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Tips, Tricks & Help
Forum Index - Non-SMW Hacking - Super Mario Maker 2 - Tips, Tricks & Help
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Share your knowledge with other users by posting useful tips and tricks, or ask for help from other users on how to implement your level design visions.

This post will be updated with a list of tips and tricks posted by other users.
I'm trying to develop a four player versus level which forces a fair start mechanism (all the players have to work together to start the level on even grounds). This however requires a lot of vertical space making the level impossible to test.

Here's the level:



When I go to connect four controllers to simulate a versus match using the Play Together feature in Course Bot:



I am unable to properly test the contraption.



As seen at the end of this video, the screen doesn't scroll enough and Toadette dies due to lack of screen space.

How can I work around this limitation so I can properly test this?
You could get rid of the layers of empty space on the bottom just by moving the entire contraption to the right a bit and not requiring the first player to make any jumps to enter the chamber, making sure the first player is as close to the bottom of the level as possible. That might fix the issue?

I'm not 100% sure from looking at it if the setup would always work as intended though, right now it seems that the first players to pass the springs up can just drop down and go to another area.
Alright. I'll try that when I have the time. I also need to increase the vertical space all the players have in their specific sections and that's a good way to do so.

The donuts are intended as they're required to clear as a single player (just in case the level comes up during an Endless, and even more importantly so I can upload it).
Is there a way to make the water/lava/poison only start rising and falling once reaching a certain point in the level or does it have to be consistent throughout? I could've sworn the Nintendo Direct for SMM2 said something like "maybe only half of the level should be underwater" which seemed to suggest you could start the rising/falling levels at a certain point.
Originally posted by Golden Yoshi
I could've sworn the Nintendo Direct for SMM2 said something like "maybe only half of the level should be underwater" which seemed to suggest you could start the rising/falling levels at a certain point.


I think with "half" they meant vertically. As in, the water reaches only half the height of the level instead of the full height. As far as I know, there's no way to activate the water tides later in the level.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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Forum Index - Non-SMW Hacking - Super Mario Maker 2 - Tips, Tricks & Help

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