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General Super Mario Maker Discussions

Originally posted by KDeee
You lose life when you "skip" level, and it actually doesn't skip the level, it just replaces it with another level.


Yeah, I'm aware of this (at least of the fact that you only swap levels, wasn't aware of the fact that you actually lose a life for it).
What I meant by my post was this: I don't like the idea of skipping/swapping levels just because they're hard, since playing hard levels is kind of the point of expert challenge. Swapping levels to me is more of a measure against bad levels (or rather horrible levels). I have no problems doing it on levels that are actually just bad, but I don't like doing it on levels that are hard, yet have decent design.
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I'm pretty sure you don't lose a life if you skip a level.

Anyway, for me the rule is pretty simple. If I'm having fun with a level even though it's hard, I won't skip it. I played quite a challenging level with medium autoscroll last night, and I probably lost 20+ lives on that level alone. However, I was having a blast playing it so I just kept going. Now, if it had been a long, tedious level, I would have just skipped it.
I've been playing the game for a bit, and how do you unlock stuff? I've been playing 100 Mario Challenge and doing a little bit with the editor, and I only have one item in the second row, the Mystery Mushroom and nothing else. I think I've seen people say that stuff unlocks every 15 minutes, but I've probably been playing for more than 5 hours and nothing unlocked.

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After messing around for a while it will say "new course elements will arrive on [date]", and [date] is usually a day after.

If this pops up, you can get it to arrive earlier by spamming block placement.
Originally posted by MercuryPenny
After messing around for a while it will say "new course elements will arrive on [date]", and [date] is usually a day after.

If this pops up, you can get it to arrive earlier by spamming block placement.

You need to make sure you dont have ! in the objects/sprites or that doesnt work. Also if you unlock new style, you need to check them out too.

@k3fka You do lose, at least on expert, pay attention to your lives next time #ab{:P} .
Also worth mentioning you don't unlock anything by playing levels, you have to be in the editor.
Your layout has been removed.
Originally posted by leod
Also worth mentioning you don't unlock anything by playing levels, you have to be in the editor.


The only thing you'll unlock from playing levels is Amiibo costumes from the 100 Mario Challenge and sample course from the 10 Mario Challenge.
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I found this site on gamefaqs which allows anyone to upload their levels, and theres also handy search function which allows you to filter stuff out too, its worth checking out if any of you are looking for levels to play(or to upload).
Originally posted by KDeee
I found this site on gamefaqs which allows anyone to upload their levels, and theres also handy search function which allows you to filter stuff out too, its worth checking out if any of you are looking for levels to play(or to upload).


Funny cause there is also this site here.
Ugh, playing through the 100 Mario Challenge reminds me of hack moderation....

Almost all of the levels I've played--normally on Normal but sometimes on Expert--are short, full of places where you can get easily stuck, force-powerdowns (such as having to be small to get Yoshi from a question block because the level designer made a ceiling 1 block too low), flat stretches of land, walls of spike traps for no reason, and pixel-perfect jumping.

The biggest problem is that I associated the graphics and music with way better levels, like the ones from the games those graphics and songs came from. It's fine for the SMW theme because of my experience here, but when I play a SMB3 level, and I get a rush of nostalgia from the song and the sounds and the graphics, and then I get stuck somewhere because of poor level design while a Lakitu throws fireballs in an underwater level because of reasons, I feel...sad.

Nintendo needs level moderators. Lots more of them.

But the creation aspect of Super Mario Maker is pretty awesome!
The players are basically the level moderators, by giving (or not giving) stars to certain levels. The solution is to not play 100 Mario challenge, but only the levels from the rankings. I would only play as much 100 Mario challenge (on easy) as necessary to unlock all costumes.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Blank
Originally posted by KDeee
I found this site on gamefaqs which allows anyone to upload their levels, and theres also handy search function which allows you to filter stuff out too, its worth checking out if any of you are looking for levels to play(or to upload).


Funny cause there is also this site here.

Well the one I posted doesn't force one to register(to post levels), and has better search function.
Another thing I dislike about the game: Having a maximum of 500 seconds for your time limit. Why not 900 or 999? Just built a hard stage with a giant Bowser battle and noticed that, due to how many hits giant Bowser takes, 500 seconds most likely aren't enough to beat the stage. It takes about 300 seconds to get to the boss, but beating the boss also takes around 300 seconds (judging by my first attempt), due to giant Bowser taking a bazillion hits. Regular Bowser wouldn't work in this certain situation, though. The smaller projectiles of his secondary attack (of SMW Bowser, that is) are the problem. I'm talking about the fire raining down. There is a conveyer belt at the top of the screen. The gaps between the conveyer belt and the ceiling is one tile. When using regular Bowser, the fire rain is actually stopped by the conveyer belt and doesn't reach the player, because it's only one tile high. Only when using giant Bowser, the fire rain projectiles are actually two tiles high. Since they don't fit into the gaps this way, they actually fly through the conveyer belts and reach the player. I don't know how to make the battle shorter without changing it completely (and without taking out all the challenge). Quite tough...

EDIT:
40 hits! Giant Bowser actually takes 40 hits! And I'm not even talking about fire ball or cape hits here, but hits with Bob-ombs. That's ridiculous!
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I guess the reason why you can't have more than a 500 second limit is because the game has no checkpoints, which is an issue. What if I want to have a long level with a lot of flipping from sub level and back? A checkpoint would be great to avoid the player getting frustrated from dying and having to start the level all over again. Make the checkpoint as standardized as the start and end points, I don't care, just give me a checkpoint.

And while you're at it, give me the night background from SMB1, the sunset and pyramids from SMB3, the forest background and athletic themes from SMW, ice levels in all game styles, and maybe some slopes.
Yeah, checkpoints would really help. Although in this special case, I'd already be happy if I could just make Bowser take less hits without making him small (I tried POW blocks, but those 1-hit-kill him for some reason - I thought they would actually take around six hits).
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Originally posted by RPG Hacker
Yeah, checkpoints would really help. Although in this special case, I'd already be happy if I could just make Bowser take less hits without making him small (I tried POW blocks, but those 1-hit-kill him for some reason - I thought they would actually take around six hits).


Clearly you never played SM3DW.

you know, the final boss

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Another thing they should add is way to pan the camera, that should fix the common issue with blind jumps/falls. Either something like what SMW did, or just make right stick to pan the camera around.
Originally posted by AlwaysANoob
Clearly you never played SM3DW.


As if Super Mario Maker obeyed the rules of previous Mario games! #w{xD}

I mean, you can't even spin jump on Boos or any fire-based projectiles, which you could in the original SMW.


Anyways, I somehow made the boss work with regular Bowser. Had to move the conveyer belts up so that they were almost off-screen. That way the projectiles would still pass through them. It's a bit meh, since you can't see the Bob-ombs now while they're on the conveyer belt, but that was the only solution I could find. Another stupid thing about this is that you need more solid blocks to trap Bowser. With giant Bowser, you can have a gap two tiles high and Bowser can't pass through, so if you beat him, you can just walk normally past him. Regular Bowser is only two tiles high, though, so the gap needs to be one tile high for him not to be able to pass through. This means that, after you beat him, you actually have to slide under the blocks and can't just walk past there (at least if you're still Big Mario). Oh well, I'll live with it.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Originally posted by AlwaysANoob
Clearly you never played SM3DW.


As if Super Mario Maker obeyed the rules of previous Mario games! #w{xD}

I mean, you can't even spin jump on Boos or any fire-based projectiles, which you could in the original SMW.


You couldn't do it in U, so to keep it consistent they changed it in SMW unfortunately.
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Could you even spinjump on any enemies in NSMBU? I don't remember that working, but it's been a while since I played that game. I thought they introduced that spin-jumping ability only in Super Mario Maker.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!