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Topic: Super Mario Maker - OT

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DreamyViridi

I am super excited for the keys after seeing that video.
I'm gonna make a couple levels in preparation for the update!

Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider.
Mario Maker Levels

Switch Friend Code: SW-6593-3528-8788

Chandlero

Nice update. Still no slopes but the key mechanic is freshly new, so that I can create completely new levels with it. Now you can have Bonus rooms for the people that discover all key coins. Nice!

For the next update I would like to have either new music samples or the possibility to create your own.

[Edited by Chandlero]

I'm just going to repost this because there is no way to bump a post on here.

THE GREAT RUNNER CREATION CONTEST EPISODE 2 - Win a VC Mario game!

I'm organizing a contest in a Facebook group and I'd like to open it up to this forum as well. There is a prize for winning so read on if you are interested. This is my second runner contest but the first one that I am posting in NintendoLife.

The winner will receive their choice from a selection of virtual console Mario games! Available to anyone who can use the eshop, region doesn't matter!

Here are the rules:

1. The purpose is to recreate the gameplay of a runner game such as Temple Run, Bit.Trip Runner, or Mr. Jump. This means that the screen moves relentlessly forward on its own and the player must, at a minimum, jump to avoid obstacles and clear jumps. Sliding, spin-jumping, and other moves are also encouraged but not required. Mario can never stop moving forward and must keep dodging obstacles and/or clearing jumps. The main way of achieving this of course is with setting autoscroll to cheetah. The only other alternative I am aware of at this time is to use a combination of a buzzy beetle shell and a bill blaster to push Mario (Example: https://supermariomakerbookmark.nintendo.net/courses/9069-000... If you have another idea feel free to ask me. Time limits are not an acceptable substitute- you can use them if you want but they must be in conjunction with something that forces the screen forward even if you press nothing. Courses where you simply hold right and run are not acceptable either. This contest was born out of my love for Bit.Trip Runner (https://www.youtube.com/watch?v=NJceP_Kts6c).
2. Mario can outrun cheetah autoscroll so it's up to you to slow him down when needed. See examples from the last creation challenge if you're having trouble getting the idea.
3. Yes, item grabbing really is allowed. All power-ups are also allowed. I'm not going to outright ban kaizo techniques but please keep in mind that they have very niche appeal.
4. Only SMB, SMB3, and SMW are allowed. You cannot use NSMBU this time around.
5. Water is not allowed because Mario moves too slowly and airship is not allowed because the up and down of the screen does not work well for a runner.
6. Runners often require that you play a course multiple times and learn it before you can master it so the standards for what might be considered unfair are a bit different here. Do not intentionally try to hide things from the player. Invisible blocks are not allowed at all. A good creator understands the difference between a super expert course and a trolling course. Try to make challenges readily visible so the player has a moment to figure out what to do. Mario is not perfect for this though so do your best. As long as it doesn't feel like your goal was to trick the player into self destruction we should be good.
7. It's ok to make use of the fact that the scrolling stops at the end of the screen. For example, you can place a checkpoint there in front of a pipe or door so the player has a moment to prepare if when they respawn at a checkpoint. Or for another example, check out the pipe to the bonus area at the end of my first runner: https://supermariomakerbookmark.nintendo.net/courses/7D7D-000...
7. Please let me know if you are interested. Submissions are due Saturday, March 12th at noon MST (Denver). Post your submissions in this forum and make sure you tag me so I get a notification. You're encouraged to send them to me earlier if you would like me to let you know if it meets the criteria but I can't promise I will give you feedback right away.
8. After submissions close, the contest will run until Saturday, March 26th at noon MST (Denver). Rules for the contest will be posted at that time.

The previous contest was limited to SMB style only. The winner of that contest was Fire runner by Krystal (https://supermariomakerbookmark.nintendo.net/courses/3620-0000-01D1-D803) and the runner-up was 20 second cheetah sprint by 2iPakka (https://supermariomakerbookmark.nintendo.net/courses/9DF4-0000-01D7-3E8C). Because the voting was so close between the two, they each won a prize.

A few more examples from the previous contest:
https://supermariomakerbookmark.nintendo.net/courses/04CA-000...
https://supermariomakerbookmark.nintendo.net/courses/2263-000...
https://supermariomakerbookmark.nintendo.net/courses/9F50-000...

boyonion

Thanks for all the tips, guys!

I've made another one here: Yoshi Makes Things Easy!

Most of my courses skew towards difficult, so I wanted to make one a little more laid back. Also, it features Yoshi. SMW style.

boyonion

DarkAero

Bosh_Factory wrote:

I also like that it was possible to skip the first track section using the platform route, so i didn't have to keep going through it to get to the second section. Putting a muncher plant on the block-snake was a good twist.

The problem is – if you don't ride the first block snake to the end, then you miss the second checkpoint. Which could become quite useful especially with the second block snake and the ice blocks falling from the top back in the overworld. It's definitely interesting for world records, though.

I tried to convey a real ice level aesthetic with this level. I hope it worked. =P

Furthermore, there's a course I re-uploaded just yesterday – it's called "Tormentum Insomniae" and uses the SMB3 Ghost House style.

Bookmark

Le noir, ce mot désigne depuis un époque lointaine le nom du déstin.
Les deux vierges règnent sur la mort.
Les mains noires protègent la paix de nouveau-nés.

Bosh_Factory

I've updated another one of my levels, "Race Against The Star". The completion rate was a bit low - which is a shame given the level is a race - so I modified a couple of areas where people were dying the most to make it fairer. I made a few other tweaks as well.

As before, if you catch the star then you're rewarded with a more euphoric route to the finish line.

https://supermariomakerbookmark.nintendo.net/courses/BAC2-000...

My Switch friend code: SW-8246-4833-2898

kkslider5552000

So I decided to try to recreate the first 2 levels of semi-obscure N64 platformer Mischief Makers. Because I guess I was certain no one else is gonna!

https://supermariomakerbookmark.nintendo.net/courses/20BA-000...

Parts of it are reasonably clever I think! (not 100% accurate recreation, because Mischief Makers lacks traditional enemies frequently)

Non-binary, demiguy, making LPs, still alive

Megaman Legends 2 Let's Play!:
LeT's PlAy MEGAMAN LEGENDS 2 < Link to LP

Freeon-Leon

Finally made a "new" level!

Well, sort of, it's a revision of my previous level "Bowser's Frosty Fortress":

Here it is!. It can be a little hard, but I'm sure you'll have lots of fun. Also, as always, it's very speedrunnable.

Oh and I'll be posting a new level each week AND I'll be playing yours through the week.

[Edited by Freeon-Leon]

Check out my super awesome Super Mario Maker levels.

DreamyViridi

I can't wait for the big update tomorrow! I pre-made 2 levels in preparation for the new Keys and Skewers. I used to use 1-UP Mushrooms as replacements for Star Coins but the new Key Coins may do a better job; they might give players better incentive to go for them.

It'd be cool if checkpoints saved the number of Key Coins a player got; though I can understand if that's not implemented.

[Edited by DreamyViridi]

Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider.
Mario Maker Levels

Switch Friend Code: SW-6593-3528-8788

DreamyViridi wrote:

I can't wait for the big update tomorrow! I pre-made 2 levels in preparation for the new Keys and Skewers. I used to use 1-UP Mushrooms as replacements for Star Coins but the new Key Coins may do a better job; they might give players better incentive to go for them.

It'd be cool if checkpoints saved the number of Key Coins a player got; though I can understand if that's not implemented.

I too have levels ready to go, I think what I will do if keys and coins are not saved is put them after or accessible only after the last checkpoint. Probably the best solution.

GIR

DreamyViridi wrote:

I can't wait for the big update tomorrow! I pre-made 2 levels in preparation for the new Keys and Skewers. I used to use 1-UP Mushrooms as replacements for Star Coins but the new Key Coins may do a better job; they might give players better incentive to go for them.

It'd be cool if checkpoints saved the number of Key Coins a player got; though I can understand if that's not implemented.

I too have levels ready to go, I think what I will do if keys and coins are not saved is put them after or accessible only after the last checkpoint. Probably the best solution.

Grumblevolcano

Official trailer for tomorrow's update. Important new things include:
. Can have up to 8 keys in a level
. Can have up to 5 pink coins in main and sub areas.

[Edited by Grumblevolcano]

Grumblevolcano

DreamyViridi

@Chandlero, @GIR: I imagine that the checkpoints might save the key coin count and when play-testing the level to prove its upload-worthy; the game will act as if you didn't collect any.

Heh, that's the problem with making levels beforehand. You expect the new addition to function in some way without taking any other unexpected functions into account.

[Edited by DreamyViridi]

Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider.
Mario Maker Levels

Switch Friend Code: SW-6593-3528-8788

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