug slapping minigame wasn't exactly needed.
[QUOTE=MissingGlitch;49001241]I feel like the harder bug slapping minigame wasn't exactly needed.[/QUOTE] I doubt that took any effort to make at all. lol
obv beating it unlocks slopes and placeable water and lava.
you guys think stacking powerups will work for the leaf/feather/propeller shroom?
[QUOTE=enigmarage;49004757]you guys think stacking powerups will work for the leaf/feather/propeller shroom?[/QUOTE] I really hope so, but the lack of specific indication in the trailer leaves me feeling not very optimistic about that. [editline]28th October 2015[/editline] But why wouldn't they, is the question.
So has anyone else tried to play the actually 2D mario games after playing a lot of Super Mario Maker? I tried playing Super Mario World and everything seemed off.
[QUOTE=MissingGlitch;49011705]So has anyone else tried to play the actually 2D mario games after playing a lot of Super Mario Maker? I tried playing Super Mario World and everything seemed off.[/QUOTE] I played SMW recently too, but I've played so much Mario over the years It still feels the same.
[QUOTE=MissingGlitch;49011705]So has anyone else tried to play the actually 2D mario games after playing a lot of Super Mario Maker? I tried playing Super Mario World and everything seemed off.[/QUOTE] From now on I'll probably be paranoid as shit with blocks when I replay the originals.
I really feel slopes would be such an easy thing to add. Shake a ground block and it becomes angled. If we get that and placeable water/lava, I wouldn't need anything else.
[QUOTE=Richardroth;49011772]I really feel slopes would be such an easy thing to add. Shake a ground block and it becomes angled. If we get that and placeable water/lava, I wouldn't need anything else.[/QUOTE] I mean we already have the rails that can do diagonal, shake a ground block into that (hell, for SMW maybe taking the tiled blocks into the staircases from the Ghost Houses) and maybe make it so you can just drag for slopes just like the rails.
[QUOTE=RikohZX;49011816]I mean we already have the rails that can do diagonal, shake a ground block into that (hell, for SMW maybe taking the tiled blocks into the staircases from the Ghost Houses) and maybe make it so you can just drag for slopes just like the rails.[/QUOTE] Yeah. Guess we'll see later on. People are clamoring for it so I'm betting they'll deliver. Alot of people were complaining about the lack of checkpoints and, to a lesser extent, tiered poweups, and now look.
Finally got this game! Is the quickest way to unlock stuff still changing the date in the Wii U settings? Can't find any real clear information on this anymore.
[QUOTE=Jebus;49025847]Finally got this game! Is the quickest way to unlock stuff still changing the date in the Wii U settings? Can't find any real clear information on this anymore.[/QUOTE] It's been updated to be based on object placement rather than time. So the quickest way is to keep spamming walls everywhere.
Finally got it all unlocked. The first time unlocking it all with a mate was bad enough, having to change the calendar every few minutes. It was just tedious placement over and over this time.
I don't like that this thread has died right after I finally bought this! Someone play my level: 9AA5-0000-00D2-2536 My first serious attempt which isn't a level full of asshole tricks to piss off my mate... It's a bit of an obstacle course, testing your skill, reflexes, and ability to look ahead and time your jumps.
It's a really small update in the grand scheme of things, so probably not majorly.
where's da checkpoints?
[QUOTE=Jebus;49032514]I don't like that this thread has died right after I finally bought this! Someone play my level: 9AA5-0000-00D2-2536 My first serious attempt which isn't a level full of asshole tricks to piss off my mate... It's a bit of an obstacle course, testing your skill, reflexes, and ability to look ahead and time your jumps.[/QUOTE] Wormy said it but I tried not to make anything else until the update hit because I want checkpoints to use and whatnot. Panic if nothing happens for a couple days after the update releases :v:!
edit: DELETED
It'll feel great not having to limit the length of a stage because of difficulty. Hell it makes secrets a new reward because one can place a checkpoint in one and reward the player with less of a backtrack if they die. I'll be sure to reupload almost every one of my levels to hopefully raise the completion rates to be higher than 0
well, the completion rates on my courses aren't much better...I think I'm going to have to do the same thing, for the same reasons
update is now live. turns out that you can also do the powerup stacking with the flight powerups, and you can only place one checkpoint flag per main/sub area
[QUOTE=enigmarage;49050618]update is now live. turns out that you can also do the powerup stacking with the flight powerups, and [B]you can only place one checkpoint flag per main/sub area[/B][/QUOTE] Seems like a kinda' arbitrary restriction. I mean it's better than nothing, but why have the amount of checkpoints tied to the areas at all. I would much rather see a max of 3 checkpoints, distributed between the sub areas however you please.
[QUOTE=Rufia;49051121]Seems like a kinda' arbitrary restriction. I mean it's better than nothing, but why have the amount of checkpoints tied to the areas at all. I would much rather see a max of 3 checkpoints, distributed between the sub areas however you please.[/QUOTE] I imagine it's because depending on how a stage is created, if one has multiple checkpoints in the same area, the game might not know which one would be the "right" one. I would think that in some instances, for example: just because a checkpoint is closer to the end, doesn't mean it would be the furthest one.
[QUOTE=enigmarage;49051172]I imagine it's because depending on how a stage is created, if one has multiple checkpoints in the same area, the game might not know which one would be the "right" one. I would think that in some instances, for example: just because a checkpoint is closer to the end, doesn't mean it would be the furthest one.[/QUOTE] I guess, but then surely you could just have it pick the most recently activated checkpoint?
To be fair, I don't remember any of the four games represented to ever have more than one checkpoint per stage or two at the very most.
more costumes, still no daisy. i dont even particularly like daisy but wow.
Gnat Attack Hard Mode has to be the hardest game to come out in the last 10 years The reward was worth all that torture though
I made my first post-update level. I wanted to try and make a fun level that focused on the player having a star at all times as long as they don't dawdle around. The first part is a timer platforming section inspired by Yoshi's Island (That game had a few sections where you play as baby mario and gotta run over spikes and stuff and get stars to keep going) and the second part is still full of stars but if it runs out you might have your hands full for that section. I think it's pretty fun to blaze through, maybe you all will like it too?? [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ii0r-gzIxsKJR[/img] [b]Gold Mario's Rush C13A-0000-00D7-96EF[/b]
[video=youtube;X54T4RJtMck]http://www.youtube.com/watch?v=X54T4RJtMck[/video]
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