This game died in less than a year, a simple port wouldn't cut it, especially since there are issues in current rules.
Well, that was some useless overreaction. That'll teach me to click "View Post".
I think if Nintendo gave it a little more support, rolled out a few extra objects, maybe even just a level theme, people would flock back, at least for a while. There was a huge spike in interest for the last one. I know people were really against how Nintendo doled out updates for this and Splatoon but for a game like this I think it really helps spread out the interest over a broader period of time.
It surprised me too that Nintendo didn't publish more updates for the game, but my guess is they've been working on a full sequel and don't want to take off steam from that.I know people were really against how Nintendo doled out updates for this and Splatoon but for a game like this I think it really helps spread out the interest over a broader period of time.
Er... no I don't? What I said above are completely mundane observations that have been said and repeated everywhere by basically everyone. Piranha Plants taking too long to come out of pipes? Skewers not acting right? The game not having enough enemies/sceneries/options? The game being now completely and utterly dead? Everybody's saying this for months, and it effectively can't be fixed while keeping levels that are currently online, meaning it'd need a sequel and not a port to be fixed. What you find here to be "really passionate" or "very personal", I don't know.I can tell you have really passionate and very personal opinions about the game
Wow, where did the last year go? Seems like yesterday we were eagerly devouring every news update while waiting on pins and needles for the game to finally release. Discouraging how much the community has dropped off. Really annoys me how aside from a few decent updates all Nintendo did content wise was release all of the endless and pointless 8-bit SMB 1 skins. Here's hoping they can find away to make a fully compatible NX port with gonzo content expansion. I still want to make a fortress with a Reznor battle.
I think I came up with a pretty good substitution for Reznor battles in my courses.
I'd love to still be playing this game, but no one was playing or commenting on my stages anymore and it was just disheartening.
I think I came up with a pretty good substitution for Reznor battles in my courses.
I'd love to still be playing this game, but no one was playing or commenting on my stages anymore and it was just disheartening.
The one-year anniversary in two weeks! Get on board! All the cool kids are doing it.
I think I came up with a pretty good substitution for Reznor battles in my courses.
I'd love to still be playing this game, but no one was playing or commenting on my stages anymore and it was just disheartening.
Edit: What?? Hit us with that Reznor solution, man!
I really enjoyed what I played of your stages, you really hit the classic SMB 1 feeling coupled with balanced, thoughtful design. Will have to try some more, and yeah, I think it's been at least two weeks since I got a star. Good thing I was able to hit the 5 medal mark before the drought started.
I think I came up with a pretty good substitution for Reznor battles in my courses.
I'd love to still be playing this game, but no one was playing or commenting on my stages anymore and it was just disheartening.
It involves Fire Pirrahna Plants, ? Blocks, and Tracks. It's not perfect, but it's a good solution. I wish keys and locked doors had been around when I was first making my courses though.
Only a short time until the one year anniversary, eh? Maybe I'll make a few more courses so I hit that goal I set for myself of one course type in each style.besides NSMB
Hey guys, just made one of my first real attempts at a stage. It's called "Key-pa-Way". This is the Course ID:
9FD9-0000-0291-85E7
Lemme know what ya think!
Awesome!I'll happily inform you about this website that exists since last December where you can make your levels easy to access for everyone without dealing with these dumb IDs.
https://supermariomakerbookmark.nintendo.net/courses/9FD9-0000-0291-85E7
This is your level.
I played it and gave feedback via Miiverse. The only other thing I'd add that I didn't have room for would be to watch out for how the screen shifts in airship levels.Awesome!
Play it yet? What do ya think? I have a few but they're all kinda crappy/way too hard
Hi MarioMakerGAF; I'd kinda switched into lurking-only mode when I browse this site for the last few months, but I figured that it's time for me to get over my embarrassment from abandoning that mafia game and start posting again. So without further ado, I figured I'd share my course lineup with this thread, which I don't think I've done yet. I've uploaded 138 courses between 2 separate profiles, so instead of posting all my individual courses, I'll just post links to my profiles.
Here's my first and main account:
https://supermariomakerbookmark.nintendo.net/profile/egallager
And here's my second account:
https://supermariomakerbookmark.nintendo.net/profile/ebgallager2
I've already come across many other GAFers in-game; RagnarokX and MamaRobotnik have had some of the best GAFer courses I've come across so far! I hope we get an update for the 1-year anniversary...
I was satisfied with just posting on Miiverse for a while. It's a really great community, in some ways better than NeoGAF. The main problem, though, is that the admins there are even stricter than on GAF, and ban things like talking politics, or the rest of the internet outside of Miiverse, or IRL meetups, or sexual innuendos... so I gotta come here if I want to do any of those. PoliGAF in particular is what has drawn me back here, seeing as it's election season in the US now...Holy heck, it's crazy to me that you've been this diligent about making courses but didn't dip your toe into the community here. Better late than never though!
It was fun but a bit messy, sometimes you don't see the platforms where you can land on, and some enemies fire at you from off-screen. It feels like the embryo of something, I'd elaborate on it if I were you.Hey guys, just made one of my first real attempts at a stage. It's called "Key-pa-Way". This is the Course ID:
9FD9-0000-0291-85E7
Hey, I haven't played it yet. It's fun, but sometimes the autoscroll screws you if you start jumping on enemies too soon and you find yourself without enemies nor platform to land on.And for something a little different, here's one of my favourite levels that I've made: Bounce on Big Bob-omb! It hasn't got a ton of plays lately but I've always been really proud of it.
The new goals (collect enough coins, kill all enemies) are EXTREMELY interesting and I hope the Wii U game will be updated with them.
What I haven't understood yet is connectivity: apparently, the 3DS game can play online Wii U levels (some of them anyway), but you can't share 3DS levels online? Weird, but good for Wii U players, I guess: there will be more people to play levels, and no competition.
Actually, one thing that'd improve the game A LOT is a cheaper eShop only version with no editor that'd only allow you to play online levels. What this game lacks is enough people playing the levels to evaluate them.
Hey, they could even integrate this lighter version free on every NX, the support for the full game would be insane.
It was said in the trailer (around 0:30), collect all coins and defeat all enemies are new possible goals.
That's still isn't New Super Mario Bros. 2 or NES Remix as far as challenge creativity goes, but it's a start.
I hope the Wii U version gets an update for connectivity with the upcoming 3DS version:
http://www.neogaf.com/forum/showthread.php?t=1272559
You can only get the "this course had reached the maximum number of comments" message so many times before you stop trying.
Here's hoping we get to see it in action.
If I have time I have an idea for a shmup pseudo-platforming stage that I have been toying with for awhile.
I mean local stuff. The 3DS version will actually support connecting to other 3DSes via local wireless. I just want it to be able to connect to Wii Us locally, too.I hope the 3DS version gets an update for connectivity with the 3DS version.
I was satisfied with just posting on Miiverse for a while. It's a really great community, in some ways better than NeoGAF. The main problem, though, is that the admins there are even stricter than on GAF, and ban things like talking politics, or the rest of the internet outside of Miiverse, or IRL meetups, or sexual innuendos... so I gotta come here if I want to do any of those. PoliGAF in particular is what has drawn me back here, seeing as it's election season in the US now...
Speaking of politics, I've somehow managed to get away with uploading a stealthily political level:
https://supermariomakerbookmark.nintendo.net/courses/D890-0000-028A-47C0
Hey guys, just made one of my first real attempts at a stage. It's called "Key-pa-Way". This is the Course ID:
9FD9-0000-0291-85E7
Lemme know what ya think!
Remember I have 2 accounts, and as such, 2 lists... you'd probably have better luck finding something more standard among my first account's levels. (This one was from my second account.)A short, goofy level, probably the best I've seen with the giant retro mushroom. I should pick through your list to find something a little more standard... more of a level-type level, as it were. I do think it's cool, the sort of story-telling that we can do ludonarratively in the game.
It's a fun level, and the spacing between enemies is good. I died once because I got out of sync with the moving screen, but that's just a natural part of the challenge of scrolling levels.And for something a little different, here's one of my favourite levels that I've made: Bounce on Big Bob-omb!
These last two months, I used death data and my acquired experience to fine tune my levels, and this time I decided to entirely remake my Metroid level about Kraid.
Thank you, I also think it's much better and fits what the Kraid NES area is really about. I must say correojon's feedback counted a lot on me being bugged by the previous version, and finally making this one, even if back then I wasn't quite sure what to do to make it better.I like this version a lot better. I wasn't able to pass it just because I kept dying on the last coin, no matter what order I did the pipes in, but it was well made and fun. I'll have to go back to it when I get more time.
I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!
https://supermariomakerbookmark.nintendo.net/courses/5078-0000-01F5-1FC5
Hey, thanks! I might as well put the level card here:I played Treasure Trackers in the Wild, and I really liked it! It's a great stage and a very effective homage to Captain Toad. Fans of that game really need to give this a look. If you just like puzzle stages, this one's not really tough, but maybe something light and fun is what you're looking for?
Ladies and gentlemen, here is my latest: Gravity Central!
I wanted to make a level with one-way blocks, but I think they look really gross. So my challenge was to make a level where they looked appealing, and everything else grew out of that. Hopefully you dig the mechanical vibe and the level I've built around it!
Being able to set goals would be great. Having to kill all the enemies to clear a stage would open up a lot of great possibilities- like boss rushes that can't be cheesed by running past.
Here's a very brief Mario 3 style stage:
Hey, thanks! I might as well put the level card here:
It's indeed been thought out to be quite an easy stage, first because Captain Toad isn't a very hard game, and then because I wanted it to be a kid friendly level, kids being the main audience currently playing Mario Maker. The idea was more to translate the tone and gameplay of Captain Toad rather than making a hard puzzle level, with some secondary objectives (coins) for more experienced players. I also mostly wanted to translate the atmosphere of the game, and alternate between Toadette and the Captain.
This is another level where I like the design, I really wish I was forced to make tough decisions, but there's just so many power-ups all over the place that I just recklessly run through without any fear of dying
Good levels. Lots of different options on how to complete. I think I would have liked to see the level be a little longer though. Felt like it was just beginning when it was over. Probably too many power ups as well.
I'm starting to think Nintendo released this game to teach us all a lesson for complaining about how easy Mario has gotten. It's really easy to fall into the trap of being too generous for the sake of letting everyone play. I'll definitely revise it to be stricter. I often put separate paths in for no particular reason, maybe in the future it'd be best to give them the purpose of offering clearly differentiated difficulties. Thanks for playing and for the feedback.
I enjoyed it, but there are aspects that may hurt it online:Here's a track based obstacle course. Hopefully it's not the kind of level you have to memorize to enjoy:
I really enjoyed it a lot, I'm a sucker for straight obstacle courses, I had fun getting all pink coins. The part with the bloopers, though, is VERY problematic because they move too erratically to be used as platforms, and I had many deaths there that can be felt as unfair, it could be frustrating in an Expert 100 Mario run.
I enjoyed it even though it does feel unfocused, like you don't know where to lead the level. The way Nintendo handled wigglers underwater is also sort of weird, the normal ones are harmless and the angry ones have a behaviour that is quite hard to predict.Wiggler Pond
First level in a really long time. Very rusty but I made an underwater level with chasing wigglers as the theme. Definitely struggled with this one but need to throw some ideas out just to try something.
Skip. A lot. After a while it's easy to detect trollish levels, and the mode can even be enjoyable, but you have to skip at least 75% of levels.Just beat 100-Mario Challenge on expert.
I enjoyed it even though it does feel unfocused, like you don't know where to lead the level.
The way Nintendo handled wigglers underwater is also sort of weird, the normal ones are harmless and the angry ones have a behaviour that is quite hard to predict.
I don't understand why they didn't just copy the AI of the dragon thing in NSMBU, it would have worked really well. Here, you think you dodged them and they come back, or you think you lured them and they stop chasing you.Yeah its pretty random. I think the angry ones have some sorta timer on them for how long they chase as well. There are a few enemies in SMM with weird AI.
I came across this course earlier whilst browsing a user whose other levels I'd found on the bookmarked site. If only I could have the invention to make courses like this. Simply brilliant. 3334-0000-01E0-11B5. 30 Years of NES #2.
Wiggler Pond
First level in a really long time. Very rusty but I made an underwater level with chasing wigglers as the theme. Definitely struggled with this one but need to throw some ideas out just to try something.
[Level ID - 807B-0000-0297-D8FD]
According to my statistics, though, people here haven't really played my new Kraid level (BOOKMARK):
I want to emphasize that it's a completely new level, that plays differently than my other Metroid levels and is very close to NES Metroid in how it plays and looks. It's an action/exploration pink coin level without powerup searches, the NES Kraid area not being centred around that anyway.
Here's a track based obstacle course. Hopefully it's not the kind of level you have to memorize to enjoy:
It's a fun level, and the spacing between enemies is good. I died once because I got out of sync with the moving screen, but that's just a natural part of the challenge of scrolling levels.
Happy One Year Anniversary, Mario Maker:
Red Hot Koopa Clowning
Bookmark:
https://supermariomakerbookmark.nintendo.net/courses/C95A-0000-0298-07CC
Free roaming pseudo shmup which utilizes Yoshi and enemy generated fire balls. Features lite puzzle elements, shooting action and a bullet hell Boss fight.
It took waaaay longer than I ever expected it to... but I finished my full 40 level Mario Adventure. Not sure if many people are still playing this, but if you're in the mood for some Mario, give em a try!
Bookmark link:
https://supermariomakerbookmark.nintendo.net/profile/MylesG?type=posted
World 2: Wiggling Woods
Let me know what you think!
Hey, all! Made a new course for the first time in a while. I'm not sure how to post the previews from the bookmark page, so here's the title and code:
R.O.B.'s Great Escape: E4AB-0000-0274-01F0
(It may actually work better this way; the included mini-map spoils something I'll describe below)
I've have the idea of a R.O.B stage for a while, where the concept would revolve around him escaping from an attic (framed within a Ghost House setting, naturally). As I finally set to work on it, the level eventually evolved into something resembling an open-ended narrative. I set a number of context clues hinting at the level's story; without spoiling anything, let's just say I had to make the level make as much sense going forward as it does backwards.
I aimed for the difficulty to be intermediate, including some shortcuts, so please let me know how I did there (I'm especially concerned if I made the Paratroopa/Spike Maze sections too hard). Have fun playing it and figuring it out!
I've wanted to make another new level for a while now, but I can't think of anything. For now I think I'm just gonna go back through some of my older levels and update them.
Like that Last of Us inspired level really wasn't that great and had some weird difficulty spikes in it. Some parts were kinda cheap where you'd bonk your head off the ceiling while trying to jump over an enemy, so I'm trying to polish it up a bit and see what I should change or remove entirely. Also adding checkpoints cos they're desperately needed.
If anyone cares and wants to give suggestions, this is the level I'm talking about:
Piranha Plant Parasite:
4C22-0000-0095-1AB8
Man, leave it to you to make a shooting-based puzzle level -- or is that a puzzle-based shoot-'em-up? The part after the checkpoint, it's a bit easy to just cheese those lava bubble/bullet bill/flying buzzy/bob-omb monstrosities.
Speaking of them, if the podobo hits you, even if you're Big Mario and you have Yoshi, he knocks you right out of the clown car, so it's effectively a one-hit kill. Was that intentional? If so, that's just brilliant.