Anyone else feel like they could've made an amazing and heartwarming intro/tutorial? Like what Disney Infinity does every year, especially the first one.
The first thing I witnessed was Mario being hit by a Thwomp. That's all I needed.
Anyone else feel like they could've made an amazing and heartwarming intro/tutorial? Like what Disney Infinity does every year, especially the first one.
Well...some people would probably say I'm cheating. I'm making courses that play music, they're not much better than any other auto-playing courses. But it's taking me quite a while to do them right, and I enjoy doing it!
Well...some people would probably say I'm cheating. I'm making courses that play music, they're not much better than any other auto-playing courses. But it's taking me quite a while to do them right, and I enjoy doing it!
Do we have a spreadsheet or anything with levels listed?
I really wish I could speed up this tool unlocking process. I've put several hours into this game and only have Day 2 tools unlocked. That patch seemed to do nothing to speed this up on my end. Is there a trick to unlocking things early? I've used every single tool, object and item given to me so far multiple times including Amiibos.
I really wish I could speed up this tool unlocking process. I've put several hours into this game and only have Day 2 tools unlocked. That patch seemed to do nothing to speed this up on my end. Is there a trick to unlocking things early? I've used every single tool, object and item given to me so far multiple times including Amiibos.
I really wish I could speed up this tool unlocking process. I've put several hours into this game and only have Day 2 tools unlocked. That patch seemed to do nothing to speed this up on my end. Is there a trick to unlocking things early? I've used every single tool, object and item given to me so far multiple times including Amiibos.
Step one: Use everything you have so far (make sure no icon has a !)
Step two: Keep building until you get the notification that you'll get more stuff next day
Step three: Spam ground all across the level to the point you can't add more with maximum level length and just keep adding things, the new set should arrive after a few minutes.
Step one: Use everything you have so far (make sure no icon has a !)
Step two: Keep building until you get the notification that you'll get more stuff next day
Step three: Spam ground all across the level to the point you can't add more with maximum level length and just keep adding things, the new set should arrive after a few minutes.
I downloaded them because I still cannot figure out the music block.Well...some people would probably say I'm cheating. I'm making courses that play music, they're not much better than any other auto-playing courses. But it's taking me quite a while to do them right, and I enjoy doing it!
OK, honest feedback, I think this level has a fatal flaw: the ceiling. The ice blocks do a lot to restrict movement right off the bat, and so does the hazard-heavy level design (including Bowser who literally makes you freeze in place if you let him!) This is fine, but the challenge should come from things the player can control, and banging your head off the ceiling while avoiding things struck me as arbitrary. Mario levels allow for this great freedom of movement, and even difficult levels should remember that. The worst thing about the ceiling is since it's so tight on small Mario, going into the bonus room is pointless because getting big makes you more likely to fall in the lava. Also a pet peeve, but the first fireball feels like a beginner's trap more than a well placed hazard: Mario games are about jumping, and the first one should be free, I think.
With that said there's a lot to like. The puzzle room itself is inspired, tough and fun. The ice blocks themselves are well laid out and at many times you've gone out of your way to make the jumps quite fair. Conceptually, I like the level too: not just the combo of fire and ice, but also the tetrominoes as platforms, the beetles as hazards and the use of small platforms in a Bowser stage. At the end of the day I just thought it was too hard (I did beat it) which makes me concerned about constantly playing super-hard levels given so many people here said your level was well balanced!
Anyway, I hope you keep up the good work. I'm definitely interested in what you do next.
Its pretty fun! The Lakitu cloud makes it really easy towards the end but I felt like the entire level rewarded patience and precision.
Yeah that part I screwed up. Hadn't used not a single special mushroom/propeller. After I did got the second bunch soon.Step one: Use everything you have so far (make sure no icon has a !)
This game really shows you the difficulties of good level design.
I spent hours making a level... then playing it and finding out it was hot garbage. HOT garbage.
Yeah I think we need a Google sheet.Do we have a spreadsheet or anything with levels listed?
E: Yay for 6 stars Gotta get more so I can upload more!
Seriously WTF is this for evil shitSaw this one on youtube. Looks pretty devious.
https://www.youtube.com/watch?v=w89eXPisDZ8
oh, way to split the level sharing into a different thread from this one, the ot for a game about level sharing
good stuff
Sorry for the stupid question but where can I find the 100 levels that were supposed to be on disc?
The artbook contains keys too levels but they seem to short for online search.
I wish you could edit the AI and hit points of enemies. I'm trying to make a Bowser boss fight, and he just takes waaaay too many hits by conventional means, and his air fireballs are really annoying for the map i've made. I've only beaten him once after testing for like an hour, and I'm the guy making the level with the ability to start right before the boss fight. I can't imagine what it'd be like if you were going in fresh and having to restart the level after each death.
I also think it's questionable to do so, but some level codes get quickly drowned on the OT for the constant discussion of other things regarding the game, while a pure level thread really helps having all the codes handy.
I wish you could edit the AI and hit points of enemies. I'm trying to make a Bowser boss fight, and he just takes waaaay too many hits by conventional means, and his air fireballs are really annoying for the map i've made. I've only beaten him once after testing for like an hour, and I'm the guy making the level with the ability to start right before the boss fight. I can't imagine what it'd be like if you were going in fresh and having to restart the level after each death.
oh, way to split the level sharing into a different thread from this one, the ot for a game about level sharing
good stuff
Is the green boot from SMW a costume?
Man, I have such a good idea for a level, but I need sub-areas to do it... Damn it.
I liked a thread where all I could find was level shares
My first level
Fun with koopa shells
ID: 711E-0000-0022-35B4
Style: New Super Mario Bros.
Description: Jump on the koopas to kick their shells away. My first level so it is very basic, but a fun concept.
Secrets: There´s a small shortcut in the beginning.
Follow the Mushroom
ID: 071A-0000-0024-22B5
Style: Super Mario Bros.
Description: Follow the mushroom, lest you will not be able to leave this plant-filled level! Another super short concept level, still exploring the creator.
Secrets: There is an easter egg in here, good luck finding it.
What tileset are you using? SMW and NSMBU (practically the same) Bowser has harder attack patterns than SMB3 Bowser and SMB Bowser.
Also, don't take my word for it but i think he's faster to kill with shells than fire flowers.
I ink it could be helpful. Assuming there is a clear link in the OP to the sharing thread, it could clear his one uo to talk about the game more - sharing ideas, tips etc
The what?!?