Super bunnyhop posted a mario maker complicaton with codes included. I personally like the one level having a basic but effective remedy on fixing the lack of checkpoint void.
Was Mariobro4. No, I'm not taking off my backpack...it's important.
@Lycidas: Thanks for playing again.Yeah that middle one you need to bounce off him,it's probably advisable to take yoru time at that bit and suss it out as you'll be using it again later.Once you know how it works it's pretty easy to do,or maybe I've just played it so much.There's a couple of cool twists after that so hope you give it another go
I've tried the level in the other templates and must say,it looks fantastic in the original SMB one.It works as it should for the most part but needs some readjusting near the end for it to be beaten.Going to work on that next and put that up.
@DanoLefourbe: I'll give it a go later,been meaning to play yours but never had much of a chance.I had started Extractor this afternoon then got a phone call and needed to go out.
I haven't played the earlier version but this version here is simply great. The music fits perfectly and you have managed to make the underwater levels enjoyable since there are really fair! From start to finish I was having pure fun. Thanks
@OneBagTravel: I'm a bit stuck too. 23 levels, that's a lot, but I know some are meh, and I'm a bit out of ideas. That's why I'll mostly play for some time, until I get more ideas.
@OneBagTravel: That happened to me last week,after being on a roll with ideas and improving level by level but then after coming up with what I thought would be a good theme I hit brick wall and just couldn't pull off what i was trying to achieve,more because of lack of inspiration rather than tools.I took a break for a few days then from nowhere an idea popped into my head and back I was creating.
@Mk_II: To answer your question, @DanoLefourbe is right. To add to his answer, if you un-upload a level, you will keep all of the stars if has gotten while it's offline. So feel free to make as many changes as necessary!
I spent last week making this level specifically for the 8-bit Mario amiibo. It's a "vertical" level which starts out pretty simple but then gives you a choice between 2 paths, each a different challenge. It might take a couple of tries to beat, but I tried to keep it fair. I suggest to pick the route that best suits you and develop strategies for each room. And don't worry- if you lose the power-up, more Big Mushrooms are always available at the top of a room.
I worked pretty hard on this, scrapping a bunch of challenges that ended up being too frustrating, so please let me know what you think!
I dunno when, but I wanna make sure my level 3-4 ends up being a good "haunted airship" type level...no clue what I'll do, though. It probably won't be anything amazing, but...whatever.
My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr
Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.
@Freeon-Leon: I played your other 2 levels and I found them enjoyable.
I like the remix of 1-1. Feels completely new and fresh.
The Donut touch that is pretty cool too, but perhaps the piranha plant in the pipe to the bonus room is a cheap shot, as you are waiting for the donut blocks to drop, just to be hit by it.
Other than that, great levels!
New Super Mario Bros. Deluxe, a remake of Super Mario Bros 1 and The Lost Levels for NSMBDS.
new 3DS: 0276-2211-7514
Actually, I put that Piranha Plant because I thought it would be too easy to leave it without it. The begining of the level is easy enough to get to that pipe as Super Mario so if you get hit you should be penalized with a hit. This was also trying to warn the players that standing in donut blocks for a certain amount of time would cause something negative. Still, if the players were curious and adventurous enough to try to get in that pipe (using the outer blocks and risking themeselves), they'd get a nice reward. If I didn't put that plant there, it might've been too easy to get to that area and the whole level would be very skippable.
... Or maybe it shouldn't be there, as the creator, it's difficult to judge it. But thanks for pointing that out!!!
Btw I liked Mystery Mansion, it's a very entertaining level. There's some enemies that can cause some trouble though, the first group of boos you encounter when you go for the P switch is easy at first but when you go back their pattern can be a little tricky. Also, the boo above the blue skull platform can hit you easily. The progression of the level was good, maybe the final group of boos was a little too easy. It would've been nice to see both challenges combined (dodging boos and using springs) to make it feel more like the conclusion of the level.
Forums
Topic: Super Mario Maker - OT
Posts 2,601 to 2,620 of 4,786
This topic has been archived, no further posts can be added.