How the buggering hell do I make disco happen? I unlocked the second screen so I assume I got everything but the pallete's like only 75% fill.
How the buggering hell do I make disco happen? I unlocked the second screen so I assume I got everything but the pallete's like only 75% fill.
Really enjoyed both of these.Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)
5231-0000-002E-3989 (Show your Flow)
You could also check out my other courses:
FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)
I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.
Anyway, presenting my fifth:
Koopa Heights
4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi
So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.
Exactly ehat I was afraid of is happening. Playing 100 Mario Challebge is just an endless string of "lel I trol u" and "THREE BOWSERS ON TOP OF EACH OTHER BUT THERES A STar hidden nearby because I had to beat the level to upload it"
Ugh
Is there any easier way to follow people from your friends list, other than having to search for one of their courses? There has to be, right?
Secrets & Shortcuts is my best attempt at a "proper" SMW course. It's pretty long if you want to see it all.
AE3A-0000-002D-1281
Feedback is appreciated
Scumbag Mario raids Bowser
Course ID: 2CEB-0000-002D-2393
That Wizard came from the Moon
Course ID: EABC-0000-001E-2358
Goomba's Kave
Course ID: 610A-0000-0014-5423
Players that make levels like that will just find more elaborate ways of trolling as time goes on, sadly.This is because the game is fresh, right guys?
I won't be able to play until some point next month, but just want to say thanks for this. I loved that level in SML 2.Hey gaf! Here's my level
Super Mario Land 2 - Hippo level
823A-0000-002D-338A
It's a remake from SML 2, it's more fanservice than fun I guess. Years passed and the water evaporated... but still you'll recognize what was underwater!
Since this game was out friday as far as i know. How come i can't see it in the Wara Wara Plaza? Everyone else experiencing this?
I'm sure over time it will equalize out. It's just upsetting when I jumped on today and had to skip three levels in a row because they weren't hard, they were just poorly designed. The fourth I played was pretty neat tho. Then I just gave up for the day.The weed will cleanse itself when this game matures. It's only two days old.
So hard I couldn't finish it. Might be my skill level, but it's kind of not obvious where you are supposed to go, and with so much happening at once you have no ability to focus on your intended path. I'm talking about the area with the Bowser, the springs and the fire cannons when you are travelling on the platform. I saw the coin arrow after a few tries, but I died many times even after. Otherwise really fun concept. Develop it a little further and play through it without "designer's eyes", try to see what a new player would see when he plays!Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard
Well, I think it's pretty tough at any rate...
Fair enough! The clear ratio is currently 4.87% but I can complete it almost every single time without dying so I guess I didn't convey correctly to the player what he has to do. The first jump is meant to be cleared with bullet bills as well but with a safe ground bellow it covering most of the fall area. My wife played it too and she said she hates the hammer bros as well, gotta agree. Will leave this level as it is, but for me next levels I will try to balance things out better. Thanks for the feedback!It's pretty annoying when the first long jump is just that, a long jump (the coins make the distance look shorter than it is btw, which caused me to die once there), but the second similar looking jump now requires you to use bullet bills as platforms which you can't know until you die once. Also maybe a bit too many hammer bros combined with shooting piranha plants. But overall a nice level.
Didn't know this, thanks man.When you upload a level, a Miiverse post is automatically created for the level. You can log into the browser version of Miiverse and grab the screenshot from there.
Started playing it and will finish tomorrow, but looks great as far as i got. Gave you a star.My new level is full of secrets and alternative paths. It's been very hard to build so I hope someone of you will be very kind to me and play it.
An adventure in the skies of Super Mario Bros:
Sky Pirates Never Die: 1285-0000-0028-EAF9
I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.
Anyway, presenting my fifth:
Koopa Heights
4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi
So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.
I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.
Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.
Ship Security Shells
ID: CF6C-0000-0023-1B29
Uploaded my third course. Mario visits Bowser on his day off. Ruins everything.
Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)
5231-0000-002E-3989 (Show your Flow)
You could also check out my other courses:
FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)
Hope you enjoy! I will try making other SML 2 levels that fit the game... imagine Wario's Castle *_*I won't be able to play until some point next month, but just want to say thanks for this. I loved that level in SML 2.
Started playing it and will finish tomorrow, but looks great as far as i got. Gave you a star.
My gamepad battery was dying so I didn't have alot of time to fiddle with your levels. I did clear Bob-ombs away and found it okay but there was some seemly pointless design elements. With Bowser Bros I reached the end but stumbled on the boss and was not inclined to try again. Thwomp Gauntlet I did not have patience for at all because it appeared to be designed to frustrate players with unforeseeable death traps.
I hope that's not unfair. Like I said I only had a short time to look at these so it's entirely possible I have the wrong impression.
Reposting mine, I made some changes to my Thwomp course and I created a new course that is a little easier. Let me know what you guys think!
Bob-ombs away
C9E5-0000-0027-B24D
Bowser Bros.
9C8C-0000-0017-F257
Thwomp Gauntlet
0EF0-0000-0024-E87A
Sorry for the bad names, lol.
If I ever do an actual Kaizo level... I must remember that. Death by hidden 1-Up Mushroom is the best trolling. And it wasn't even on purpose, there is a perfectly consistent theme to all the secrets in the level:Perfectly fair level design here, it indeed feels very much like a lost SMW stage.
Great stuff, except I died by accidentally unveiling a hidden 1UP shroom, oh the irony?
Really the only change I'd make is so small and pointless it's barely worth mentioning.
That beanstalk vine near the start should eventually hit a stone block instead of just going offscreen for that truly authentic SMW detail.
Got two more SMB3 stages uploaded, one of them I put up yesterday so anyone nosing around my stages may have played it, in any case these two levels are simple enough that I'd like to think most people could play through them successfully.
Boo Buddy Bridge Busters- 13EF- 0000 - 0022 - 3870
Style: SMB3
Difficulty: Medium?
This was my first experience using sub levels so I wanted to try and tie in the sub area thematically with the overworld.
Also has a barebones "story" element to it that is the reason you have to detour through the sub areas in the first place, one boo alone can't break the river bridges but get a bunch of them together and those damn vandals!
Final area of the overworld has two possible shortcuts, one of them just involves skipping the final sub area entirely, oh what fun!
Tall Tall Tower: CB20-0000-002F-1AEE
Style: SMB3
Difficulty: Easy/Medium?
This was a stage I started on Friday before realising that I botched the layout due to my misunderstanding of pipes (they can only go to sublevels and back again, no linking them like doors).
But dammit, replacing these pipes with doors would ruin the visual sense of progression so I overhauled it with the sub area to bring my idea to life.
In execution it's just a pretty simple set of mini rooms focused on travelling upwards using a variety of gimmicks.
My main goal here was more of a vanity project to make it feel like you're moving up an actual tower, in that sense I'm really glad with how it turned out, paying attention to the smallest details like how a pipe you enter will exit as if it were perfectly straight going to the next floor, using the windows and clouds for visual elements.
Also has my favourite pointless secret area.
Only tried Show Your Flow right now. It was amazingly fun. Best Mario Maker level I have played yet, these are the kind of bite-sized "never not running" levels I would love to make!Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)
5231-0000-002E-3989 (Show your Flow)
You could also check out my other courses:
FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)
4CB6-0000-0024-631A (some jumps (and enemies ;-)))
nobody has beaten that level yet, although it is straight platforming without any gimmick. The first jump sequence is tricky and everyone died there until now. But after that it gets much easier (you don't have to be nearly pixel perfect after that). Exploration is rewarded, but also has a high risk. Give it a shot,
6247-0000-0022-703A (Wall Jump Cave)
The name is program (except for a little jump sequence in the middle, most people die there). Also the stage has a small puzzle at the start, which can break the stage, so be warned. The completion rate is 11,53%.
E24D-0000-0017-8076 (let the shell flow)
The title already gives the trick to the level away. This was my first level. The completion rate is 20%.
I'd love to get some feedback from you