Which is deeper, the (re)playability or the lore of the Mario games?
Thanks for giving it a shot. The trick for the second climb (and a few others) ismaking sure you do the pirouette in mid air between jumps.
I know there's some problems with it so if you noticed anything specific you want called out let me know. There's some things I know need fixing (blind jumps/leaps of faith). Some things I'm not sure of (force the final boss fight? Second Chomp placement), and then there's everything else I don't know.
Hmmm, maybe they plan to add full Mii support. For the NSMB style, so you can design your own character. Would be awesome!
You know you're obsessed when you are about to fall asleep but realize you have a great idea and go take five minutes to sketch it. Sleep was nice.
I've actually had dreams where I'm designing levels. I'm thinking up new ideas when I'm at work. I have visions of '?' blocks and goombas as my wife is trying to tell me about her day. This game has taken control of me.
ridley182 said:Mario's Secret and P-Block Challenge levels
bonus image: paper design!
It was going to be a mario 3 ghost house, but I liked the music for 1 more. Thought the background tiles for mario 3 ghost house are better...
Ever heard that theory of how Peach is the true villain?
The thing I really don't understand is all the Japanese levels with extremely long names, and then they have this weird sort of design that's indescribable...generally NSMB castle style, not quite a normal level, enemies all over, usually a star and a run through piles of enemies and some Bowsers. I dunno. I feel like I have played this specific type of level like 20 times.
When I see a really long Japanese level name I always imagine it's something like "Mario goes to the local mall and gets a haircut while pondering the current political climate."
You can also make the player enter that area through a pipe or door and the platforms will resyncTracks in particular are difficult to utilize well due to the loading thing. Once they're active they stay active and moving unless the objects fall off the track, I believe. But until they're almost on screen and loaded, they don't start moving. This means that they're unreliable for syncing up movement unless the player enters a screen that they're already on via pipe or door.
For example on my latest music level, the OoT windmill music, I've got this "windmill" on the first screen:
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It rotates fine because it's all already on the first screen you see.
But duplicate that design at the end of the level, and as it scrolls in from the right, first the leftmost platform starts, then the top and bottom ones, and the rightmost one last. They're all bunched together and not evenly distributed. This is why I set up the second windmill to be "assembled" from platforms being flung in from overhead. All the platforms are loaded at once because they all begin on the same vertical line. This is still not perfect but looks a little better and has the benefit of being kinda cool.
I carry a graph paper notebook and a pencil with me at all times now.
See what you do to us, Nintendo?!?
So, a few years back I had to go to Ikea, and I mentioned that at work. Some woman I worked with had moved in from the sticks only just went to Ikea for the first time, so she told me not to wear any white, to which one of my co-workers said "Yeah man, make sure to leave your white jeans at home." Why am I bringing this up? That was about Ikea and it made me laugh, and this was about Ikea and it made me laugh. The foreboding airship theme is perfect for the storeroom part of the level. I love how the level goes from colourful to brown. I love the design on stuff like the fridge, the couches and the checkout counter. I love that Mario has to drive home after. My real knock is the first half seems aimless but I think that's an intentional dig at Ikea showrooms.
Sometimes I just wish I had more stars to give!
My friend is apparently determined to make a level that I can't beat. Poor bastard doesn't realize I've beaten the expert challenge 6 times. He doesn't know the things I've seen...
Dry Bones' Disposal Center 2E5C-0000-0069-124E said:![]()
Long level focusing on moving floors and walls. 6 different elements used (moving floors and walls, spikes, saws, bombs and Dry Bones) combined in different ways to up the challenge as the level progresses. There´s a checkpoint and a cool final boss, which can be taken in different ways depending on how the player reaches the fight.
The thing I really don't understand is all the Japanese levels with extremely long names, and then they have this weird sort of design that's indescribable...generally NSMB castle style, not quite a normal level, enemies all over, usually a star and a run through piles of enemies and some Bowsers. I dunno. I feel like I have played this specific type of level like 20 times.
When I see a really long Japanese level name I always imagine it's something like "Mario goes to the local mall and gets a haircut while pondering the current political climate."
Cool concept and challenging level. Really original idea, I liked it a lot. The mechanic is easy to understand and works perfectly, but feels a bit underused, as the part with the P-Switch can be beaten without bouncing off a fish not even a single time. Still, fast and challenging but fair levelSome new levels:
Cheep-cheep saved my life!: 40E8-0000-005D-D5C2
Difficulty: Medium
Nice introductory stage, however some parts were a bit too advanced for a 1-1. Still, i liked it a lot.Mario Maker - Bingo Island 1: 7F14-0000-0062-0085
Difficulty: Tutorial
My entry too late for the contest, I wanted to make an "entry level" for 100 Mario Maker.
It should feel like a Nintendo tutorial, guiding you through every traps and bad design decisions you will encounter in 100 Mario Maker. (hence the name Bingo Island.. and there's a few secrets to find!)
I couldn´t find how to beat this one. I kicked the shell, ran behind it, jumped over it when it bounced off the wall and then got killed. Everything happens so fast that it´s impossible to understand what´s going on :SShell trick!: CD55-0000-001F-2FE5
Difficulty: Die & Retry (<1% completion..)
I wish I could make more levels this hard, but no one is giving it stars.. Is it too unfair?
I got through 2 of the easy rooms, there were others which I couldn´t understand what to do (maybe throw a shell against a wall and bounce back to reach the top Kaizo-style? I never managed to pull that lol). I really can´t judge this level, it´s way out of my league.Kaizo Palace: 0DC2-0000-0062-02FB
Difficulty: Choose your poison!
You can choose between 10 rooms to complete the level, only one is needed.
I promise it's not too hard.. and every room is doable!
(I found an interesting (?) glitch while making this level)
Just wanted to drop a link to my Mario Maker Hub profile, which includes the two levels I've made: http://www.mariomakerhub.com/makers/spacedonkeys
Koopa Heights, a traditional platforming level in the style of mid-game SMB 3, has been getting a lot of good feedback. Thanks, GAF!
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I want to present my new level, this one has taken me 4 full days. Usually people have complained that my levels were too easy and a bit short, so I made a hard, long level. I may tone down the difficulty a bit, but before doing so I´d like to get some feedback so I don´t end dumbing down the level too much as I usually do:
I wanted to make a disposal factory where all the elements that get left behind when Mario rushes through a level are taken care of, but I ended running out of parts so I couldn´t add all the decorative elements I would´ve wanted.
Please, play and give feedback!
Now the shameless self-promoting. Remember to give a try to my latest creation:
Assault on the Sky Fortress
ID: 7A44-0000-0066-81B1
Aperture Science
(249C-0000-0067-A2D3)
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My next puzzle level is short but sweet. It's story driven so make sure you leave Miiverse commentary on. There is only one enemy in the whole stage: glaDOS. This level isn't hard, but Portal fans may recognize a few things. Check it out!
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Oh no! Yoshi's been kidnapped and it's up to Mario to infiltrate the Sky Fortress and help him escape! All the entrances are heavily guarded, so sneak in through the jail cell, and make your way around from there! Be careful, I think I saw an ominous figure donning a green spiky shell...could it be?!
Stage ID: 42B9-0000-0064-111F
A small, silly course : The March Of The Juggling Clowns F728-0000-0069-4A01
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Posting this one more time before I begin working on a new stage today! Hope you guys look forward to it.![]()
Rescue in Sky Fort!
Make sure that it's actually beatable, that he's uploaded it or whatever. It's easy to make an impossible level and never upload it...also make sure that if he did upload it, he didn't just hide invisible blocks at the start to take a high path and bypass everything.
Sölf;179813623 said:Tried it, died a few times because everything is so narrow and got stuck later on (made a comment with screen). You can even die right at the beginning if you move in a direction instead of just jumping, because then you hit the shell and it kills you in return. May needs a bit work, but I liked the idea.
Posting this one more time before I begin working on a new stage today! Hope you guys look forward to it.![]()
Rescue in Sky Fort!
I liked your level and starred it! I particularly the fact you have to climb a mountain first. The sound FX were a bit much at the end. It was also probably a bit messy with a lot of objects all over the place.
Cool levels. Played each one and gave each one a star.
How the f do you unlock all the tools for the game quick?
This was a short fun little level, though I kinda have to admit there wasn't much going on.I'm gonna start off by admitting that I saw the way that trees were crafted in a level featured on Kyzon's stream, and I liked the way it looked so I decided to make my own level based entirely around a forest theme.
Featuring... The Forest Owlventure
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Something is amiss coming from across the lake! Noises prevent our nocturnal hero from getting a good rest and it seems everyone is startled by it as well, guide our owl friend through the forest and across the lake to get to the source of the trouble.
Forest Owlventure : (9F97-0000-0067-DB26)
Previous levels:
This is a very Mario-esque level, which is great. The aesthetics are great.This is one of the best levels I've made so far, maybe even the best. It's a desert level where you go inside a pyramid!
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Also I reached 300 stars today and got my 4th medal!
I played this level twice, once using the platforms and tracks, another time trying to ignore the platforms as much as I could so I could get a feel for what you were going for.Made a new level tonight. I feel a little wishy-washy about it, though. Would love some constructive criticism if anyone feels like giving it a try. Thanks!
Subterranean Shroomin'
4932 - 0000 - 0067 - D8C3
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It's very fun. Did you leave the piranha plant on top of a single row of blocks on purpose so those who notice it can sequence break?Great minds think alike! I love the SMB3 desert theme and for some reason I always end up with adding a pyramid to my SMB3 levels so I made one focused on that theme:
Trials of Osiris
4BC9-0000-0062-5935
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It's not too long but hopefully still enjoyable. I'll give your level a try tonight after work!
Wario pls.Wario's Greed
3989-0000-0063-BE04
I think the level is great all around except that the start was kind of a rough scramble.I need some feedback. Auto-scrolling level. Challenging, but short and fair.
"Escape from dog city"
8965-0000-0066-4320
Very cool level with some neat little shortcuts you can take.http://s24.postimg.org/t2acunko4/Screenshot_2015_09_24_02_33_36_1.jpg
Help slippy find fox and escape the haunted mansion!
Very cute.Guys, remember that "The Goomba: A Sad Tale of Madness" level of mine? The one that's gotten pretty popular and featured on a few video game sites?
I FINISHED THE SEQUEL!
I don't expect this to get as popular since its a sequel and it has a fairly different tone (I really didn't want to just make a sequel just about murdering more goombas lol)... but I hope you guys enjoy it regardless! It also has two different endings, see if you can get both of them! One is a little less obvious than the other. I can't wait to see which ending most of you get first!
Please leave feedback if you can. I actually enjoy making these story levels as much as I enjoy making tough Mario levels. Thanks for all the stars people
Presenting: The Lakitu: A Tale of Friendship 86AD-0000-0067-F2EF
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I actually planned for this. It's Portal, it's supposed to be dangerous. That's the point of the level! The only enemy is also your only friend, the portable companion shell. You just need to figure out the right places to kick the shell. It's a puzzle stage. There's only one real place you can get stuck. Rest of the stage you can simply go back and spawn more shells using portals. You can actually get infinate shellmets this way as well. I hope you guys try again later. I don't make my stages too easy, but I guess I could make a revision with power ups if it's too hard!
In the original Mega Man games, the regular gun was labeled as P, which I don't think has ever been explained.
Great, so my level name doesn't make sense now. Oh well!P originally stood for Power Buster.
It would later turn to the Mega Buster once Megaman gained the ability to charge up and shoot.
later it would turn into the X buster for Megaman X.
OK here's my attempt at a real hard level. It's beta still so I plan on adding more but I'm curious if it's as hard as I intended.
Lots of wall jumping this time.
You Think You Can Wall Jump?BETA
D78F-0000-0068-813B