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Super Mario Maker |OT| Miyamoto Simulator 2015

Two things I hope Nintendo adds in an update:

- Checkpoints: Creators should have the option to place one in their level

- Worlds: We can create a set of four levels to play offline....why not give creators the ability to do the same for people to play online?
 

fernoca

Member
My puzzle level that had, like, three enemies in it - all of which you don't have to go anywhere near - has about a 70% success rate. I legitimately don't know how people manage. There aren't even any hazards or falls.

And I believe the 66 is the attempts at it; the number of individuals who have played it is the "feet" number. 16 people managed to die 63 times on your level.

The number of attempts is how many times the level was started, every death or success counts there. The number of actual players is next to the footprint symbol. You can click on it to see who played the level and who completed and starred it.
Oh, good info. Thanks!
 
This is an absolute delight. Having such a great tool matched with one of the best games ever is fantastic.

I done a course: 'Easy b' - just using the first set of bits.

AE9B-0000-0010-918A

Unlocking the other stuff via the clock is a bit tedious.

Learned 30 minutes ago that I could have everything by modifying the console's date.

All done, perfect!! Time to make some crazy shit!!! :D

You can unlock everything in less than an hour without changing your clock.
 

colinp

Banned
One of my notifications said that Yoshi played one of my levels, with his name in green. What does that mean? Usually it doesn't specify the persons name in the big list of notifications that comes up when you turn the game on.
 

PBalfredo

Member
EC2A-0000-0029-9CB6

Let me know what you think! Tried to make a fun level without any annoying parts, but I'm yet to know if I succeeded.

I liked the part where you have to climb on the vines while watching out for the saw blade. But your warp pipe is weird. You can't enter it while the P switch is still going, and you're guaranteed to take damage on the conveyor belt if you're not small Mario because the starman runs out before you can get off.
 

KingBroly

Banned
I'm looking for some tips on what kind of level I should make based on my previous levels. I don't think they're particularly hard levels, and contain some one-off funny jokes/trolls.

So, here are my levels so far:

Easy Does It: 395F-0000-0012-8C2B

Where's Yoshi?: 2B78-0000-001B-369B

Big Baby: 997D-0000-001F-0267



I sort of want to make a Water level next, but I'm not exactly sure what the Direction should be.
 

DarkSloth

Member
Alright, I finally uploaded a second level. Please tell me what you guys think of it.

It's centered around some light puzzle solving, so let me know if anyone gets stuck.


Every Shell Counts: E562 - 0000 - 002A - 4F97


Some observations from creating this level:

- This is the first time I've realized how important screen composition is. If you want the player to be able to understand what they need to do, they need to be able to see all the elements a specific puzzle/platforming section requires within or near the frame, or else they may not receive the point illustrated.

- There is some odd randomness when it comes to the direction a shell may go in certain circumstances. For certain ricochets it seems like it will go the opposite of what you expect every 1/20 times or so. It's odd. Though it's an interesting challenge to cut down randomness through design changes.

- It's very difficult to maintain object permanence through multiple sections since items disappear or reset when far enough off screen. This requires really tight environmental construction to pull off well.

----

I'm going to check out other users levels and try to give some feedback.

Just beat it. I thought I got stuck and killed myself a few times. But I thought it was really creative. It all worked really well and I thought it was pretty fun! When I got the flower power I was feeling pretty bad ass. Haha
 

VandalD

Member
What's people's experience with stars? How many have the best of us got, what kinds of levels see the most stars?
My two highest star levels are the hardest ones I've made, at least in my opinion:

17 Stars - Non-canon Cannon Ship - 0031-0000-0016-9AC4
10 Stars - Prescription for the Castle - 8F5D-0000-0013-66A0

My other easier levels don't go higher than 2 stars.
 

Kriken

Member
Short rant:

I fucking HATE levels that leave factors entirely to chance. If I make a route from point A to point B where I clear said route and die after point B, theoretically if I do the same route I should get the same result, right? That's the idea of trial and error. Turbo Tunnel in Battletoads is difficult the first time, but the pillars will always remain in the same place. If I die after clearing an area before, that theoretically should be my own fault. My problem is there are enemies with random attack patterns *cough*Bowser*cough* and it genuinely annoys me when I can say the difficulty of an area is determined by enemies like this. It's even worse when it's more than one and it can make a situation unwinnable on a certain run. It's not all the time of course, but when the level is designed for that one situation where the enemies attack in an advantageous way, it's poor level design and frustrates me to no avail
 

KDR_11k

Member
Short rant:

I fucking HATE levels that leave factors entirely to chance. If I make a route from point A to point B where I clear said route and die after point B, theoretically if I do the same route I should get the same result, right? That's the idea of trial and error. Turbo Tunnel in Battletoads is difficult the first time, but the pillars will always remain in the same place. If I die after clearing an area before, that theoretically should be my own fault. My problem is there are enemies with random attack patterns *cough*Bowser*cough* and it genuinely annoys me when I can say the difficulty of an area is determined by enemies like this. It's even worse when it's more than one and it can make a situation unwinnable on a certain run. It's not all the time of course, but when the level is designed for that one situation where the enemies attack in an advantageous way, it's poor level design and frustrates me to no avail

Hammer bros.
 

R00bot

Member
Just made a level I'm really proud of.

Castle Infiltration
7E51-0000-002A-0376


Took me a while to make, have fun, and give me some feedback :)
 

VandalD

Member
I really wish I could watch the replays of people playing my levels for tuning purposes.
This would be very nice. Not being able to see where people have died in sub areas sucks too, especially when that's where most of your level is.
Just made a level I'm really proud of.

Castle Infiltration
7E51-0000-002A-0376


Took me a while to make, have fun, and give me some feedback :)
Nice level. Didn't feel unfair. I like the placement of the fire flower and the option to throw shells at the end if you need to.
I just made my first level, it's nothing special but fun for a few seconds. Tool set is real limited so I wasn't able to mess around too much, but if anyone is bored go for it. Takes about 20-30 seconds to finish.

8335-0000-002a-b827

Try going for a 1up off the end turtles :p
1up get! Good first level.
 

goldenpp72

Member
I just made my first level, it's nothing special but fun for a few seconds. Tool set is real limited so I wasn't able to mess around too much, but if anyone is bored go for it. Takes about 20-30 seconds to finish.

8335-0000-002a-b827

Try going for a 1up off the end turtles :p
 

R00bot

Member
This would be very nice. Not being able to see where people have died in sub areas sucks too, especially when that's where most of your level is.

Nice level. Didn't feel unfair. I like the placement of the fire flower and the option to throw shells at the end if you need to.

Thanks man, about to try out some of your levels :)
 

Putosaure

Member
Damn I ordered the game to get the artbook physical... but it's the same price digital. I guess it's more convenient to get it digitally but nobody will buy my game without the artbook...
 

PBalfredo

Member
Alright, got my internet back up. One of my levels:

Cheep Shot Grotto

9499-0000-002A-A377



It's not too challenging to complete, but it's full of secrets and little challenges, optional paths, and an optimum speed run path which is quite exhilarating to execute!

I liked the various secrets; they're pretty clever. I could do without the titular "Cheep shots" in the question mark blocks though. That's the sort of thing that will get people holding down the select button when that happens to them in 100 Mario Challenge.
 
Played for a little over 2 hours at my friends house. I will never play this game again. I really dislike 2d platforming with mario physics. I'll stick to megaman and rogue legacy. I'm glad I didn't spend any money on this game.

Making level tools are pretty cool, annoyed I had to unlock so many plus I don't have the talent or time to make anything creative but I'm glad a lot of people are enjoying it. This game just isn't for me.
 

Beats

Member
I think I might replay some levels from the older games to get ideas on level length. Not really sure how far I should go when making them.

Anybody else making shorter levels because of no checkpoints?
 

BowieZ

Banned
I liked the various secrets; they're pretty clever. I could do without the titular "Cheep shots" in the question mark blocks though. That's the sort of thing that will get people holding down the select button when that happens to them in 100 Mario Challenge.
Thanks. I appreciate the feedback! I think I really wanted to introduce it safely and teach the player to be on their toes when it comes to hitting the question blocks, and then hope players would enjoy the mini challenge of seeing whether you can get out of the way in time! But I guess it may not come across that way.

Do you have any levels? Feedback for feedback!
 

PBalfredo

Member
Just made a level I'm really proud of.

Castle Infiltration
7E51-0000-002A-0376


Took me a while to make, have fun, and give me some feedback :)

Nice. I like effect of the fountain of fireballs. Though the requirement on that second jump is pretty strict. Maybe bring it in a square or two so the player doesn't have to be pixel perfect with their spacing in addition to having to time the jump over the fireballs.

Thanks. I appreciate the feedback! I think I really wanted to introduce it safely and teach the player to be on their toes when it comes to hitting the question blocks, and then hope players would enjoy the mini challenge of seeing whether you can get out of the way in time! But I guess it may not come across that way.

Do you have any levels? Feedback for feedback!

Yep, right here:

"Fish Fry"

B672-0000-002A-7E80
 

VandalD

Member
Just made a new stage. Let me know what you think!

Just Plumbin'
EA9F-0000-002B-156D
This was a lot of fun! Liked using the bombs to kill plants and blow open block walls, particularly right at the end where they had to be carried further. Felt the difficulty ramped up appropriately. Good use of flaming cheeps too. They come out just right so that they can hit you when you grab the flower, which is what made me notice them for the first time.

Edit: Your first level is cool too. Certainly tougher than your second. Using the spinies to kill turtles and other spinies was pretty great.
 

R00bot

Member
Nice. I like effect of the fountain of fireballs. Though the requirement on that second jump is pretty strict. Maybe bring it in a square or two so the player doesn't have to be pixel perfect with their spacing in addition to having to time the jump over the fireballs.

Those fireballs don't actually go high enough to hit you :)
And are you doing the air stalls/spin things? They'll help you make that jump easily, even when jumping from the middle of the platform.
 
I'm quoting, because I think it's worth while.

I'm down for a collab - but I don't think it would work for individual levels since you can't upload levels you download. Even without an Overworld I definitely think we could get a bunch of GAF People, each person makes a level, and we'd have a fun game in our hands.
 

PBalfredo

Member
Just made a new stage. Let me know what you think!

Just Plumbin'
EA9F-0000-002B-156D

Very nice! The stage has a strong central theme and a good sense of progression to it. I liked how if you were diligent enough to clear all the blocks with a bob-omb then powerups would start spawning from the cleared pipe.
 
My digging/exploring level is coming along nicely. Might finish it tomorrow but I have a lot of testing to do as there are 5 (technically 6) different paths. I'm building it as a choose your own adventure type of dealio and they each have a different theme for the place.

I've had to scale back a few of the paths because they either didn't fit or look as good as I thought they would in my head. The treasure room, for example, was going to have a big snake made out of coins but it was hard to see it outside of the editor. :(
 

MrPanic

Member
I think I might replay some levels from the older games to get ideas on level length. Not really sure how far I should go when making them.

Anybody else making shorter levels because of no checkpoints?

My primary goal is to keep the challenge consistent throughout the level, because it's just awful having to replay a easy bit to just get to the interesting part. Also no cheap deaths near the end (though I generally don't put cheap deaths in my levels at all).

It's kinda sad you can't do the normal 'learn the gimmick' > checkpoint > 'challenge the gimmick' pattern that's normal in game design, but you're basically asking for people to skip your level if you do that without checkpoints. Hopefully they'll patch the halfway checkpoint in at some point because its omission is really holding back some good levels.
 

Crisium

Member
I took a shot at a Super Mario World Level (there aren't enough of these)

It's my first level so it's probably a bit aimless, but any feedback is very much appreciated.

Towers and Tunnels (F1D5-0000-0023-489E)

I like this. So many trash levels out there, it's nice to have an actual Mario level light on gimmicks.
 
Tried my hand at making a Metroid inspired level from scratch as my first creation. I wanted to capture the idea of the gated progression on a smaller scale, while not making it big enough to feel unfair given the lack of checkpoints. Some platforming spots are a bit more lenient without certain powers as well. I really started to feel limited with the available SMW tile sets and customization options over time, but I'm pretty happy with how this turned out.


WoRx3vj.jpg


Super Metroid World
CD42-0000-002B-123B
 

(mat)

Member
This was a lot of fun! Liked using the bombs to kill plants and blow open block walls, particularly right at the end where they had to be carried further. Felt the difficulty ramped up appropriately. Good use of flaming cheeps too. They come out just right so that they can hit you when you grab the flower, which is what made me notice them for the first time.

Edit: Your first level is cool too. Certainly tougher than your second. Using the spinies to kill turtles and other spinies was pretty great.

Glad you liked it! I prefer to stick to a relative theme with each level, using only a few different elements, with the difficulty ramping up as you move forward. I'm really glad you caught the reward of clearing all the blocks in front of a pipe. ;)

As for my first level, I'm glad you liked that, too! It seems trickier than it is, actually. 99% of the time, being patient will cause the spineys to take each other. The trickiest part is the end with the platforms.


Very nice! The stage has a strong central theme and a good sense of progression to it. I liked how if you were diligent enough to clear all the blocks with a bob-omb then powerups would start spawning from the cleared pipe.

Like I said above, I'm glad you were diligent enough to clear those blocks and reap the rewards! :)
 
Hello.

Got the game on Friday, make a few courses.

Here is my last one, a while ago I read someone's comment about faking a vertical level, this is my attempt to that

Climb!

(D6F7-0000-002B-18D7)

WVW69iYadVwDUnFAeM
 

xBladeM6x

Member
Solid level! Appreciated the bonus area through the pipe - I only hit one ? block per line, I swear!

Good to hear! I'm glad people still remember those bonus rooms. You're the first person to play the level, so here's to hoping more people share your sentiment. :)
 

Robin64

Member
You should play my pal's levels, too. He's of the mindset like many of us that people should be making proper levels in this, not the shite we are mostly seeing in 100 Marios mode, so that's why I'm pimping them on his behalf. We need more levels like this. (Also he doesn't have a GAF account, but is following this thread, so it seems fair)

Stacking the Odds
387C-0000-0016-5E5C

WVW69iX7STMlkHTrrq


Super Plumber VS Mega-Pirahnas
D3D7-0000-0017-9701

WVW69iX8qeQLD68G_a


New Super Smash Bricks
5655-0000-001E-A5FC

WVW69iYGukQ9uUm3Du


Bullet Bill's Wild Ride
382F-0000-0020-9433

WVW69iYKFAo8MtC-xh


Touch Buzzy, Get Dizzy
5B1B-0000-0022-A0A8

WVW69iYNI1wDtPFFk8
 

VandalD

Member
Hello.

Got the game on Friday, make a few courses.

Here is my last one, a while ago I read someone's comment about faking a vertical level, this is my attempt to that

Climb!

(D6F7-0000-002B-18D7)
Didn't think I was going to make it through that on the first try. It's a long climb to only have one mushroom, at least that I found. Had to be careful after getting hit about halfway through. I enjoyed this.
You should play my pal's levels, too. He's of the mindset like many of us that people should be making proper levels in this, not the shite we are mostly seeing in 100 Marios mode, so that's why I'm pimping them on his behalf. We need more levels like this. (Also he doesn't have a GAF account, but is following this thread, so it seems fair)
Sounds cool. I'll check those out now.
 
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