Notor!ousG
Member
Do we have any clue how this game is selling so far?
Could this game be on the same level of smash or mario kart?
Could this game be on the same level of smash or mario kart?
This sounds like a fun idea.. but I don't think you can upload any levels that you've downloaded, so there's no way to pass things along without the next person in line recreating every bit of the level themselves.WELCOME TO THE GAF COMMUNITY LEVEL!!!
I hate to be the one to tell you this, but... you can't re-upload a downloaded level.I'm quoting, because I think it's worth while.
My puzzle level that had, like, three enemies in it - all of which you don't have to go anywhere near - has about a 70% success rate. I legitimately don't know how people manage. There aren't even any hazards or falls.
And I believe the 66 is the attempts at it; the number of individuals who have played it is the "feet" number. 16 people managed to die 63 times on your level.
Oh, good info. Thanks!The number of attempts is how many times the level was started, every death or success counts there. The number of actual players is next to the footprint symbol. You can click on it to see who played the level and who completed and starred it.
This is an absolute delight. Having such a great tool matched with one of the best games ever is fantastic.
I done a course: 'Easy b' - just using the first set of bits.
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Unlocking the other stuff via the clock is a bit tedious.
Learned 30 minutes ago that I could have everything by modifying the console's date.
All done, perfect!! Time to make some crazy shit!!!
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Let me know what you think! Tried to make a fun level without any annoying parts, but I'm yet to know if I succeeded.
Alright, I finally uploaded a second level. Please tell me what you guys think of it.
It's centered around some light puzzle solving, so let me know if anyone gets stuck.
Every Shell Counts: E562 - 0000 - 002A - 4F97
Some observations from creating this level:
- This is the first time I've realized how important screen composition is. If you want the player to be able to understand what they need to do, they need to be able to see all the elements a specific puzzle/platforming section requires within or near the frame, or else they may not receive the point illustrated.
- There is some odd randomness when it comes to the direction a shell may go in certain circumstances. For certain ricochets it seems like it will go the opposite of what you expect every 1/20 times or so. It's odd. Though it's an interesting challenge to cut down randomness through design changes.
- It's very difficult to maintain object permanence through multiple sections since items disappear or reset when far enough off screen. This requires really tight environmental construction to pull off well.
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I'm going to check out other users levels and try to give some feedback.
My two highest star levels are the hardest ones I've made, at least in my opinion:What's people's experience with stars? How many have the best of us got, what kinds of levels see the most stars?
Short rant:
I fucking HATE levels that leave factors entirely to chance. If I make a route from point A to point B where I clear said route and die after point B, theoretically if I do the same route I should get the same result, right? That's the idea of trial and error. Turbo Tunnel in Battletoads is difficult the first time, but the pillars will always remain in the same place. If I die after clearing an area before, that theoretically should be my own fault. My problem is there are enemies with random attack patterns *cough*Bowser*cough* and it genuinely annoys me when I can say the difficulty of an area is determined by enemies like this. It's even worse when it's more than one and it can make a situation unwinnable on a certain run. It's not all the time of course, but when the level is designed for that one situation where the enemies attack in an advantageous way, it's poor level design and frustrates me to no avail
This would be very nice. Not being able to see where people have died in sub areas sucks too, especially when that's where most of your level is.I really wish I could watch the replays of people playing my levels for tuning purposes.
Nice level. Didn't feel unfair. I like the placement of the fire flower and the option to throw shells at the end if you need to.Just made a level I'm really proud of.
Castle Infiltration
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Took me a while to make, have fun, and give me some feedback
1up get! Good first level.I just made my first level, it's nothing special but fun for a few seconds. Tool set is real limited so I wasn't able to mess around too much, but if anyone is bored go for it. Takes about 20-30 seconds to finish.
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Try going for a 1up off the end turtles
This would be very nice. Not being able to see where people have died in sub areas sucks too, especially when that's where most of your level is.
Nice level. Didn't feel unfair. I like the placement of the fire flower and the option to throw shells at the end if you need to.
Alright, got my internet back up. One of my levels:
Cheep Shot Grotto
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It's not too challenging to complete, but it's full of secrets and little challenges, optional paths, and an optimum speed run path which is quite exhilarating to execute!
Thanks. I appreciate the feedback! I think I really wanted to introduce it safely and teach the player to be on their toes when it comes to hitting the question blocks, and then hope players would enjoy the mini challenge of seeing whether you can get out of the way in time! But I guess it may not come across that way.I liked the various secrets; they're pretty clever. I could do without the titular "Cheep shots" in the question mark blocks though. That's the sort of thing that will get people holding down the select button when that happens to them in 100 Mario Challenge.
Just made a level I'm really proud of.
Castle Infiltration
7E51-0000-002A-0376
Took me a while to make, have fun, and give me some feedback
Thanks. I appreciate the feedback! I think I really wanted to introduce it safely and teach the player to be on their toes when it comes to hitting the question blocks, and then hope players would enjoy the mini challenge of seeing whether you can get out of the way in time! But I guess it may not come across that way.
Do you have any levels? Feedback for feedback!
This was a lot of fun! Liked using the bombs to kill plants and blow open block walls, particularly right at the end where they had to be carried further. Felt the difficulty ramped up appropriately. Good use of flaming cheeps too. They come out just right so that they can hit you when you grab the flower, which is what made me notice them for the first time.Just made a new stage. Let me know what you think!
Just Plumbin'
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Nice. I like effect of the fountain of fireballs. Though the requirement on that second jump is pretty strict. Maybe bring it in a square or two so the player doesn't have to be pixel perfect with their spacing in addition to having to time the jump over the fireballs.
I'm quoting, because I think it's worth while.
Just made a new stage. Let me know what you think!
Just Plumbin'
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Extremely solid, simple but effective! Great work. You know your Mario design principles!Yep, right here:
"Fish Fry"
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It's true.
I guess if you don't care about players cheating and trust people to play fair, you can sort of make manual checkpoints through doors.
I think I might replay some levels from the older games to get ideas on level length. Not really sure how far I should go when making them.
Anybody else making shorter levels because of no checkpoints?
This was a lot of fun! Liked using the bombs to kill plants and blow open block walls, particularly right at the end where they had to be carried further. Felt the difficulty ramped up appropriately. Good use of flaming cheeps too. They come out just right so that they can hit you when you grab the flower, which is what made me notice them for the first time.
Edit: Your first level is cool too. Certainly tougher than your second. Using the spinies to kill turtles and other spinies was pretty great.
Very nice! The stage has a strong central theme and a good sense of progression to it. I liked how if you were diligent enough to clear all the blocks with a bob-omb then powerups would start spawning from the cleared pipe.
I'm guessing you place a door at the beginning of the level and have the other end at the spot where you would normally place a checkpoint. That way, people can start at your checkpoint if they wanted.How does that work?
Solid level! Appreciated the bonus area through the pipe - I only hit one ? block per line, I swear!Koopa Troopa Plains - Traditional SMW Designed Level
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Solid level! Appreciated the bonus area through the pipe - I only hit one ? block per line, I swear!
oh my god I soo want this game! Should i invest in a wii u.....
Didn't think I was going to make it through that on the first try. It's a long climb to only have one mushroom, at least that I found. Had to be careful after getting hit about halfway through. I enjoyed this.Hello.
Got the game on Friday, make a few courses.
Here is my last one, a while ago I read someone's comment about faking a vertical level, this is my attempt to that
Climb!
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Sounds cool. I'll check those out now.You should play my pal's levels, too. He's of the mindset like many of us that people should be making proper levels in this, not the shite we are mostly seeing in 100 Marios mode, so that's why I'm pimping them on his behalf. We need more levels like this. (Also he doesn't have a GAF account, but is following this thread, so it seems fair)