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General Super Mario Maker Discussions

Originally posted by RPG Hacker
tl;dr

Deaths also lowers the completion % too.


Also seems like people always manages to die to every possible way there is in the level, or maybe people just do it on purpose to troll or something.
There isn't a way to die in that level RPG made, other than intentionally resetting (this is death) or skipping.
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Originally posted by leod
There isn't a way to die in that level RPG made, other than intentionally resetting (this is death) or skipping.

You can always run out of time, which counts as death..
You would have to wait 500 seconds, though. I'd be surprised if someone so far actually did that, just for the laughs. The only other way I can imagine dying in that level is getting crushed by a springboard, but as mentioned earlier, I think that's only the winged versions that can crush you.
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There's two possible answers for this:

1. Nintendo's calculation for completion rate is screwed.
2. People died on purpose to troll you.

I honestly don't know what else could be the answer.
Well, I have one or two possible explanations. Maybe the game doesn't cache events properly, so if for whatever reason it fails sending some event data to the server, it just discards that data. Therefore, the displayed number of "successful attempts" doesn't match the real number of successful attempts. That's really the most likely explanation, I think.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I'm pretty sure a lot of people just quit levels often.
So how does this game compare to Lunar Magic when editing levels? I have to ask because obviously it can come quite close, it does have SMW tilesets and all...
What are its pros & cons compared to Lunar Magic when making SMW-themed levels ? Or when making any kind of levels ?
I made the hacks Tsunami Island and Super Mario Archipelago
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Pros would mainly be that it's very easy to use to make and share levels. You can also do quite a few things that aren't possible in SMW without a lot of work, such as stacking enemies, making bill blasters fire different enemies/items, etc.

Cons would be that you can't do custom palettes or music, no vertical levels, no checkpoints, no right-to-left levels without doing some weird pipe/door setup. However, I think you can work around these limitations if you're creative.
Why do people barely make levels of SMB3? It are usually the ones from SMB1, SMW and NSMBU. SMB3 has more stuff then SMB1 (with the exceptions of Mystery Mushrooms ;_;) and has stuff like holding Koopa Shells, pretty nice colo(u)rs and has some nice music overall. Could it mainly be because SMW tops the SMB3 version a little more?
Originally posted by IanBoy141
Why do people barely make levels of SMB3? It are usually the ones from SMB1, SMW and NSMBU. SMB3 has more stuff then SMB1 (with the exceptions of Mystery Mushrooms ;_;) and has stuff like holding Koopa Shells, pretty nice colo(u)rs and has some nice music overall. Could it mainly be because SMW tops the SMB3 version a little more?

Probably because you have smb1 and nsmbu themes from the start and unlock rest later, and most people use nsmbu theme for the wall-jump and ground-bound etc.

When you think about it, in mario maker smb3 doesn't have anything that isnt done better in smw(and nsmbu) theme(s), swimming, holding+throwing stuff and yoshi is probaly the reason why smw is more used.

Personally I like smb3 more because smw physics in SMM are completely off, just play smw for minute and then play smw theme in SMM and you can easily tell the difference, same goes to other themes too outside of nsmbu theme unless they fixed the awful nsmb physics in the U version.
Here is also Nintendo's official video showcasing the update: https://youtu.be/esX_FPaZdDQ
This is awesome! Didn't expect this to happen so soon. Will definitely update some of my previous courses with this. It's a bummer they didn't add any decent friend support to the game yet, but seeing how they updated course world, I'm going to assume that they eventually will.

As for the checkpoints, I think it's unnecessary that you have to complete the levels again starting from them, but I guess it doesn't hurt to be on the save side. This most likely means that you can only have very few checkpoints (read: only one) per level, though, since otherwise you would have to complete your level a bunch of times, which Nintendo probably wants to prevent. I sure hope I'm wrong on this and you can actually place more than one checkpoint, though. At the very least, I'd like to place checkpoints in the middle of my levels, as well as right before the boss fights.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
As for the checkpoints, I think it's unnecessary that you have to complete the levels again starting from them, but I guess it doesn't hurt to be on the save side. This most likely means that you can only have very few checkpoints (read: only one) per level, though, since otherwise you would have to complete your level a bunch of times, which Nintendo probably wants to prevent. I sure hope I'm wrong on this and you can actually place more than one checkpoint, though. At the very least, I'd like to place checkpoints in the middle of my levels, as well as right before the boss fights.


As you saw in the video, this is to stop people punishing the player for taking the checkpoint (for example, like a Kaizo trap).

I also doubt they'll let us put more than one checkpoint in a stage; to keep it simple, I guess.
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Actually, they have confirmed you can place up to two checkpoints.

source

It doesn't specify about sub levels, though. Could be just two checkpoints total or one for the main level and another for the sub level. I'm guessing the former.
Im still waiting for the


Code
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    E\     /L
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does smw central have mario maker graphics so anybody can submit the levels here?
What do you mean?
I don't know if we have all Mario Maker graphics converted for SMW hacking, but that's hardly relevant in the Super Mario Maker forum, where people share their actual real Wii U Super Mario Maker levels.
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