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Topic: Super Mario Maker 2

Posts 321 to 340 of 385

Joeynator3000

Whoo! I got a youtuber to play Migraine Simulator on a stream! xD

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.

Youtube: https://www.youtube.com/c/Joeynator3000

Eel

I wish someone played one of mine on a video or something.

Edit: also I recently found out you can redirect banzai bills as cat mario by punching them, that literally breaks my Catperture Labs level if you do it in room 10, so don't do it

It's a bit too late to fix and re-upload so it will have to be another way to fail that particular room.

Edited on by Eel

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok | Nintendo Network ID: Abgarok

Joeynator3000

I guess don't bother with huge Youtubers just yet, SpaceHamster's stream last night was pretty small. So it was pretty easy to be noticed by him.

Anyways I recorded his playthrough so I could put it up on Youtube. lol
I'm sure his full stream is on his Twitch streaming channel, gimme a sec.
looks it up

...Oh, guess not. I guess he stopped uploading there 2 months ago...well here's the Twitch link if you wanna watch that. He does play Story for half of the stream first if you wanna skip ahead, my level was the first one he did.

As for me, I guess I'll post my video sometime after I get up, gonna sleep while it uploads. But yeah, it was fun. xD
Also, this
SpaceHamster: I'm never accepting another level from you again Joey!

xD

Edited on by Joeynator3000

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.

Youtube: https://www.youtube.com/c/Joeynator3000

norwichred

A quick question. If I remember rightly, in super Mario world sometimes if you went past a bush as Mario a super mushroom would jump out. Can you recreate this in super Mario maker 2 and if so how? Currently i place my mushroom by the bush and it just appears in front of it as soon as the mushroom appears on the screen and it starts moving away from the player.

Failing that, is there any way to at least stop the mushroom moving away?

It’s just that I’m using Mario maker to create simple levels for my two daughters aged 3 and 2 to start being able to play and I’d like them to get the surprise of “wow that mushroom just jumped out from behind a bush” rather than it just being there.

Thanks in advance.

norwichred

Bolt_Strike

I really wish they'd give you more control over the timing and pattern of enemy movements. It's really throwing off the design of some of my levels because the enemies end up in the wrong place at the wrong time or behave in a way I didn't want them to due to only having control over where you place them. For example, I'm designing a level that has Ant Troopers and Bullet Bills and I'm finding the following problems:

1. Ant Troopers not moving in the direction I want them to go. They always face to the left and there's not much you can do to change that. I've found out that they move in the other direction when Mario appears in the room to the right of them or when they collide with an enemy, but these things are fairly unintuitive and by the time I found that out I was about 80% done designing it and I didn't want to go back and spend all that time mirroring the level.

2. The timing of when the Bullet Bills fire is getting in the player's way at inopportune times. I'm dying a lot on this level because the Bullet Bills' timing seems to be inconsistent and they end up firing earlier/later than I want. I'm guessing the problem is that the timing is set once the cannons appear on screen and the inconsistency is due to minor discrepancies in when the player arrives on the same screen. Either way, it's really irritating that these inconsistencies exist and I'd like to do something about them besides just moving the cannons (which could screw up the levels in other ways).

They should really let you control the timing of enemy attacks. Being able to set things like delay timers, attack frequency, movement speed, movement ranges, AI (simple things like having them chase or run from Mario), etc. And come on, I shouldn't even need to ask for something as basic as the direction an enemy faces, that should've been a thing from the very beginning!

It feels like the more I play this game, the more limited it feels. I've seen fanmade level designers that do a lot of basic things better than SMM. That's not to say the game is bad or anything, but we've still got a ways to go before we reach perfection.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

Joeynator3000

Enemy direction should be an option, had that issue when recreating my Advanced Remix.

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.

Youtube: https://www.youtube.com/c/Joeynator3000

Eel

Apparently my Catperture Labs level is coming up on expert endless mode.

Much to the confusion of the person who played it, they even commented it was too fair for expert mode.

Edited on by Eel

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok | Nintendo Network ID: Abgarok

Joeynator3000

....Meanwhile my newest level isn't getting any attention. TwT

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.

Youtube: https://www.youtube.com/c/Joeynator3000

funnyman420

Hey how do you grab people in versus?

shut

Lethal

My game is not working properly. Normally I can use the D-Pad to navigate the menu around the borders but now I can not access them unless I use the touch pad. The left analog stick moves Mario around but I can not place him anywhere. This is making it impossible to create a level as I use the D-Pad to choose where to place items.

Switch Friend Code - SW-1147-4867-6886

MarioVillager92

@J-Plap Hold down ZR while you're next to someone. Let go of the button to throw.

@Joeynator3000 Same here, my latest level wasn't played by people for a few days when I first uploaded it.

"Give yourself the gift of being joyfully you."

ACNH Name/Island: D-Pad/D-World
Dream Address: DA-1613-1378-1995

Also known as MarioLover92. Please ask for my Switch FC if you want to play online with me. Thanks!

My Nintendo: MarioLover

Moshugan

I'm sure it has come up here before, but it's REALLY annoying how red coins, keys/keydoors and checkpoints work. When you're collecting red coins and touch a checkpoint, it saves the amount of coins you collected up to that point. All well and good. But after the very instant you collect the last coin and receive the key and then die, you respawn at the last checkpoint with NO COINS COLLECTED!!
The same goes with keys received in other ways and unlocked doors. If you have a key or have unlocked a door and touch a checkpoint and then die, you will respawn without a key and with all doors tightly locked.

This makes some level designs impossible and others very frustrating. You can't really make collecting red coins for a door the main feature of a long level, because it's possible to die after getting all coins and then you're forced to do it all over again.

I wish the checkpoint saved the current state just as it is. In the case of red coins it should respawn you in the same state that you were when you touched the checkpoint. If you had collected 4/5 coins when touching the checkpoint and then collect the fifth coin and then die, you will respawn with no coins collected. It should respawn you with 4/5 coins collected, just as you had when you reached the checkpoint!!

Edited on by Moshugan

My Super Mario Maker 2's Maker ID: R7B-M93-5GF

Nintendo Network ID: Moshugan

DenDen

I played 70+ online matches, its fun but thats that haha, you miss so much playing the levels to rush trough it

Now playing
Nexomon
Dicey Dungeons
UnderMine
Steamworld Quest

FC - SW 2926-4689-1966

Switch Friend Code: Sw-2926-4689-1966 | My Nintendo: DenDen

funnyman420

Playing a course in single player after playing versus multiplayer feels like slicing butter with a warm knife after trying to cut wood with a hatchet all in one slice

shut

TommyTendo

Nintendo should make match-making based on your internet speed. Bad internet VS bad internet and good internet VS good internet.

Burning_Spear

In course-creation mode, is there a quick way to zap Mario back to the start, so the level can be played from the beginning with everything reset? The only way I know to do it is to drag Mario backward through the whole course, which is a bit tedious. Thanks in advance.

Mechabot Ultror Fights Again

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