Super Mario Maker Catch-All

damnablebear wrote:

Today is underwater stuff, no? Or am I missing something? I still think I don't fully understand how unlocking works. And a lot of other stuff, for that matter. Warping to other areas, enlarging things, establishing behaviors of enemies, etc.

You enlarge things by dropping a "big" mushroom on top of them, kind of the same way you add wings to a Koopa, to make it a flying Koopa.

I think a lot of the newer stuff is unlocks. Build all the stages, then start adding behaviours, etc.

Moving platforms you can alter the direction they go by clicking on them.

Today, my girls unlocked extra enemies (Lakitu and co), underwater, and castle features through just making levels and playing them. I am currently waiting for the battery to recharge so I can try and unlock those on my profile...

Zoso1701 wrote:

Mario Maker made today like Christmas morning here! We were all up at 6:30 playing, seeing what our asset delivery was, and trying the tools out.

1 year old played with toys while 2 year old played the training levels I made for her (MADE IT TO THE FLAG IN 2 of 4 of THEM, YEA!)

Just marvelous.

Totally this.

You can also alter some enemies by shaking them. That's how you switch between green and red turtles, for example. Whenever you get a new enemy or item, try shaking it!

I just put a new level up, and I'm pretty proud of it. A little gimmicky, but just fun to do. I felt like I was building MouseTrap!

5264-0000-002E-E58B

Do options for power-up progression -- situations where regular Mario gets a mushroom from a particular block, but Super Mario gets a fire flower instead -- unlock later on?

If not, that has a definite impact on how "traditional Mario"-styled levels are created.

Typically, power-ups serve three purposes in Mario:

- They give you an early reward for demonstrating fluency of platforming skills. (Usually a mushroom near the start to encourage exploration.)

- If you get hit, later power-ups provide a "recovery" mechanism to both reinforce exploration after failure and enforce a baseline for more demanding sections later on. (e.g. "You must be *this* tall to ride.")

- If you don't get hit, they provide a more substantial reward (fire flower, raccoon tail, etc.) for that mastery that is tied to a new mechanic that puts a new twist on that more demanding section.

Without power-up progression, you only get the first two of those three and the sense of accomplishment from earning that second-tier power-up through mastery is gone.

I was thinking about that, too, Ozy. Definitely a disappointing oversight.

Edit: Thinking about it more, it's not an oversight. It was a choice, and I understand why they did it. It was probably the right choice to make. But it certainly does change the shape and flow of levels.

First underworld level: 3CDA-0000-002F-6FE0

Trying to go fairly traditional with the level design at first.

For those aren't following me yet, just had some fun as the Bullet Bills unlocked.

I present:
Cavernous... BF7A-0000-002F-A199

Wish I'd dropped a few more blocks to get the castle pieces unlocked tonight, but it's 12:30am (yep, THAT late, LOVE IT!) so I'm off to bed (in theory).

tuffalobuffalo wrote:

First underworld level: 3CDA-0000-002F-6FEO

Trying to go fairly traditional with the level design at first.

Last last code "O" should be the number "0". Giving it a try now.

m0nk3yboy wrote:
tuffalobuffalo wrote:

First underworld level: 3CDA-0000-002F-6FEO

Trying to go fairly traditional with the level design at first.

Last last code "O" should be the number "0". Giving it a try now. :)

Whoops! Fixed.

Final revisions done. Farscry, I won't be changing/deleting this level so if you want to use it as my anchor code feel free.

Trampoline Traversal - A0D4-0000-0030-6A8A

Enjoy!

I'm having battery life issues.

Best one yet!

A3FF-0000-0030-A6D5

Posting for folks that don't want to wait for things to unlock. I personally like the idea of timed unlocks, so I won't be doing this:

Alas I missed my game delivery on Friday and I'm impatiently waiting to collect it tomorrow so I can join in on the fun. I even doodled on a napkin, at work, a design I hope to try when I get the chance :).

Yeah, I'm enjoying the gradual unlocks.

tuffalobuffalo wrote:

Yeah, I'm enjoying the gradual unlocks.

I was quite annoyed by them last night when I sat down to work and had only the tools I'd already had. But it ended up forcing me to really work with those tools, and the levels I made ("Classic Underground" and "High & Low") were much more successful as a result.

ClockworkHouse wrote:
tuffalobuffalo wrote:

Yeah, I'm enjoying the gradual unlocks.

I was quite annoyed by them last night when I sat down to work and had only the tools I'd already had. But it ended up forcing me to really work with those tools, and the levels I made ("Classic Underground" and "High & Low") were much more successful as a result.

Yeah! The constraints do help with basic level design, I think.

Agreed with the feeling that the gradual unlocks are good. Learning how these things work is going to (for me) be important when I have all the pieces.

The 100 Mario expert challenge is kinda bad. It mostly ends up being not just hard levels but bad and hard levels.

I expect that to be the case for awhile. Levels that are bad but still difficult to clear are ridiculously easy to make.

So apparently my Miiverse comments are using my real first name. If your levels get comments from Marshall, that's probably me. I'd thought I'd associated a handle with the Mii somehow, but I guess not. I never really expected to go online with the Wii U so I didn't pay much attention to those settings.

It looks like one of my roommates ran the gamepad battery down playing Hyrule Warriors while I was off visiting my mother-in-law. I'll dig into the editor as soon as it recharges. Hopefully I can get some good ideas for simple levels while I wait for all the pieces I need for my one big idea...

ClockworkHouse wrote:

I expect that to be the case for awhile. Levels that are bad but still difficult to clear are ridiculously easy to make.

I hope there is a way for good levels versus gimmicky levels to rise to the top.

tuffalobuffalo wrote:

The 100 Mario expert challenge is kinda bad. It mostly ends up being not just hard levels but bad and hard levels.

I tried it a few times and yeah, most of the time it's bad. Is the main reason to do it just to unlock all the little characters? That'll be a slog.

Vargen wrote:

So apparently my Miiverse comments are using my real first name. If your levels get comments from Marshall, that's probably me. I'd thought I'd associated a handle with the Mii somehow, but I guess not. I never really expected to go online with the Wii U so I didn't pay much attention to those settings.

It looks like one of my roommates ran the gamepad battery down playing Hyrule Warriors while I was off visiting my mother-in-law. I'll dig into the editor as soon as it recharges. Hopefully I can get some good ideas for simple levels while I wait for all the pieces I need for my one big idea...

Miiverse uses the name you have your Mii. Just rename it.

tuffalobuffalo wrote:

The 100 Mario expert challenge is kinda bad. It mostly ends up being not just hard levels but bad and hard levels.

That's when the option to skip comes in handy.

My household has uploaded seven or so levels. Here's some:
72C8-0000-0029-2E38
39A5-0000-001D-5FEE
D71A-0000-001D-3CF4
2981-0000-0027-AE77
52CA-0000-001E-618F

I would appreciate any feedback on my level. Excited to see what everyone else is making to.

0981-0000-0033-5C5A

Level 3 unlocks, I was like

Level 4 unlocks... .

Level 5 unlocks

Top two discoveries for building so far.

ZL or ZR lets you 'copy' an element by selecting it and letting it go (rather than moving it).

AND

L or R... MULTI-GRAB MODE! That's right, you can select entire sections of screen by click and dragging the yellow marque tool around onscreen elements. I sooooooo wish I had discovered this sooner!

Honorable mention to both of these being pressed simultaneously to initiate 'quick erase' mode if you only need to delete an element, but don't want to go into erase mode completely (kind of a quick switch option while held).

m0nk3yboy wrote:

Level 3 unlocks, I was like

Level 4 unlocks... .

Level 5 unlocks :drool:

The best comes next! I'm telling you!

I actually made a "kid's version" of a Castle level - pretty easy, but if anyone has young kids checking out the game and you're following me, have them give it a shot! Really it was just an excuse to use some of the Castle tileset for today, but it's a good primer of Castle stuff, I think.

Edit: Will probably show up as "Ryan" on MiiVerse.