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JapaneseTeeth Existence Weighed Against Nonbeing from Meinong's jungle Since: Jan, 2001 Relationship Status: Mu
Existence Weighed Against Nonbeing
#1451: Oct 9th 2015 at 5:15:01 PM

Okay I went through and added all my stages to the spreadsheet. Well, all but one of them, because that one sucks and I'll probably delete it soon to replace with a better one.

[up]FYI I uploaded that "death-door" level.

edited 9th Oct '15 5:15:27 PM by JapaneseTeeth

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BonsaiForest a collection of small trees from the woods (4 Score & 7 Years Ago) Relationship Status: Tongue-tied
a collection of small trees
#1452: Oct 9th 2015 at 6:14:44 PM

[up][up]Just played your level shortly after getting writer's block for the one I'm designing.

It's pretty nice. Like the brief multi-path. Simple, brisk, and playful.

I'm up for joining Discord servers! PM me if you know any good ones!
lalalei2001 Since: Oct, 2009
#1453: Oct 9th 2015 at 6:17:12 PM

[up][up] Played it! I went through all four doors first before beating the level. I also climbed the flamethrower pyramid at the end out of curiosity XD I just has to know if anything was up there!

[up] Thanks! :) I wanted to make it more like a level you'd find in a regular Mario game.

Also, Mario Mario: Ace Attorney has a sequel, Justice for Goomba. I... ended up killing the defendant after I won the case XD

The Protomen enhanced my life.
Meophist from Toronto, Canada Since: May, 2010
#1454: Oct 9th 2015 at 7:16:33 PM

Just a few things:

Nintendo put up a webpage for recommended courses here: http://supermariomaker.nintendo.com/play/#courses

An interesting page on one-screen puzzles in Super Mario Maker here: http://mariomaker.vexorian.com/2015/10/one-screen-puzzles.html

Helpful Scripts and Stylesheets here.
32_Footsteps Think of the mooks! from Just north of Arkham Since: Jan, 2001 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Think of the mooks!
#1455: Oct 9th 2015 at 8:19:49 PM

So, that level I've been working on, involving as close to an identical main area/sub area that I could manage? It's up.

Mirror House: 4A9E 0000 0099 CA8F - This is my great attempt at a puzzle level. I'll put it right out there what the conceit is: this is a level where the main area and the subarea are arranged almost exactly the same. There are only three differences - the pipes do not match one-for-one as to where they'll send you, the doors similarly do not match one-for-one as to where they'll send you, and there are a couple of secrets to help guide you as to which route to take.

edited 9th Oct '15 8:20:02 PM by 32_Footsteps

Reminder: Offscreen Villainy does not count towards Complete Monster.
OrionAurora Constellation from Andromeda Galaxy Since: Mar, 2012 Relationship Status: Abstaining
Constellation
#1456: Oct 9th 2015 at 8:19:58 PM

Anyone got an opinion about my updated Galoomba level?

ID: 81FB-0000-0098-E719

The only thing I changed was the check point so that it doesn't feel like a troll move.

We are all made of star stuff. Very, very weird star stuff.
Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#1457: Oct 9th 2015 at 8:53:55 PM

Trust the Fungus! 7835-0000-0099-FA 12

You cannot firmly grasp the true form of Squidward's technique!
32_Footsteps Think of the mooks! from Just north of Arkham Since: Jan, 2001 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Think of the mooks!
#1458: Oct 9th 2015 at 9:56:49 PM

Playing some of the recent ones...

Trust the fungus: I got frustrated at first with having to guess where the vines were hidden, but at the halfway point, it got fun.

Galoomba v2: Much better. I particularly like how Bowser Jr. still has multiple ways to be handled.

House and Castle of Ghosts: Mild Difficulty Spike in the middle; feels a bit short.

Don't go through the doors: I'm not one for the silly gimmicks; not bad for what it is.

Coin sprint: The second p-switch is a little unforgiving for my taste, but not too bad over all.

Reminder: Offscreen Villainy does not count towards Complete Monster.
Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#1459: Oct 10th 2015 at 12:09:42 AM

You don't need to GUESS where the vines are hidden. You have to trust the fungus. tongue

You cannot firmly grasp the true form of Squidward's technique!
32_Footsteps Think of the mooks! from Just north of Arkham Since: Jan, 2001 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Think of the mooks!
#1460: Oct 10th 2015 at 9:15:53 AM

There's no fungus at the very start of the level. Granted, nothing's attacking you right at the beginning. But I hate wasting time jumping around to find an unmarked hidden vine even when nothing is threatening me - it's still "guess right to proceed," just with no real consequence for guessing wrong. Also, the first fungus area where the hidden vine is on the one mushroom growing out of a different-colored mushroom is much less cleverly done than the later part of the level.

Reminder: Offscreen Villainy does not count towards Complete Monster.
Meophist from Toronto, Canada Since: May, 2010
Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#1462: Oct 10th 2015 at 12:08:37 PM

[up][up]There is fungus at the beginning. Look closer. tongue

You cannot firmly grasp the true form of Squidward's technique!
Xopher001 Since: Jul, 2012
#1463: Oct 10th 2015 at 12:55:59 PM

I'm trying to find this level based on Game & Watch Fire. I want to use it for inspiration for my own Game & Watch level, but I can't find it anywhere!

GreatT HOT DOG Since: May, 2010 Relationship Status: [TOP SECRET]
HOT DOG
#1464: Oct 10th 2015 at 9:23:30 PM

I would love to see Chargin' Chucks added to the game someday. In the NSMBU style, they could even be Broozers instead. They both share a common function of charging forward, breaking blocks as they do. Although there is the case of the many variants of Chucks:

  • Clappin' Chucks (jump and clap)
  • Splittin' Chucks (split into three)
  • Passin' Chucks (passing footballs)
  • Lookout Chucks (look first, charge later)
  • Confused Chucks (throwing baseballs)
  • Diggin' Chucks (shoveling chunks of earth your way)

When you wish upon a side of beef, soon will come an end to all your grief
Pulse The Fool from Yadayadaville Since: May, 2011 Relationship Status: Maxing my social links
The Fool
#1465: Oct 10th 2015 at 9:27:02 PM

I mean, I'd opt to just add Boomerang Bros. and standard Chargin' Chucks as shaken Hammer Bros., with them responding to Fire Flowers and (theoretically) Ice Flowers in the obvious ways- Confused Chucks don't really accomplish much that Fire Bros. don't, for example.

Sumo Bros. are pretty nifty, too- I'd make them the result of feeding a Fire Bro a Super Mushroom.

It'd be incredibly cool if you could feed enemies Mystery Mushrooms to make them look like one of the suits without changing their behavior, too.

edited 10th Oct '15 9:28:27 PM by Pulse

I sure said that!
strawberryflavored Since: Sep, 2010
#1466: Oct 10th 2015 at 9:35:24 PM

I wouldn't mind water/lava blocks being added. There's been a few levels I've made where I want to have water in them but not have underwater mechanics.

Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#1467: Oct 10th 2015 at 9:40:17 PM

Perhaps they could be 3x3 sheets like semi-solid platforms, which you could then expand as much as you desired?

You cannot firmly grasp the true form of Squidward's technique!
JapaneseTeeth Existence Weighed Against Nonbeing from Meinong's jungle Since: Jan, 2001 Relationship Status: Mu
Existence Weighed Against Nonbeing
#1468: Oct 11th 2015 at 9:15:51 AM

I still want the Angry Sun. And Pokeys. And a desert theme in general.

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Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#1469: Oct 11th 2015 at 12:33:37 PM

Same.

Fire Snakes and those fake block guys who jump at you would be fun.

Angry Sun is something I want but at the same time I can see people making levels where you're dogged by 50 of them right from the start, and unlike Lakitus you can't easily kill them, so I'm not sure how good an idea it is.

Though I'd definitely create a ghost house level with one and call it House of the Angry Sun.

edited 11th Oct '15 12:34:28 PM by Anomalocaris20

You cannot firmly grasp the true form of Squidward's technique!
Meophist from Toronto, Canada Since: May, 2010
#1470: Oct 11th 2015 at 1:14:44 PM

Stacking multiple spinies up onto each other can make something similar to Pokeys.

Helpful Scripts and Stylesheets here.
Enderspy (Experienced, Not Yet Jaded) Relationship Status: In bed with a green-skinned space babe
#1471: Oct 11th 2015 at 1:33:29 PM

I'd like to see them add the climbable fences, complete with climbing koopas and the flipping panels. They're one of my favorite recurring mechanics, and I'd love to see what levels people could make with them.

JapaneseTeeth Existence Weighed Against Nonbeing from Meinong's jungle Since: Jan, 2001 Relationship Status: Mu
Existence Weighed Against Nonbeing
#1472: Oct 11th 2015 at 1:36:01 PM

[up][up][up]That's true, but people will make Fake Difficulty out of everything, so it's not like having a few dozen angry suns at the start would be much worse than starting you off under a Thwomp and a dozen winged Hammer Bros.

[up] That would be awesome.

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32_Footsteps Think of the mooks! from Just north of Arkham Since: Jan, 2001 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Think of the mooks!
#1473: Oct 11th 2015 at 2:10:39 PM

Oh, yeah, the fences would be awesome. I loved those in Super Mario World - not the least of which is because you always count as airborne while on them, so hopping on enemies to get 1-ups was a snap.

I hadn't thought about using Spinies in a stack as a substitute for Pokeys... the only problem is that platforms wouldn't stop them; they'd just knock the top Spiny from the stack. Still, it's something.

I'm finding a level of satisfaction that comes from when your level has more stars than clears - my Mirror House level has only been cleared once so far (by Meophist, of course), but has three stars already. And I got a "So confused..." comment almost immediately. I feel like I did something right there.

Oh, finally, thanks to everyone who pointed me to that level where you raid Bowser's treasure train. The layout itself isn't particularly inspiring to me (the only element that I liked was something I was considering in the first place), but its approach to storytelling was immensely helpful. It even had me change how my treasure ship level starts - instead of just hopping on, I'm going to make an "anchor" out of a vine and some hard blocks, and you start by climbing it similar to how Mario would climb into the airships in SMB3.

Reminder: Offscreen Villainy does not count towards Complete Monster.
Meophist from Toronto, Canada Since: May, 2010
#1474: Oct 11th 2015 at 3:28:33 PM

Just played a bunch of 100 Mario Challenge.

Some movement tricks that could be used for sequence breaking on some courses:

  • The spin-jump is often forgotten about, but you can spin jump on quite a number of things, including Spike Top, Spiney, Thwomp, and Piranha Plants. In particular, spin jumping on Thwomps can often get you higher than the creator intended, and continuously spin jumping on Thwomps can be easier than running under them.
  • You can also just generally jump off of stuff in the air.
  • Mercy Invincibility can be used to bypass quite a bit. Spikes and Chompers act like platforms, so you can run on them/walljump off of them while you're invincible.
  • In addition to the Mercy Invincibility, if there's a place where a shell helmet spawns, you can take an extra one with you and press down after the first one wears off in order to have even more Mercy Invincibility
  • The P-Switch allows you to jump right when you hit it, allowing you to use it as an extra platform, although only once. This is often used as a primary mechanic in the tougher courses.
  • A lot of other objects can be used as platforms, including POW Blocks and various shells, and you can move these around. You need to hold down while letting go of the run button in order to set down a POW Block without activating it. You can also do this with shells, although the Koopa needs to get back out in order for it to be used as a platform. In the SMW theme, you can get a Koopa shell with the Koopa still in it if you upend it via hitting a block below it.
  • You can do a pseudo-walljump by jumping, throwing an object at a all(mostly trampoline or shell), landing on it and jumping off of it.
  • If you can normally walljump, you can take a trampoline with you by throwing it at a wall, walljumping, then grabbing it out of the air, and repeat as necessary.

Helpful Scripts and Stylesheets here.
strawberryflavored Since: Sep, 2010
#1475: Oct 11th 2015 at 3:31:50 PM

An ice world or island theme would be nice as well. Whatever those Penguin enemies are called would make for some interesting levels.


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