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Forums - Nintendo Discussion - Official Super Mario Maker Thread - Mario Maker for 3DS has been released?! Ok...

 

Are you excited for the new update

Yes 16 88.89%
 
No 2 11.11%
 
Total:18
SvennoJ said:
MDMAlliance said:


Uploaded this recently.  I don't know if I really am making good levels, since these kinds are the ones with the least stars. lol

I enjoy them, but you make hard levels which don't get a lot of stars. Same with long levels.

I think it's mainly a problem with the way people get levels. Either they find you by being in the top with thousands of stars or run into you on the 100 mario challenge. The 100 Mario challenge is not kind to hard levels, you have to clear 16 levels to unlock 1 little thing at a time. I find I swap out levels after 3 tries or less, not giving hard levels a chance like I do with the ones posted here. I don't want to waste lives or a lot of time on random levels when I have to complete 16 in a row. Which also doesn't give me a reason to star them, so hard levels rising to the top that way is pretty slim chance. While the ones at the top enjoy the snowball effect of popularity.

The last level I made is very easy (my kids still have trouble with it but they can complete it, unlike the rest of them) I'm curious if that one is going to receive more (random) stars. It might not be a master piece, but how on earth do levels where all you do is jump on the flag get thousands of stars... (Watching my kids play it's obvious, they like giving stars, so everthing that doesn't kill them right away gets a star)



I quickly put together this level.  Do you think this is more likely to get stars?



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Boberkun said:
SAW IX: Prepare to Die edition: 2055 0000 0055 1759

Great course, quite a challenge yet fair. The hardest part was actually learning how to fall straight down. Plus remembering when to be small again. It could have done with a bit less waiting in the p-switch part but otherwise very satisfying to play.

I also played Bowser Twins Castle, another hard level. Yet you can rush the first part after you get to know it which makes it easy to keep trying. First I went all the way to the fire flower yet you don't need that, so in the end it was quite a quick level (after memorizing the level) The last jump was a bit tricky, getting bowser out of the way, the cannons not to fire at the wrong moment and no projectiles in the path or bombs following you. Felt great to finally nail it.
Btw don't know if it was intentional, yet putting coins on the trampolines is brilliant. It's the exact audio cue I need to be able to jump on trampolines. My success rate for jumping on a trampoline went from 50% to 98%!

Follow the big Koopa was very easy compared to the other two.



MDMAlliance said:



I quickly put together this level.  Do you think this is more likely to get stars?

It has one already ;) Yeah that should be more likely to get stars from the 100 Mario challenge, easy and looks like the others that come up lol. However my easy Toadstool level still sits at only 1 star out of 7, 40% completion rate. At least I succeeded in making it easy haha.
The only 2 courses of mine that got more than a few stars are Haunted cathedral (medium difficulty, not too long) and Rhytmic dash, 30 sec not too difficult learn the pattern running stage. Yet maybe it's just the luck of the extra traffic they got, 1 out 6 visitors giving a star is pretty close for all my courses, it's just those two received a lot more traffic.

I tried your Trying out new ideas. Riding the flying spike thing is a good idea (hard, too easy to miss a star of slide off while jumping) but there are too many tricky parts in that level for me. A pixel perfect jump (luckily non fatal yet the squid thing gets in the way), zero time tolerance on the thwomp jump and getting the switch into the pipe, getting past the hammer bros, trampoline jumps up and down, then there's still a chance to lose the star you need in the wall. Although you can skip getting Yoshi and do a second pixel perfect jump to the finish. Anyway each element takes me 20 to 30 tries in the editor. So the shortest path would take me 160k tries according to simple chance arithmitic lol.

P-switch ghost house looks interesting but I wasted too much time on the new ideas, gamepad is empty again. To be continued.



I sold out.

In an experiment to see if it'll get more Stars than the usual level, I made an Automatic with all bells and whistles. "Spiny Barrage", it's not that good, it wastes a minute of your life you'll never get back and it intentionally has a terrible amount of sound-effects, but for those that want to try it; ID: A31F 0000 0079 B6A0

So with that I'll get back to real levels, that's much more fun to make or to play! Played a bunch of yours again, as you'll see in your notifications, and I can say I liked a lot of them. Needless to say, I'll play some more soon.



SvennoJ said:

I tried your Trying out new ideas. Riding the flying spike thing is a good idea (hard, too easy to miss a star of slide off while jumping) but there are too many tricky parts in that level for me. A pixel perfect jump (luckily non fatal yet the squid thing gets in the way), zero time tolerance on the thwomp jump and getting the switch into the pipe, getting past the hammer bros, trampoline jumps up and down, then there's still a chance to lose the star you need in the wall. Although you can skip getting Yoshi and do a second pixel perfect jump to the finish. Anyway each element takes me 20 to 30 tries in the editor. So the shortest path would take me 160k tries according to simple chance arithmitic lol.



There's no need for pixel perfect jumps in the level, I don't think.  I put a feather power-up in the level that makes riding the flying spiny much easier to do (using the floaty jumps).  In fact, I'm not sure if you can even get up to the bill blaster area without the power-up since I designed it to make use of it.  I do know the thwomp part is tricky, but I actually had it much more difficult before, there were a few less rows of blocks, so you really had to get the timing down.  I also extended the platform past it so you didn't have to jump on the thwomp at the right spot either.  Current version is easier than the initial one I had built.

You don't actually need the p-switch through the pipe, just use the doors to reach the one already there.  Getting past the hammer bros shouldn't be too difficult if you keep the fire flower power and shoot them.  In my test runs, I don't think I've lost the star before.  I tried making it easy to get to.  I did find out that you can skip ahead using the top of the other pipe, but I figured it's okay to keep that in.



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My Cape Masters level is so hard that nobody will be able to beat. Too bad I don't have the ID right here.



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


MDMAlliance said:
SvennoJ said:

I tried your Trying out new ideas. Riding the flying spike thing is a good idea (hard, too easy to miss a star of slide off while jumping) but there are too many tricky parts in that level for me. A pixel perfect jump (luckily non fatal yet the squid thing gets in the way), zero time tolerance on the thwomp jump and getting the switch into the pipe, getting past the hammer bros, trampoline jumps up and down, then there's still a chance to lose the star you need in the wall. Although you can skip getting Yoshi and do a second pixel perfect jump to the finish. Anyway each element takes me 20 to 30 tries in the editor. So the shortest path would take me 160k tries according to simple chance arithmitic lol.



There's no need for pixel perfect jumps in the level, I don't think.  I put a feather power-up in the level that makes riding the flying spiny much easier to do (using the floaty jumps).  In fact, I'm not sure if you can even get up to the bill blaster area without the power-up since I designed it to make use of it.  I do know the thwomp part is tricky, but I actually had it much more difficult before, there were a few less rows of blocks, so you really had to get the timing down.  I also extended the platform past it so you didn't have to jump on the thwomp at the right spot either.  Current version is easier than the initial one I had built.

You don't actually need the p-switch through the pipe, just use the doors to reach the one already there.  Getting past the hammer bros shouldn't be too difficult if you keep the fire flower power and shoot them.  In my test runs, I don't think I've lost the star before.  I tried making it easy to get to.  I did find out that you can skip ahead using the top of the other pipe, but I figured it's okay to keep that in.

I couldn't figure out how to get the feather though. I tried launching a shell over the trampoline blocks yet it never activates the hidden block that releases the feather no matter how I launch the shell or how it bounces around. I can get on the left trampoline block 1 out of 10 attempts via the trampolines with just enough momentum to jump from the very right edge of the pipe. Yet I can't grab the feather without dying or losing the feather straight away. Probably another 1 in 10 attempts to get out of there lol. Without the feather the jump to the bill blaster area becomes a pixel perfect jump although I also managed  to lure the squid in the right position to use as a jump in between. Without the extra p-switch the timing is very tight to get to the star, at least for me. It's probably better to get that part down fast though, Bowser's fire gets me before I reach the star if I take my time with an extra switch.

I'll give it another go tonight, I know I can do all the components seperately (with a lot of attempts). It just depends on if my gamepad survives that long :)



Just enhanced a level, i created 2 days ago.
It's the successor to my level "Race The Shell! 1" (ID of the first level: B017-0000-0030-88D4)

"Race The Shell! 2 - Enhanced": 0999-0000-007A-5FED

Would be awesome if anyone wants to try it out. I also recommend playing the prequel-level before playing 2.



Playing: F1 2016 (PC), Uncharted: The Lost Legacy (PS4)
Watching: Hajime no Ippo, Attack on Titan (4th time)
Upcoming purchases in October:
-TBD

spurgeonryan said:
Just did a new one.

I am hitting a wall. How do We make different music and make pipes actually work?


2449_0000_007A_7DC3

I assume you mean linking pipes? You have to drag the little Mario into a pipe to set up a link to the second screen. It is the last thing to unlock, so if you don't have all 5 tool bars full you're out of luck.

You can make music with the music blocks. Shake one to make it yellow. Placing them on different things at different heights give them diffirent tones. They activate when they get into range or you can have something bouncing on them. It is a lot of work to make a bit of music that way though.

The sounds and visual effects unlock at some point too, and you can shake each one for an alternate effect to get fire works or disco nonsense.



SvennoJ said:

I couldn't figure out how to get the feather though. I tried launching a shell over the trampoline blocks yet it never activates the hidden block that releases the feather no matter how I launch the shell or how it bounces around. I can get on the left trampoline block 1 out of 10 attempts via the trampolines with just enough momentum to jump from the very right edge of the pipe. Yet I can't grab the feather without dying or losing the feather straight away. Probably another 1 in 10 attempts to get out of there lol. Without the feather the jump to the bill blaster area becomes a pixel perfect jump although I also managed  to lure the squid in the right position to use as a jump in between. Without the extra p-switch the timing is very tight to get to the star, at least for me. It's probably better to get that part down fast though, Bowser's fire gets me before I reach the star if I take my time with an extra switch.

I'll give it another go tonight, I know I can do all the components seperately (with a lot of attempts). It just depends on if my gamepad survives that long :)







(Switched to edit mode so I could get screens faster)





That's how I intended it to be done, lol.