Because objects are spawned when you're within close enough range, rather than when the level/area is loaded, it can cause problems.
I touched on this before, but I want to express my extreme disappointment as to the way objects are spawned, and how it can completely ruin some really good ideas.
How are people getting big clean screenshots?
How are people getting big clean screenshots?
Just open the web browser on the Wii U and upload to your image host of choice. I use abload.de because they don't compress.
Has this always worked?Instead of using Miiverse to save what's currently on the screen, open up the web browser and go to your favourite image hosting site.
Has this always worked?
You mean enter a pipe to get into a sublevel, then enter another pipe in the sublevel and come out elsewhere in the main level? Because that's entirely possible.
Agree that this limits what you can do in terms of the bigger picture, but it's how Mario level design usually works, no? I spawned a 1up shroom that appears when you get near it, and have to chase it. If it loaded everything at the start, that shroom would already have gone by the time the player reaches it.
Most people get them from miiverse posts, but you don't get to select the part of the level.How can I get screenshots of my level? I've seen some really sharp ones on here and I'd like to do the same! I made extra effort to really decorate my level so want to do it justice with some grabs.
Vine Dungeon
F898-0000-0034-201D
It's a carefully Zelda style dungeon, items are found and required to progress further. It's also quite forgiving, you'll have to retry rooms but probably won't die.
I guess everyone here has experienced this, but it can also be fun to adapt to the limitations of the editor. It forces you to be even more creative and can lead to new ideas.
It's almost like a puzzle game in its own right.
Agree that this limits what you can do in terms of the bigger picture, but it's how Mario level design usually works, no? I spawned a 1up shroom that appears when you get near it, and have to chase it. If it loaded everything at the start, that shroom would already have gone by the time the player reaches it.
From what I can see they can't. If the sub area's also going to be a Ghost House theme you could maybe have a warp pipe (which is the only way to have a proper sub-area) and just build separate rooms that give off the allusion of leading to different areas while technically being the same map.So I am trying to make a Ghost House level, but I cannot figure out how the doors work. Basically I want to have one door lead to a sub area. But how do I do that? When I place a door it automatically places two doors and they lead to one another.
So I am trying to make a Ghost House level, but I cannot figure out how the doors work. Basically I want to have one door lead to a sub area. But how do I do that? When I place a door it automatically places two doors and they lead to one another.
So I am trying to make a Ghost House level, but I cannot figure out how the doors work. Basically I want to have one door lead to a sub area. But how do I do that? When I place a door it automatically places two doors and they lead to one another.
Is it? Because when I tried to make put in another pipe in the sublevel, all it did was cancel the entrance one and had me put the other end of the second pipe in the main level.
Is it an unlockable? Because I have all items unlocked already.
What I don't like about that Metroid U 2 level is that it's super annoying when you die because there are no checkpoints. That's what bothers me about these suuuper long levels with convoluted progress gating. Gave up on it.
What I don't like about that Metroid U 2 level is that it's super annoying when you die because there are no checkpoints. That's what bothers me about these suuuper long levels with convoluted progress gating. Gave up on it.
The lack of checkpoints in general is becoming an increasingly important issue for me in playing UGC levels. I feel like the reload takes just long enough to be slower than id like it to, and restarting some of these levels from the beginning has caused me to give up in them when I ordinarily wouldn't.
Sölf;178715786 said:Finally got my second medal. More uploads inc! Here ist the first one:
Para Plains
7A11-0000-0036-294D
I got the inspiration for this level from the example level for sub sections. I just made the whole thing bigger. It's not that hard, but it has a few secrets.
How do you enter in people's codes to play their levels?
Is there a way to get TV filter?
GAF. Help me.
I spent about 10 hours designing and playtesting my first uploaded level.
I've now spent 20 hours on my second, and still have a few to go, putting the finishing touches on them.
I really hope somebody plays it!
Things not working the way they should restricts options. Fewer options means less creativity, as it makes certain things completely impossible.
I had a great idea. Two, actually. I can't do them now, so I don't see how it can be argued that this leads to new ideas when it actively prohibits them.
It also leads to situations where you create something that works fine until you start Mario from a distance away, and then approach it, at which point your setup is completely broken. So you can spend ages working on something that won't even work in the end, resulting in a lot of wasted time. Unless you repeatedly start Mario well before you need him to be, and make your way back to whatever you're testing. Which is tedious and unintuitive. And also a waste of time.
Super Mario Maker is fun because it makes creating levels simple. Having to acknowledge technical limitations and work around them when the game should be more than capable of loading everything at once (I was using the SMB1 tileset) goes against that entirely, and is inexcuseable.
Haha I know! Wait, you haven't had a chance to get your hands on the game yet??Heck, Bowie, you know I'll play it. Going on a business trip for a nearly two weeks with no Wii U ;__; but I'll be eager to play it when I get back!
I'm going to ask this again since no one responded last time.
Can you see how many times a specific person has died in your own level?
I don't think so, you can just see who attempted and who cleared the level, and how many total attempts were made.I'm going to ask this again since no one responded last time.
Can you see how many times a specific person has died in your own level?
I'm going to ask this again since no one responded last time.
Can you see how many times a specific person has died in your own level?
I thought the footprints were attempts. Not sure on individuals though.
I don't think so, you can just see who attempted and who cleared the level, and how many total attempts were made.
Sadly not. You can see number of players, number of attempts between all those players, and number of completions between all those players.
Do you unlock more sound effects? Because I've seen ones that i don't seem to have, like the firework and those flashing disco lights. Unless i'm just being really dumb. What do their icons look like?