• Super Mario Maker V1
    1,141 replies, posted
I want to make a ghost house level but I'm worried I'll go way overboard on the door puzzles
So Mario Maker was featured in this year's Gaki no Tsukai's No Laughing special. [vid]https://i.4cdn.org/v/1451841403047.webm[/vid] [sp]The text says "Tanaka Thai Kick" which means what it says[/sp]
[QUOTE=Everything;49462141]Turns out [url=https://supermariomakerbookmark.nintendo.net/courses/3E44-0000-014B-26A4]that one stage I made[/url] ended up a super expert level. Uhh... Whoops? Might've made it a little too hard. :v:[/QUOTE] The only bit I found consistently difficult was jumping between the final two vertical moving platforms. They'd always sync up and I'd get bopped off before I could time the jump. I thought the boss was easy, I beat it first go but maybe I just got lucky.
It's nice to actually get feedback about this stuff. Nobody ever leaves meaningful critique in the miiverse comments, if anything at all. I guess the big question is, do you guys think the concept is fun? Unique, at least? Wouldn't mind making a sequel eventually.
I've recently reuploaded 4 of my courses with alterations to take advantage of the midway point feature and item box mechanics. Would anyone mind trying these four out? [url=https://supermariomakerbookmark.nintendo.net/courses/F4E0-0000-0148-4AD2]Castle of Kingfin[/url] SMW Castle level with a unique boss fight. [url=https://supermariomakerbookmark.nintendo.net/courses/6E0C-0000-0148-58C6]Bowser's Fearsome Fleet[/url] SMB3 tank autoscroller [url=https://supermariomakerbookmark.nintendo.net/courses/7B32-0000-0148-71CB]Amnesia Abode[/url] NSMBU ghost house. Exploits the game's rather unusual configuration for how pipes are linked to provide a unique experience. [url=https://supermariomakerbookmark.nintendo.net/courses/E7F1-0000-0148-89AA]Which Way Do I Go Chateau[/url] SMB castle with puzzle features.
[QUOTE=Everything;49465593]It's nice to actually get feedback about this stuff. Nobody ever leaves meaningful critique in the miiverse comments, if anything at all. I guess the big question is, do you guys think the concept is fun? Unique, at least? Wouldn't mind making a sequel eventually.[/QUOTE] The concept is pretty good although I think it's a little wasted on just having a guy appear above you and mess with your jumps. There is definitely more you can do with it though.
What would you suggest? I'm tinkering with a few things like autoscroll as potential ways to make sure it stays on screen, but I've yet to dabble into new ways it itself can be used.
Well in some of the areas you could just run straight towards the pipe to the point where the music stops, placing obstacles that prevent the player getting too far ahead could work well. For anyone that missed it, AGDQ had a mario maker segment last night. It's well worth taking a look at them [media]http://www.youtube.com/watch?v=bbDGGUysCuE[/media]
In my Kirby level about a week ago there's one spot where you can backtrack and actively get yourself in a stuck state where the timer has to run out to kill you- I placed invisible blocks everywhere else to avoid this happening but messed up and woops I had a player get caught in the branches and post about it on miiverse. He posted a couple calls for help saying "I'm stuck up here :(" etc and felt bad. So apparently people have now turned that into a hangout spot or something as I've gotten like 3-4 people all going "we're stuck up here now" "wooo stuck club : D" "HELP" and just Should I edit this out? Why is this happening? Why are players actively backtracking so they can get trapped
Today I was free so thought I'd make a new level, looking at the clock and whooops all my free time was spent making this thing Please shoot some feedback my way if you have some free time because I'm actually pretty happy with how it came out. It's not a hard course by any means but I think it's fun to go through. Also hoping that the two "secrets" aren't too obscure though I know for a fact no one playing 100 Mario Mode will ever find them or care to. [url=https://supermariomakerbookmark.nintendo.net/courses/4E7F-0000-017B-72D4][b]Candy Cave[/b][/url] [img]https://dypqnhofrd2x2.cloudfront.net/4E7F-0000-017B-72D4.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/4E7F-0000-017B-72D4_full.jpg[/img]
Sift, if you played Fit of Rage, I apologize for any stupidity my level may have caused
[img]http://i.imgur.com/yHkRtrt.jpg[/img] Fox is down! Get him to another Arwing before it's too late! [url=https://supermariomakerbookmark.nintendo.net/courses/4781-0000-017B-E314]Corneria Crash Landing[/url], my first attempt at a speedrun level.
Level dump incoming: [URL=https://supermariomakerbookmark.nintendo.net/courses/888D-0000-0092-8110]Two-path[/URL] [URL=https://supermariomakerbookmark.nintendo.net/courses/57EE-0000-0092-96C8]Long Jump[/URL] [URL=https://supermariomakerbookmark.nintendo.net/courses/4680-0000-0094-621A]Nobody Likes Water Levels[/URL] [URL=https://supermariomakerbookmark.nintendo.net/courses/7B4A-0000-017D-2AAE]Air Assault[/URL] [URL=https://supermariomakerbookmark.nintendo.net/courses/2448-0000-017D-0A32]Fire Balls[/URL] [URL=https://supermariomakerbookmark.nintendo.net/courses/7969-0000-0094-4594]Gluttony[/URL] Everything I've uploaded that didn't get taken down for being too hard. I encourage critique, so if you have anything please let me know. I'll be running though some of the courses posted in here now
You know those levels that feature you following a mushroom through a level? I wanted to try my own hand at it- it's rather easy but would still really appreciate if anyone would give it a shot. Sorry if it's annoying to hit restart if you lose it! [url=https://supermariomakerbookmark.nintendo.net/courses/F757-0000-018C-9514]Become a Hero, Mario![/url] [img]https://dypqnhofrd2x2.cloudfront.net/F757-0000-018C-9514.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/F757-0000-018C-9514_full.jpg[/img] E: Apparently like 10 people played it already and only 1 cleared it which is a shame. It's really not that bad!!
Nintendo posted a series of comics with advice on level design [url]http://supermariomaker.nintendo.com/comics/[/url]
I'm that pigeon
Actually felt inspired to do a level based off a factory for uh, some reason or another. Mario has always enjoyed eating mushrooms. They always turn him into Super Mario- well... one day a thought came to him. Where did these mushrooms come from in the first place? To find out he decided to poke around one of the Mushroom Kingdoms banged up [?] plants to get to the bottom of this. As soon as he stepped into the surprising hostile environment it began to crumble behind him! Can you the player help our dear hero Mario through the dangerous... [b][url=https://supermariomakerbookmark.nintendo.net/courses/1B2B-0000-018F-C0B9]FAULTY FACTORY[/url][/b] [img]https://dypqnhofrd2x2.cloudfront.net/1B2B-0000-018F-C0B9.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/1B2B-0000-018F-C0B9_full.jpg[/img] Discover the Mushroom Kingdom's horrible secret in this dangerous level! [sp]The cape might need to get removed as it might be a little too easy with it.[/sp]
[QUOTE=Swiket;49529470]Nintendo posted a series of comics with advice on level design [url]http://supermariomaker.nintendo.com/comics/[/url][/QUOTE] I feel their "don't let the level scroll up" stipulation is poorly justified. If you're making a level where there is NEVER going to be ground outside the bottom of the screen, scrolling up and down is perfectly acceptable. As long as you escalate or deescalate gradually, and allow the player to see they'll be safe if they descend, your vertically-minded level will be fair. If you MUST put something off-screen, indicate it somehow with a hint; coins in the air, an arrow, whatever is needed to guide the player where they need to go.
[QUOTE=Swiket;49529470]Nintendo posted a series of comics with advice on level design [url]http://supermariomaker.nintendo.com/comics/[/url][/QUOTE] Yamamura's fucking brutal jesus christ keep him away from kids
[QUOTE=Everything;49533837]I feel their "don't let the level scroll up" stipulation is poorly justified. If you're making a level where there is NEVER going to be ground outside the bottom of the screen, scrolling up and down is perfectly acceptable. As long as you escalate or deescalate gradually, and allow the player to see they'll be safe if they descend, your vertically-minded level will be fair. If you MUST put something off-screen, indicate it somehow with a hint; coins in the air, an arrow, whatever is needed to guide the player where they need to go.[/QUOTE] They cover that if you read the rest of it. It's more of a "for your first level ever" thing hence why it restricts you to well, day 1 stuff.
[QUOTE=Sift;49533929]They cover that if you read the rest of it. It's more of a "for your first level ever" thing hence why it restricts you to well, day 1 stuff.[/QUOTE] I get that, but even the further examples they give have relatively conservative use of verticality. That's really the best way I can describe the course ideals presented here: conservative. [editline]t[/editline] IMO, you'll end up with much more interesting courses if you look to some certain other series' for inspiration instead. Kirby, Yoshi, Sonic, Megaman, Wario (Land), Metroid... Games that make good use of the screenspace and worldspace they're given, with dense and intricate levels that still don't overwhelm players thanks to smartly planned flow.
Honestly, it'd be cool to get more special gimmick items, like a Fire Flower variant that shoots straight or things like the Frog/Hammer Bros. Suit just for that extra bit of course variety.
[QUOTE=Everything;49533954]I get that, but even the further examples they give have relatively conservative use of verticality. That's really the best way I can describe the course ideals presented here: conservative. [editline]t[/editline] IMO, you'll end up with much more interesting courses if you look to some certain other series' for inspiration instead. Kirby, Yoshi, Sonic, Megaman, Wario (Land), Metroid... Games that make good use of the screenspace and worldspace they're given, with dense and intricate levels that still don't overwhelm players thanks to smartly planned flow.[/QUOTE] As someone who's past few levels have been me trying to replicate Kirby stages I'm well aware :v: It's just in a lot of cases the advice given is right even if they aren't posting super vertical levels- as long as they put "It's okay to make stages going up and down as long as it's not super blind" then I think that gets the message across well enough.
[QUOTE=Swiket;49529470]Nintendo posted a series of comics with advice on level design [url]http://supermariomaker.nintendo.com/comics/[/url][/QUOTE] [Quote=Yamamura]"Your first course was so brutal, some people online were calling it an official Nintendo troll course. "[/Quote] I love this, it's so harshly honest. Also: [Quote=Yamamura]"Do you know what makes Yoshi so special?[/Quote] [Quote=Mary O.]"His adorable face and can-do attitude?" :D[/Quote] [Quote=Yamamura][b]No, just no. It's his ability to eat enemies.[/b][/Quote]
[QUOTE=Swiket;49529470]Nintendo posted a series of comics with advice on level design [url]http://supermariomaker.nintendo.com/comics/[/url][/QUOTE] [t]http://i.imgur.com/Z0Qxhyt.png[/t] damn you nintendooo
Okay thread, I noticed a lot of folks don't have many stars so I decided to help. After carefully looking at what's popular I think I've honestly created [i]the ultimate mario maker level[/i] that is sure to bolster your ranks in every way possible. Feel free to copy my [b]utter GENIUS[/b] [b][url=https://supermariomakerbookmark.nintendo.net/courses/EFA1-0000-0190-75E5]How to get stars in Mario Maker![/url] EFA1-0000-0190-75E5[/b] [sp]leave a like comment subscribe[/sp]
I've been toying with this course for a while and think it has a good balance of difficulty. [url]https://supermariomakerbookmark.nintendo.net/courses/1CE2-0000-0190-955B[/url] It was really fun to make and experiment with the tracks.
So Nintendo is removing low popularity levels. [url]http://nintendoenthusiast.com/news/nintendo-removing-super-mario-maker-levels-with-little-warning/?utm_source=twitterfeed&utm_medium=twitter[/url]
[QUOTE=mark6789;49538880]So Nintendo is removing low popularity levels. [url]http://nintendoenthusiast.com/news/nintendo-removing-super-mario-maker-levels-with-little-warning/?utm_source=twitterfeed&utm_medium=twitter[/url][/QUOTE] They've been doing this since release, it's not new at all. Haven't had any of my courses removed yet though so who knows how it all works.
[QUOTE=Sift;49539239]They've been doing this since release, it's not new at all. Haven't had any of my courses removed yet though so who knows how it all works.[/QUOTE] Ah I never noticed they did until I read this.
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