Super Mario Makers Catch-All

ClockworkHouse wrote:

Weird thing: did they actually take out the ability to give upgraded power-ups only if the player is Super Mario?

This one took me a while to figure out actually. First, you drag the main power-up on the screen (say, a fire flow). Then, you drag a mushroom onto that power-up. Finally, you drag the combo-power-up onto the block you want to contain it.

I'm not a fan, but eh, I can tolerate it.

I hadn't run into your complaints yet WolverineJon, mainly because I hadn't tried a few of those things yet. But yeah, some disappointments. I think the upgrades and overall improvements make up for it, but it's baffling to see some of the changes or missed opportunities.

Found an old reddit thread for MM1 that I've tested and works in MM2 as a work around for the brick block/single coin situation. If you put a winged coin or parachute coin in the block, it'll only spawn one coin. Not as ideal, as they may or may not be able to get that coin, and the presence of the coin may throw off your flow, but it does give the result of an immediate spent-block.

Clock, that board was great. Love the hunt n find win condition. Also it was designed well to hint at where to go for the 1ups without it being super obvious.

Instead of sharing individual level codes, can we share our Maker codes? That way we can follow each other as makers?

Currently in watching all of the Maker tips. They're definitely helpful for me.

Is the original post getting updates with new level and Makers codes?

It's easy enough to follow an individual level code back to its creator and star them, so it really doesn't matter which people are sharing.

SirRockford wrote:

Is the original post getting updates with new level and Makers codes?

I'll make the time this week to update the OP with Mario Maker 2 codes.

Good level clock, had a bit of trouble finding the last 1up. The gating of level completion using lives gave me a way to complete the level I was working on so thanks! Used my daughter's idea of retraversing a world with a change but had no way of forcing exploration but the lives was a great idea. My wife daughter and I have been playing normal difficulty endless and the lives are so necessary it's good when people seed them in.

Level Name: The Switch Up
Level ID: 760-09H-LMF
Style: SMB3
Theme: Sky
Difficulty: pretty straight forward no tricks just experimenting with changing the way you retraverse a world.

I love designing levels around exploring and finding things like 1-ups, 10-coins, and that kind of thing. When I play Actual Official Mario Levels™, my favorite thing is finding the hidden stars and coins and things like that, so I try to capture that same fun.

I love that you can now gate completion of the level around finding those things, although making them required for completion required redesigning parts of my level. It was a bit too easy to lose some of the 1-ups initially, making the level impossible to finish.

Yeah I really liked your course Clocky. I thought it was fun. For the most part I found it fair to me as a player. The first hidden block 1 up may be hard to find though, because I don't think there is anything there to entice the player to go on top of the platform. I think I probably went up there as a fluke. However, I really thought it was fun.

I find it interesting that the win condition options don't show up until those elements are present in the level.

Farscry wrote:

This one took me a while to figure out actually. First, you drag the main power-up on the screen (say, a fire flow). Then, you drag a mushroom onto that power-up. Finally, you drag the combo-power-up onto the block you want to contain it.

I'm not a fan, but eh, I can tolerate it.

This is from memory, but I think an alternative way to do this is to place the Fire Flower, then touch-and-hold (or A-button-and-hold), then from the context menu that appears, select the mushroom.

This is the same way to place wings on an object now. (Figured that out after hunting through the new screens of parts and failing to find the wings.)

It seems that to make a "big" version of an object or enemy, though, you do still need to drag a mushroom onto it.

Uploaded my first "Kiddo" board, designed for young children with rewards for extra exploration. 51D-WH0-JFF. Feedback is welcome.

First course, short. Y9J-GPT-KNF

Haven't had a chance to dig into the editor, but I did get some easy Endless in today.

One level had the fire flower from Super Mario Land of all things. The one where it bounces off the ceilings and walls and can collect coins if you aim it right. I always liked that twist on the fireball, and it's neat to see it return. And it's neat how Mario turned grayscale when I picked it up.

Is it stupid of me to buy this on cartridge instead of digital like I usually buy things? I'm still worried I'm not going to play it as much as I do other games.

Okay, picked up the game and this person’s courses are really good.

NQ4-Q85-VDG

Has the name Nore139.

One Screen Puzzle and Switch x Switch are both great.

Posting in here to bookmark the thread!

Here is a thing wot I did.
Course ID : R4R-4B0-2VG "Castle Crasher 1"

Just a quick little level so I can start figuring out all the things.

Antichulius wrote:

Uploaded my first "Kiddo" board, designed for young children with rewards for extra exploration. 51D-WH0-JFF. Feedback is welcome.

Thank you! Will definitely have the kids give it a shot tonight. Right now my 7 year old keeps just playing the first story mission over and over, and gets frustrated at anything more difficult. Hoping to more gradually ease him in.

Antichulius wrote:

Uploaded my first "Kiddo" board, designed for young children with rewards for extra exploration. 51D-WH0-JFF. Feedback is welcome.

The kids absolutely love it. The 7 year old loves looking for the secrets, the 4 year old is just happy he can run around without worrying about dying, and finishing it in 7 seconds made me feel like a speed runner.

Great level

Thanks, Skraut! Hope to make the idea into a series, so there should be more on the way.

Pyxistyx, I think I cheated your level, at least kinda? After dying a few times,

Spoiler:

I spotted the small hole, got it and was invulnerable long enough to get through and take out the hammer bro without dying.

Good level, though. I liked the “room” feel to it with single-focus areas.

I wish you can add victory conditions but make them not required, but an extra layer of challenge. Like, find the hidden 30 coins, but you can still win if you don’t.

Antichulius wrote:

Uploaded my first "Kiddo" board, designed for young children with rewards for extra exploration. 51D-WH0-JFF. Feedback is welcome.

Can't wait to try it! I was thinking of trying to make some simple levels for my 6 year old. Or maybe some levels to practice certain skills, like sprinting and then jumping.

I declare this a success, at least in the eyes of a four and five year old.

You want a level with no holes to fall into? No problem. 20 goombas lined up after a conveniently placed koopa? You got it. 30 goombas on a hill to slide through? Trampolines? Trampolines on trampolines?

No joke, my boy has fallen off the couch from laughing.

SirRockford wrote:

Yeah I really liked your course Clocky. I thought it was fun. For the most part I found it fair to me as a player. The first hidden block 1 up may be hard to find though, because I don't think there is anything there to entice the player to go on top of the platform. I think I probably went up there as a fluke. However, I really thought it was fun.

Great feedback. Thanks! I dropped that first platform down a tick to squeeze a couple coins just below the hidden blocks. Hopefully people go up for the coins and accidentally trigger the blocks.

Antichulius wrote:

I wish you can add victory conditions but make them not required, but an extra layer of challenge. Like, find the hidden 30 coins, but you can still win if you don’t.

You can sort of do this, with the red coins. Put a locked door just before the goal that leads to a room with 1-ups or whatever which can only be opened if the player found all the red coins (and thereby got the key).

Obviously that's limited to whatever the maximum count of red coins is, though. (8? 10?)

I've posted my first pair of courses: An easy-difficulty "World 1-1" and "World 1-2" in another planned complete 32-course game, with 8 worlds of 4 courses each, in the style of the original NES SMB1. Both courses are tuned to be somewhat easier than the original SMB1 World 1 courses, and should be suitable for younger kids in the 7-10 or so age range who are learning the game.

I'd appreciate it if any of y'all would like to give them a try! My Maker ID (note: not course ID) is:

4J5-LN0-M1G

(I believe that 6th character is a zero, not a letter 0. Why do companies still include either of those characters in IDs that need to be hand-entered? EDIT: Ah, I see they do have the letter O on the keyboard disabled while entering codes, so there's no ambiguity.)

And I just played a few of y'all's levels!

Antichulius - Kiddo 1-1 (51D-WH0-JFF): I liked how you included a couple of Goombas, but enclosed in blocks and therefore zero threat. The bonus room with the Bullet Bills firing floating coins was fun! I also liked the "easy" (but tricky for a young kid) "optional" path to the top of the flagpole at the end.

pyxistyx - Castle Crasher 1 (R4R-4B0-2VG): Fun concept! Lots of branching paths. I cleared it two different ways: By "brute forcing" my way through the little gap just before the hammer bro in the main level, and by taking the "bottom road" in the sub-level. I did also get "soft-locked" once: I jumped down a narrow gap near the top o the sub-level with an on/off switch and spikes on either side that I think the player is supposed to kick a shell down.

Nimcosi - Quick and Dirty 0-1 (Y9J-GPT-KNF): I had a forced death when I exited the sub-level from the first big yellow pipe and there was already a piranha plant sitting there. Must be a quirk of the 3D World tileset? I also got stuck once when I reached the goal as small Mario, which of course didn't fulfill the "clear as Super Mario" condition. Third time was the charm, and I completed it (and, inadvertently, WRed it). Tricky!

Farscry - 1-1 Perilous Plain (MQM-CH3-R5G): Nicely-balanced light/medium-difficulty level! The Super Star in the first bonus sub-level was a fun surprise, I might steal that idea. The bonus stage exit being in an otherwise unreachable pipe under a bridge was another concept I might steal. The large jumping piranha plant right under the goal gave me an unexpected blow as I hit the goal at full speed, but fortunately I was Racoon Mario at the time so it didn't matter. Looking forward to playing 1-2 later!

D-D-D-Double post!

M-M-M-MULTIPOST!

I was very generously lent MM2 for a few days while my friend moves houses.I played a good amount of MM1 so it's nice to be back! I wasn't sure if I wanted to buy this since I got pretty annoyed with the amount of low-effort levels, but after dabbling for a while...Oh gosh, I need to buy this for myself! Coupled with Twittter, Twitch, and GWJ, I think I could be busy for a very, very long time.

Anyway, here are a few levels I've made. They are all easy to moderate difficulty, with (what I hope is) a smooth difficulty curve. I started trying to make levels for my fiancee who didn't grow up playing platformers, so mechanics are introduced slowly, with only one or two things to learn per stage. I like to think they lean more towards the "classic" style or Mario levels. Good for a casual run, or maybe good for kids

Pipe Fight - K5P-097-7MF 1/5 difficulty

An introduction to smashin' blocks with shells. Be careful with the rebound.

Cronch and Stomp - SVV-SVS-NNG 2/5 difficulty

Bob-ombs will put holes in the floor, watch your step. A few moving platforms and falling enemies keep you on your toes.

A Chill Wind - SDY-YGX-JGF - 3/5 difficulty

Short 'n' sweet. Use tornadoes to carry you safely across dangerous terrain. Straight-forward but can be a bit tricky staying afloat

Skydiving Fish! - RLG-4G0-C3G 3.5/5 difficulty

Take to the clouds, but watch out for those skydiving fish! There's a tricky jump before the finish line, but a checkpoint will provide you with a second attempt.

If your Mario Maker username is different from your GWJ name, say so in an in-game comment and I'll play through any levels you've got active on your page in a few hours when I'm done studying for the day! Really excited to see what everyone else is been working on.