Was readin this article: http://boingboing.net/2015/09/11/want-to-create-mario-maker-lev.html
I wanted to highlight this:
I've been wondering about this. I generally try and beat my levels without power-ups before submitting them and none seem especially hard to me (only Bowser's Airborne Artillery toes the line, but that's more - IMO - for being long than presenting any challenges above what is in your average 'tough' Mario level), but my completion rates are very low and they don't get played much, leading me to believe something is amiss.
I know what you've all been longing for...
MATH!!!
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Do the Math
2CB4-0000-0041-C3AE
[Edit] The end was messed up!!! Fixed now.
Sweet, I've reached 50 stars and now can create up to 20 levels online now!
Is this game making people finally realize NSMBU is actually a really nice looking game with very detailed and nice looking backgrounds?
Because I remember always seeing people talk about how the NSMB games all have the same graphics and are all ugly, and yet this game really flies in the face of it, as the NSMBU theme is gorgeous with great lighting, colorful, detailed backgrounds, and great looking stage elements.
I think NSMB2 came out too close to U and people sort of blend them in their minds. 2 is basically "how much can we recycle from Wii before people notice" while U actually redid every theme and music from Wii into an entirely new style.
People don't give NSMBU enough credit for being a pretty game.
Always add powerups. Add far more powerups than you think you need. No checkpoints or carrying over of powerups between stages makes lots of powerups very important.
I still don't like the New Super Mario Bros. U style at all. Aesthetically, it sticks out like a sore thumb among the wonderful pixel art of the older games.
I still don't like the New Super Mario Bros. U style at all. Aesthetically, it sticks out like a sore thumb among the wonderful pixel art of the older games.
I really wish you could flag player-created courses so they're not shuffled into the 100 Mario challenges. I just wasted close to 80 lives on a single stage with a gimmick that forced me to commit suicide through half an hour of trial and error.
Can't say I agree, I am really get used to it and I loved both NSMBU and SLU which incidentally I finished last night - main game.I still don't like the New Super Mario Bros. U style at all. Aesthetically, it sticks out like a sore thumb among the wonderful pixel art of the older games.
I still don't like the New Super Mario Bros. U style at all. Aesthetically, it sticks out like a sore thumb among the wonderful pixel art of the older games.
To be honest, Mario 3 is my least favourite of the four options. As much as I adore the original game, its visuals sit between those of the iconic SMB and the richer, bolder colours of SMW. NSMBU is bland, but you can make some nice looking stages with a bit of effort. SMB3 occupies that uncomfortable middle ground between the iconic original and not being as vibrant as the games that followed. It's certainly not without its charm, but I'll personally always default to one of the other options unless I have a reason not to.
Whenever I get those levels I just skip. No big deal.I really wish you could flag player-created courses so they're not shuffled into the 100 Mario challenges. I just wasted close to 80 lives on a single stage with a gimmick that forced me to commit suicide through half an hour of trial and error.
I really wish you could flag player-created courses so they're not shuffled into the 100 Mario challenges. I just wasted close to 80 lives on a single stage with a gimmick that forced me to commit suicide through half an hour of trial and error.
Finished up this level last night. It's my first one with a subscreen, themed like a toadstool aboveground level then a more classic underground feeling one after. I bring you:
Fungus Amongus: D748-0000-0040-5DFF
Eh, I don't know. It looks good to me. Aesthetically, I don't think there was anything wrong with the New games. The musical style is kind of bland though.I still don't like the New Super Mario Bros. U style at all. Aesthetically, it sticks out like a sore thumb among the wonderful pixel art of the older games.
It's terrible.
This was great fun, some nice pacing and variety. You did overdo the coin trails abit though they weren't some much a guiding hand as telling me exactly how to jump
Stared it.
NSMBU wasn't designed to be so gridlike I think, that's why it feels so off in Mario Maker. What feels tight and quaint in sprites feels barren in 3D.
NSMBU itself is fantastic visually.
I gave this a whirl, pretty neat level.
There was some decent ideas that was well expanded upon
My only issues was that it's a bit too long and the central premise starts to wear out its welcome, it would work better it the level was more condensed. Some brief down time wouldn't go amiss as well.
Well done
I think a lack of slopes hurts NMSBU the most, at least cosmetically.
I can't believe how much i have played this game![]()
For a first attempt, that was pretty good. It took an idea and built and expanded upon it pretty well.
I do have some issues though.
Making it so the player can die almost instantly at the beginning if they don't react fast enough, is seriously obnoxious.
There's quite a few blind jumps, try throwing some coins down to show the intended routes do
And the amiibo Mario thing was mostly just fiddly to do
Still, as far as first attempts go, this is one of the better ones
By the way, I'm curious to know everyone's approach to starring levels. My thought is that I star everything which isn't trolling or kaizo, or at the very least show sign of some effort and thought having been put in even if I wasn't all that mad about the end product.
Right on, I appreciate the feedback. I am a fan of blind jumps, but I definitely see where some coins would go a long ways to help those that aren't.
The Amiibo Mario was most definitely a fiddly thing. I just had it in my head that I wanted to use it. Again though, I appreciate you giving it a go!
I made a document with some Mario Maker level creation advice.At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.
I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.
https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing
I made a document with some Mario Maker level creation advice.At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.
I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.
https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing
The opening comic is the single greatest piece of advice I can offer:
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In the air today
ID: A243-0000-0037-CB72
I forgot that spin jumping was a thing in this... once I remembered that it was challenging and I like most of the level. Starred it, had a blast as it never felt unfair apart from one part... might be a personal thing, but I'm not a fan of requiring a powerup to go through when there's an enemy there that can take it from you, but that's nitpicking
Spelunking?
ID: 571A-0000-0026-2E43
This one was pretty straightforward comparatively, no real feedback here, liked the design. wondered WTF was going on with the sound effect at the start
Doors 'n Pipes
ID: CED7-0000-0038-D34B
Not a fan of this one, ended up quitting pretty early on. The drybones doesn't come out of the cannon quick enough to make it obvious that's what you bounce on and the spiked shell would wipe it out if you just put one there. Then bouncing over the spikes after ice and having to wait for the bob-omb to fly over and unlock the door while a rage cannon fires other bob-ombs at the speed of light feels unfair because the screen is too high so you can't even see where it's going to land. Some creative platforming there, just not something Mario enough for me!