wanderingprostheyltite
Member
Re posting for new page, what's the bottom most row of unlockables and how do you get them? It says I have everything unlocked but there's a whole other row blank at the bottom.
It really was a weird change of pace, both "Easy" and "Normal" stages were mostly "Walk 10 feet to the flagpole, get a bunch of 1-Ups in the process" stages, and then all of a sudden, bam. Every level is tough as nails. Would like to see more levels that are just fun platforming levels.
Re posting for new page, what's the bottom most row of unlockables and how do you get them? It says I have everything unlocked but there's a whole other row blank at the bottom.
That's basically a bookmark toolbar. You can drag your most used tools to that section, so that you have access to them easily, without having to bring up the menu.
Sorry if I'm being harsh. But I'd imagine that turnabout is fair play, no? I have two uploads, I would love to people to be harsh on those.
Stairs and Koopas: EF8A-000-0013-D293
Currently has a completion rate of 50%, which is odd since I meant for it to be easy. People keep falling into the fourth pit, can anyone see why?
Bullet Keep: 5E9C-0000-0015-1400
The idea is World 1/2-ish castle level. Has a Bowser ending. 80% completion rate as of now.
I got some more ideas, but I need to unlock sublevels to do them. When do they show up?
Also, everyone should look in the digital manual and read the ten tips for making a good level in the end. Especially step ten, it is the most important one.
This. Fuckin. Game.
I now need makers of every classic series. Castlevania Maker would make me shit the fuck out of my pants.
So there aren't explicit check points in the game, which is unfortunate, but for levels that don't need to use all the available area of the upper level and lower level, what about a "password" system via doors?
To elaborate:
1. At the start of the level, there will be a door at the left.
2. Going to the first door will go to a set of doors, each which will be labeled by coins arranged as numbers, or enemies in sealed holes above/below the doors.
3. Going to one of doors will go to another set of doors, each of which will be labeled differently as well.
4. Using this system you can then have doors that open to different parts of the level, and you can provide the "password" to the door in a little area before the door actually goes out to the level.
I guess it would be much easier to explain if I had like mspaint to mess around with, but I'm at work currently. Hoping that this explanation makes sense!
Ohhh man! I'd be right there with you. That would be SO awesome! NES 'Vania style, Super 'Vania IV style, SOTN style.... we can dream!
I just did the tutorial and I think Bloodborne was just knocked from my current game of the year throne. This is so well done that I thought I'd just be playing courses but creating and editing on the gamepad is a sure fire case for the controller. It's a shame the console didn't have this at launch.
Just got the underwater theme. In general I'm a rabid defender of water levels in games, but to be honest I had a very hard time coming up with anything remotely interesting or fun for a Mario water level. I think I've finally got something, though, so stay tuned.
2. Jr's Water Park by Kinsei (ID: EABD-0000-0014-D904)
This wonderfully creative stage manages to build up a sense of place and a sense of cohesiveness like few others do. The change-up between castle and water theme is pulled off very well, and some of the enemy patterns are among the most interesting I've seen in any water level. Usually, a high level of creativity sends the difficulty curve flying in all sorts of directions, but not here! A very fun ride, indeed.
It's true that ideal levels should not be too large, to be more in spirit with regular Mario games. But my proposal is more for longer levels like the Metroid-styled one. 500 seconds doesn't seem to be quite enough time to complete that, and being able to increase the timer to 999 seconds doesn't change having to start over all the way from the beginning after each death.Seems unnecessarily complex given that levels don't really get that big.
There has to be a way to turn off the miiverse messages while playing others levels, ruinin my nostalgia feels with your doodles!
I'm sorry if this has been asked a lot (didn't find it searching, and this thread is moving fast), but how do I easily follow one of my friends in the game to see all of their levels? I didn't find any way to search by username or by friends in the course browser.
Of course there is. Just pause and you'll see an icon for doing just that. You can have it TV only, GamePad only, or entirely off.
You need to search for one of their courses first, the tap their Mii to follow them.
You need to search for one of their courses first, the tap their Mii to follow them.
Agreed! I'm super impressed with this so far! I've already killed my Gamepad battery once, and I have the extended capacity one...
Nah, you can get the next delivery early if you use all your new stuff and then just place a ton of blocks. About your level, the last piranha plant pipe could have maybe gone up a few blocks. It's not visible from above unless you go back to scroll it into view.So you still have to wait a day to get new tools? Lame.
Here's my first kind of cool level. Let me know what you think!
F107-0000-0015-D764
I liked it, though I was able to beat Bowser Jr. pretty easilyHere's one I made today, it's called Boss Rush, for obvious reasons..
B0F3-0000-0016-07E2
Sounds like a good way to play to me. The editing music is great. Nice, basic level. Liked the springs over the flag pole for if you jump too high.I might sound mental asking this, but does anyone else use create mode like a rhythm game so you can hear the song? I keep tapping along to the beat instead of drawing my objects.
Also: 317E-0000-0015-5CD5 It's my first level, and very short, but I'd like some feedback!