Pilgrimzero
Member
Can you change the music in a level? If so, how?
Can you change the music in a level? If so, how?
Got up to bowser and died...then died again because his fire pattern as I came up on the giant bomb was perfection. Many tries later I finally got it.
If I had to sum up my complaints there's a lot of random stuff going on...hammer bros on platforms, kamek, boos, flying bowser, jumping lava balls while I'm riding an unfamiliar track high above the lava...so many places to die because you haven't dialed in the routine or it changed on you slightly.
A mushroom could have helped with that.
Also, that thwomp after the door catches me really often...I'm kinda feeling it at that point and then I have to slowdown so I don't die from getting into a groove.
Still, really great first effort
Man, someone on miiverse said that the first two screens were too easy. I died like a million times until I figured out how to jump past them
I found it a bit too hard because I didn't find any power-ups. The Bowser fight could be a bit more engaging. (He just flew above me and I had no trouble reaching the axe.) But, maybe it's better to have an easier fight after a tough beginning.except the first hidden flower
I also forgot to star you, so I started the level once more, but couldn't beat it again... sorry!
I know. I've done that, but it's still whatever the "SAVE" function spits out. Which is usually devoid of live objects.
Shake the Muncher (1st enemy in row 5 I think) while level creating
So I got a message saying I unlocked all course elements, but the bottom row with the castle looking thing is entirely empty, is there more to unlock or is this the end?
I think that's a Favorites Menu.So I got a message saying I unlocked all course elements, but the bottom row with the castle looking thing is entirely empty, is there more to unlock or is this the end?
So I got a message saying I unlocked all course elements, but the bottom row with the castle looking thing is entirely empty, is there more to unlock or is this the end?
That's everything. The theory is that it's just space for moving palette elements.
Can I adjust the direction an enemy is walking/swimming? I want my bo-omb left to right.
Making underwater levels is hard. Creativity is somewhay blocked by the limited moveset of Mario.
Guessing it will be the most unpopular theme.
Tried this a few times, didn't complete it, but it showed promise. The first criticism that comes to mind is that the Red Parakoopa should just be staged where he's needed, rather than coming out of the pipe. The way you have it, he doesn't activate unless you go near the pipe, and if someone takes that twisty path up right before that (which is most people's first instinct, considering the blocks leading to the pipe are mostly obscured by the lava), he won't have spawned if they jump from the top of that. He also tends to fly upwards out of reach right after exiting the pipe, making the player sit on their thumb waiting for him to get into position. I think that effect would be lessened, if not eliminated completely, if he was just flying in his intended position to start with.So I finally completed work on the first level:
World 1-1: Bowser imprisoned Mario
17D6-0000-002D-29DE
Bowser, evil King of Koopas has captured Mario and imprisoned him in his castle.
Slowly starving to death, Mario reminisces about his adventures, while suddenly a loud bang echoes through the dark castle.
Our beloved plumber has got some unexpected help from a mysterious ally...
Replayability:
- Different paths
- Find the 3 hidden 1-ups
- Collect 100 coins
The level is rather challenging but I've tweaked it as much as possible so that it never feels cheap.
Hope some of you will take the time to play it and give some proper feedback.
I've spent alot of time on this level to make it as perfect as I can.
Disappointing. I'm creating a level with Piranha Plants bouncing on springs, but even though I'm spawning them above the springs, when I test the level, they're occupying the same tile as the spring itself, so they remain stationary. It seems to be an issue with objects being loaded when you get close to them in the level, as it only happens with plants that aren't inmediately close by when Mario spawns.
That's pretty shitty.
Weird, I had a couple of stages that use the very same concept and never had this problem. What tileset are you using? NSMW?
Wait, are you spawning them with a pipe? or just putting them on top of the springs
Edit: I'm an idiot, you cant spawn them with a pipe, they would get stuck on the pipe lol
Put up my first couple:
Tricksy Underground - BDA3-0000-001C-8341
First try. Messing around with the shell physics a bit at the beginning there. I know that part in the middle is kind of a dead-end if you mess up and lose the mushroom, I'll probably go back and lengthen the level and give an alternate path, or make the bit blocked off by it just lead to an optional reward rather than the rest of the level.
Super Wario Maker 1-1 - A44B-0000-002F-424C
I've iterated on this one a few times, pretty happy with it. A straightforward A-to-Bario level with a good rhythm of ups and downs. A bit of pizzazzy shell-activated gimmicks for progression that I don't think will trip anyone up too bad and can easily be retried if they're missed, and a little bit at the end where you have to clear a gap with a timed jump or two onto a Bullet Bill or Cheep Cheep. Probably won't get a lot of stars because it's not overly flashy, but I think it's a solid effort with some decent player engagement and a nice flow.W
Tried this a few times, didn't complete it, but it showed promise. The first criticism that comes to mind is that the Red Parakoopa should just be staged where he's needed, rather than coming out of the pipe. The way you have it, he doesn't activate unless you go near the pipe, and if someone takes that twisty path up right before that (which is most people's first instinct, considering the blocks leading to the pipe are mostly obscured by the lava), he won't have spawned if they jump from the top of that. He also tends to fly upwards out of reach right after exiting the pipe, making the player sit on their thumb waiting for him to get into position. I think that effect would be lessened, if not eliminated completely, if he was just flying in his intended position to start with.
Granted, it would trap the player if they jump off the Koopa and don't hit the platform with the two spikes right, so I understand the thought process behind having the pipe there to spawn more, but they'd almost certainly hit the lava if they mistimed that jump anyway. They're not going to be alive to make a second chance, so planning around one is kind of a moot point.
On my line of "trying to make them somewhat official-looking" series of levels, I present my newest one:
Pipe Skies
49BD-0000-002D-59D0
Difficulty around Medium. Feedback appreciated!
My old levels:
Vanilla Caves
4CF4-0000-0015-C479
Hello World 01
16FE-0000-0011-72C5
Can I adjust the direction an enemy is walking/swimming? I want my bo-omb left to right.
I'm using SMB1. I'm putting down just a spring (trampoline), and then putting a Piranha Plant above it.
Just made a new level inspired in Donkey Kong Country with Donkey and Diddy Kong!
Please check it here: CFF2-0000-0030-1ABA
Remember to find the bonus stages!
Quest for the legendary airship!
(0F3D-0000-002A-D60F)
This is what I made after getting subzones. I wanted to reward exploration, but not give you a million pipes to try. The treasure ship's not too hard to find, though...
2B71-0000-0027-A12F - "Into the Heart", level where you descend into a Bowser castle
0415-0000-0021-2DBA - Cheep Cheep spam level
2D77-0000-0019-BF96 - Piranha Plants on bounce springs level