[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]
Happened to mine.
The 2nd course I made since launch was removed back in December, but my other ones are still there and ok.
Like literally, it was there the day before, next day gone, no message popped up saying anything.
So hey, I'm actually really really happy with how this level came out and would like to know if it's too annoying or if my custom boss is a bit too hard to deal with- a pair of Lakitu Bros have re-purposed one of Bowser's many castles and are starting their own gang- it's up to Mario to wreck the place and get rid of the troublemakers in-
[url=https://supermariomakerbookmark.nintendo.net/courses/5819-0000-0197-5C34][b]Iron Ball Bros.[/b][/url]
[img]https://dypqnhofrd2x2.cloudfront.net/5819-0000-0197-5C34.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/5819-0000-0197-5C34_full.jpg[/img]
The duo will hound you with their iron attacks in this scrolling stage, and at the end as mentioned they will lock you in a room and try to defeat you before you can reach the goal. It's a test of endurance! [sp]Unless there's a way to nullify it in which case oops[/sp]
I still wish you could put conditional triggers on things. IE, "if this enemy dies, then do this" or "if the player stands here, then do this"
Would allow for the creation of complex scripted sequences and actual boss battles, ones that don't have to involve clown cars just so the player can't skip them.
[QUOTE=Everything;49552956]I still wish you could put conditional triggers on things. IE, "if this enemy dies, then do this" or "if the player stands here, then do this"
Would allow for the creation of complex scripted sequences and actual boss battles, ones that don't have to involve clown cars just so the player can't skip them.[/QUOTE]
Completely agree with this, having a door tied to an enemies (or group of enemies) being dead would make things far better.
[URL="https://supermariomakerbookmark.nintendo.net/courses/ACEA-0000-0199-27DC"]I made this[/URL]
[B][U][URL="https://supermariomakerbookmark.nintendo.net/courses/ACEA-0000-0199-27DC"]
Speed.Run This[/URL][/U][/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/ACEA-0000-0199-27DC.jpg[/IMG]
[IMG]https://dypqnhofrd2x2.cloudfront.net/ACEA-0000-0199-27DC_full.jpg[/IMG]
Decided to give a ghost house a shot. It's small, but see if you like...
[url=https://supermariomakerbookmark.nintendo.net/courses/2154-0000-01A0-0382][img]http://i.imgur.com/Q0q9cvL.jpg[/img]
The One-Room House[/url]
So I was playing some other dudes courses and got super inspired and made a level I think is super good.
The level itself takes place over a bottomless pit for the most part as you travel over the floating islands. It features branching paths and some really tough challenges if you try to locate the 5 hidden characters in it- also at the end I tried to once again figure out a interesting way to make a "boss" encounter. Here's to hoping it plays well for others!
[url=https://supermariomakerbookmark.nintendo.net/courses/F8AA-0000-01A1-3662]Kirby's Apple Isles[/url]
[img]https://dypqnhofrd2x2.cloudfront.net/F8AA-0000-01A1-3662.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/F8AA-0000-01A1-3662_full.jpg[/img]
Those dark blocks are a background layer, right? How do you do that?
[QUOTE=Everything;49589136]Those dark blocks are a background layer, right? How do you do that?[/QUOTE]
[t]http://nintendoinquirer.com/wp-content/uploads/2015/08/SuperMarioMaker-Tools.png[/t]
Use the cliff blocks seen here between the Fire Bars and Monty Moles, Shake them until they become that specific background, and hide the platforms under the solid blocks.
[QUOTE=Fapplejack;49589255][t]http://nintendoinquirer.com/wp-content/uploads/2015/08/SuperMarioMaker-Tools.png[/t]
Use the cliff blocks seen here between the Fire Bars and Monty Moles, Shake them until they become that specific background, and hide the platforms under the solid blocks.[/QUOTE]
Yep, just gotta hide the little ledge things so A: It looks nice and B: Players don't jump on them and get stuck. They blend into each other based on how high up they are so you can stack a bunch of them side by side at various heights to get that kind of jagged look I have in my current level.
Any particular reason why when I upload a stage, only like six people play it for a whole week, then suddenly it gets 50 plays in one day out of nowhere?
[QUOTE=Everything;49592887]Any particular reason why when I upload a stage, only like six people play it for a whole week, then suddenly it gets 50 plays in one day out of nowhere?[/QUOTE]
No idea personally. My level Kirby's Tricky Tree's just fucking exploded with stars (200 or so in a week) so I thought it's what people wanted so I made another level similar to it and put more effort into it and... only a fraction (80). Went back to KTT's method and... 8.
My most-starred course has 24 at time of writing, and it's almost a month old.
How the heck do you get more people playing your levels if you're not already a popular maker? Other than being a shill on social media.
Wish I knew honestly. I just post my levels here and over at the SA thread and that's about it.
I'm still getting people playing my first level.
[URL="https://supermariomakerbookmark.nintendo.net/courses/75E0-0000-013A-6980"]Is this level unfair?[/URL] Only one dude has beaten it, but I didn't think it was THAT hard.
edit: It got deleted...
The SMB ghost house music legitimately gives me chills. I'll have to think of a good concept so I have an excuse to use it.
By the way, how do you unlock the weird mushroom? People tell me you need to beat the NWC levels but where the heck do I find those?
[QUOTE=Everything;49600621]The SMB ghost house music legitimately gives me chills. I'll have to think of a good concept so I have an excuse to use it.
By the way, how do you unlock the weird mushroom? People tell me you need to beat the NWC levels but where the heck do I find those?[/QUOTE]
Play the 10-Mario challenge multiple time until you unlock the NWC levels.
Finally finished a level that I'd wanted to do for a while.
[url]https://supermariomakerbookmark.nintendo.net/courses/F540-0000-01A9-1F28[/url]
[editline]25th January 2016[/editline]
[QUOTE=Waffle Lord;49600177][URL="https://supermariomakerbookmark.nintendo.net/courses/75E0-0000-013A-6980"]Is this level unfair?[/URL] Only one dude has beaten it, but I didn't think it was THAT hard.[/QUOTE]
Ok well on the first Piranha plant I had to reset because i crouched jumped onto it and couldnt break the block multiple times. This would make a lot of players skip straight off.
For all the tight spaces you might as well use a ?shroom to give players the extra health but keep them 1 block tall.
Some enemies are unnecessary and just make it even more cluttered and frustrating (pipe fire plant/cluster of goombas after the springs).
Its frustrating in ways the player can't deal with and so they'll likely give up before the half way mark like I did.
How to make a good autoscroller: Ensure to the best of your abilities that there is never more than a 3-second window where there is nothing for the player to do.
Nearly every user-made one I've played so far has gotten it wrong, and has long periods of nothing happening.
For further elaboration on the NWC levels, you have to complete all of the possible levels
in the 10-Mario Challenge. Once that is done it will give you a message saying you have them.
They will be the last set of levels under the sample courses (?) tab in Course Bot.
Welp, found that excuse I needed to use the SMB ghost house tileset (and music)
Things get spooky when the clock strikes midnight in...
[URL="https://supermariomakerbookmark.nintendo.net/courses/C427-0000-01AA-DE52"][IMG]http://i.imgur.com/jV5iTal.jpg[/IMG]
Toad Town..?[/URL]
[editline]t[/editline]
Drew a lot of inspiration from Wario Land 2/3 in terms of the indoor layouts and the indoor/outdoor mix in general.
Tell me how you think it turned out!
I found a new unreleased costume
[img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ixNZaQG-lko93[/img]
[QUOTE=Sift;49600548][img]https://pbs.twimg.com/media/CZhB16dWIAE7Ju3.jpg[/img]
[img]https://pbs.twimg.com/media/CZhB16qW0AAwKK_.jpg[/img][/QUOTE]
i hate you so much right now
I made a stage awhile back called Panic Palace, it was my first attempt at a puzzle/tricky level and... it kinda sucked, it had a couple cheap tricks and I wasn't satisfied with it at all. It was also one of my lowest star count stages so for the first time I decided to just dump it in the garbage and delete it wholesale.
I've spent the better part of today trying to create something to replace it and would like to get some feedback on my second attempt as it's probably my most complicated stage. There's no dirty tricks, just trying to find a way to escape what I'm calling
[b][url=https://supermariomakerbookmark.nintendo.net/courses/4B36-0000-01AC-19D6]The Terrifying Tower[/url][/b]
[img]https://dypqnhofrd2x2.cloudfront.net/4B36-0000-01AC-19D6.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/4B36-0000-01AC-19D6_full.jpg[/img]
(4B36-0000-01AC-19D6)
Edit: Everything, I played both of your courses from this page (and did a couple doodles woops) and felt I should mention
One Room House - Has a fun concept, I used a similar trick in one level so I knew what was up instantly and I got out pretty fast. I gave it a star but I feel like I kinda missed something due to finding the exit right away.
Toad Town? - Really solid auto scroll level, not much to say outside that. Setting was nice and the indoor segments were plenty fun though the room where you have to find the P switch seemed like it was just random guessing unless I missed a clue.
Biggest complaint I could lever against both of them is don't put boo buddies into ? blocks. It always feels super cheap getting hit when they're crammed in there.
[IMG]http://i.imgur.com/wEq38o4.png[/IMG]
[IMG]http://i.imgur.com/pnKv4bH.png[/IMG]
I love getting these sorts of comments on my levels :v:
Also I based the indoors-floating-in-the-void thing on Paper Mario, aaaand cause I couldn't really think of an adequate way to replicate the town outside with the scale change
That's fair :v:
I just imagined a lone toad house floating through space and it amused me so just did a quick doodle to get it out of my system. Not really a complaint or anything!
In response to the critique:
- I wanted to make One-Room House longer, but there's a strict door limit, which is a shame. I'm working on a more complex level with that idea though, stay tuned!
- Wasnt sure how to give a hint in the P-switch room without outright giving it away, that's my bad. Same with the boxed boo buddies, seemed funny at the time. I guess it's a bit of a dick move though huh? I'll avoid using that trick from now on.
How'd you like the use of effects in toad town? Also, did you notice the little chain chomp subplot?
[QUOTE=Everything;49614826]In response to the critique:
- I wanted to make One-Room House longer, but there's a strict door limit, which is a shame. I'm working on a more complex level with that idea thoug, stay tuned!
- Wasnt sure how to give a hint in the P-switch room without outright giving it away, that's my bad. Same with the boxed boo buddies, seemed funny at the time. I guess it's a bit of a dick move though huh? I'll avoid using that trick from now on.
How'd you like the use of effects in toad town? Also, did you notice the chain chomp subplot?[/QUOTE]
I noticed the chain chomp thing but didn't really connect it till you mentioned it (just ran through it again). I'm kinda amused now :v:
Also effect wise is fine, always a fan of screaming dry bones. Only thing that kinda fell flat sound wise was the heart beat waiting for the P-switch to wear off, the music totally overrides it which takes some of it away.
That and I didn't get the "yow!" at the end of the stage. Unless it's supposed to be Mario's reaction in general v:v:v
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