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Super Mario Maker: No Lanky costume
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update releasing on the 9th. Get hype. Post,shill, give feedback and join in on the limited palette challenge.
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also video for the new update for those who haven't seen it yet https://www.youtube.com/watch?v=OLbw55FV4Lg
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bump. someone post some levels
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>>329910794
https://supermariomakerbookmark.nintendo.net/courses/DB0B-0000-0127-8DBC
https://supermariomakerbookmark.nintendo.net/courses/6C8A-0000-01DC-0E09

Here you go.
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>Playing TP HD
>Playing Fates Special Edition
>Pokken in a few weeks
>Star Fox Zero next month
>Update coming this 9th

Fug, i dunno if i will have time enough to play more Mario Maker and create more levels

Anyway. shillan

https://supermariomakerbookmark.nintendo.net/courses/3254-0000-01E0-91FE
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>>329910908
should have called the 1st level bullet heck
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Check out my newest level 1-3. Explore a city getting demolished by construction workers. Wrecking balls and bombs everywhere. Let me know how the difficulty is. You can collect 10 1-ups in each level

>1-1 Polyp Plains
https://supermariomakerbookmark.nintendo.net/courses/3159-0000-01E0-F02C

>1-2 City Sorbet
https://supermariomakerbookmark.nintendo.net/courses/C234-0000-01E4-2D78

>1-3 Hard Hat Hazards
https://supermariomakerbookmark.nintendo.net/courses/682E-0000-01EA-5E0B
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I have a design issue that maybe you guys can help me out with.
I'm making a level where you use a shoe and the whole level is covered in spikes. At one point you get a helmet to do some things. Later on in the level I want the player to change to the other kind of helmet to do some different things. Unfortunately, when you have a shoe and a helmet, and you take damage, it always removes the shoe first (which is indispensable in this level). So is there a natural way I can get the player to understand to jump out of the shoe to take damage so they can switch helmets? Or is this a lost cause?
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>>329912663
the only thing I could think of is having a miiverse post indicating to take damage. You could force damage on them too
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>>329912931
Forcing damage isn't that elegant seeing as it removes the shoe first, which is the problem... I guess I could do a miiverse comment instruction if I really need to. I could theoretically abandon the second helmet stuff but it's fun so I want to keep it.

Since there's always spikes to jump into I could just have it be a little mini-puzzle that people are supposed to figure out how to switch helmets. The part with the second helmet comes right after a checkpoint so there won't be a big punishment for experimentation... I just wish this was more intuitive.
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>>329908989
How do I make warp pipes to go to different areas? I want to make a grassland to water stage
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>>329915547
Put Mario in a pipe.
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Here's my latest level, 30 Second Triple Jump Precision Panic!
https://supermariomakerbookmark.nintendo.net/courses/DC1E-0000-01E8-2ECC

You only have 30 seconds to defeat this devilishly hard obstacle course! Don't stop moving!!


Please try my short four level world!

Here's the starting level:

>L-1: A Stroll
https://supermariomakerbookmark.nintendo.net/courses/0BF9-0000-01C4-AD56


Here are a few other levels that could use some love:

>Brave Mario's Platform Peril!
https://supermariomakerbookmark.nintendo.net/courses/2549-0000-01E6-5D5E

Tricky sinking platforms and firebars placed for expert timing will rock your world and test your bravery in this level!


>Deep Sea Koopa Hunting
https://supermariomakerbookmark.nintendo.net/courses/ABC4-0000-018F-0409

A more slower-paced level, Deep Sea Koopa Hunting is a water level where you NEED koopa troopas to advance. Don't know how to move forward? Try throwing koopa shells at everything!


>The Boos' Tricky Treasure 2.0
https://supermariomakerbookmark.nintendo.net/courses/1EF6-0000-0189-1374

A less puzzle-oriented ghost house. Try wall jumping while only holding down one direction on the control! It might make facing those ghosts easier...
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Also try Allison's levels:

>Muh ferst level, ya'll
https://supermariomakerbookmark.nintendo.net/courses/502C-0000-01CE-1426

>Fiery Bouncy Blitz!
https://supermariomakerbookmark.nintendo.net/courses/BBAE-0000-01CF-B686

She's a beginner so go easy on her
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>>329912663
>>329913417
You could place a grinder high enough so that the only way to ram into it is to bail jump out of the shoe, then players can get back in the shoe and put on the correct helmet.
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>>329915547
This >>329915630
You need to drag the Mario cursor into the pipe in the editor. You need all design elements unlocked first. Warp pipes are in the last delivery.
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>>329916464
That's actually what I've just tested out. Seems to work well enough by my estimation. There's also a couple coins up next to the grinder to draw your attention.
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>>329916464
>>329917396
Actually now that I think about it I'm a little confused on why this works... don't grinders usually bounce you when you're wearing a helmet? Is the grinder a placebo and it's just the spikes beside you that remove the helmet?
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Is there somewhere to actually suggest features for this game? I want to see an original object put into the game.

Coin Door: A door that is locked unless Mario is holding at least the number of coins that is represented on the door. Drag the numbers up and down to change how many coins the door requires.

>but what if mario goes over 99 coins and resets his count

If a coin door is in a stage, Mario can't go over 99 coins. 99 would be the highest number on the door.

This could allow for Super Mario 64 style adventuring. Can't go to a certain area without finding enough coins, and can't finish it without finding enough to go through the last door.
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>>329912663
Make them lose both the shoe and the helmet at that point of the stage and give them a new shoe.
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>>329919467
I doubt they will add this if they are adding pink coins for keys
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>>329917870
>don't grinders usually bounce you when you're wearing a helmet?
No, you can bounce off of them from above if you're wearing a a shoe or riding a yoshi.
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>>329917870
>>329919850
Oh wait, do you mean they just deflect you downward when you're wearing a helmet? I'm not sure, but I don't think so. I know that helmets will protect you from overhead spikes.
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>>329919838
I doubt they would add it too, but it's a completely different function. Pink Coins are limited to five and only get you one key once you collect them all, good for one door. Coin doors would allow you to make progressively higher requirement doors.
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>>329920019
Yeah, that is what I mean I can confirm that it is how they work. I guess what's happening is that it deflects you, right into the spike walls that are on either side of you, so unless you do a perfectly placed jump you'll always take damage on the way down. So it seems to work out.
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>>329920109
I think it's really stupid that pink coins are limited to 5... they have so much potential if you could allow many more. I was planning a level with a 10 pink coins section and I had to pare it down to 5 which kind of makes that section feel a bit forced.
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>>329920109
>>329920372
I believe you can use 5 in the main area and 5 in the sub area, so you can have two locked sets of doors.
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>>329920436
yeah but my level has no sub areas, the point of the pink coin section in it is that you retread old ground with a new powerup collecting all the out-of-reach pink coins you saw along the way. i can't make the path shorter, so i have to make the pink coins more spaced out, which is alright not the end of the world but it's lamer than it was before.
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>>329920565
I see. Yeah, the way they're implementing the coins in the update is not optimal.
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Planning on getting this soon, isn't there a way to manipulate the game to get all the building items faster?
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>>329920898
Yes
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>>329920898
Yeah, make sure to update the game first.
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the meme level I made on day 1 has more plays, stars and comments than the other 14 serious levels I've made since

fuck this community
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>>329922327
I know the feel. I made a gimmick level with little effort and it's my most starred level
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>>329922327
try shilling your levels nigger, you get out of it what you put into it for the most part
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>>329922624
I put zero effort into my gimmick level and it's the most successful one by far

your logic is invalid
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>>329922769
why do you care about stars so much? just have fun designing and don't be bitter because most of the community are casual and brain dead.
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>>329922327
>>329922574
iaktf

>the level I spent a total of like 2 hours on has almost 100 fucking stars
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>this game will never go on sale
Why the fuck do they keep their games at full price until they release the "Players Choice" edition
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>>329923108
I think that the game has enough content to get it for 60$ tbqh specially with the new update.
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>>329923108
I got really lucky when this came out.
I bought it from UK retailer GAME and they royally fucked up the preorders.

I got charged for it twice then got refunded twice and my copy still arrived on release day.
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>>329922769
so start shilling your other ones aggressively while ignoring that one in your shill posts

make streamers play your serious levels, usually that'll result in at least a bit of play bleed
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My challenge submission
>Cannon Koopa's floaty fleet
https://supermariomakerbookmark.nintendo.net/courses/647A-0000-01E6-955C

and another recent one

>Three levels of security
https://supermariomakerbookmark.nintendo.net/courses/4D77-0000-01E4-532C
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>>329922769
>your logic is invalid
No, your understanding of it is incorrect. You get out of it (plays) what you put into it (exposure). The amount of time you spent on the level is irrelevant. If you just do nothing after uploading it then it's a total shit-shoot whether your level will gain any traction - and yes easier gimmickier levels will fare better in that game.
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What are some things you wish they could add to the game?

-Longer worlds, vertical levels.

-slopes

-Desert and snow themes
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>>329924698
-Ability to create real worlds/campaigns that work with persistent lives the way Mario games do
-Blue Shell powerup
-More themes like desert, snow, volcano, etc.
-Vertical levels
-More enemies from across the series
-I guess slopes but honestly they're not at the top of my list. Yeah it would be nice to have them but the amount of work it would take to implement them compared to what they offer...I can understand them opting for other things instead
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>>329924698
At least vertical levels are possible with a couple of tricks like doors or pipes... One of the first levels I made for my campaign was a vertical level inspired by Tower of Heaven.

https://supermariomakerbookmark.nintendo.net/courses/5DC7-0000-0152-3539
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>>329925068
Yes, i know but it would be cool if you could create them without using doors and pipes
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>>329925068
yeah you can make it sort of work with pipes and doors but if you want the level to have a big vertical drop you're still SOL, also if you want to hide the other parts of the tower you have to space them out quite a bit. workable but not optimal
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The only design issue I would see with having the vertical limit being higher is that the game likes to load everything from top to bottom but not horizontally. It's highly possible the game would lag terribly if too many objects or enemies are loaded at once.
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>>329925724
That's a good point. They could maybe just flip the way the level renders what's "on-screen" in a vertical level. So if you toss a koopa shell down it'll just disappear after it's off-screen for a couple seconds.
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>>329925871
on a slightly related note but does anyone get bothered with the way enemies are loaded in? For instance if you have a bunch of pipes with enemies you can just run through all of them before the timer that pops them up goes off. Also you can never have items/fireballs fall at the same time unless you are loaded in the middle of the screen
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