Is there a way to give coins "weight" so that they move on a conveyer belt?
Shoot them out of a cannon or use a pow to knock them down. They'll go away but they have weight after that triggering seesaws and music blocks.
Is there a way to give coins "weight" so that they move on a conveyer belt?
This is a great idea and really well executed, and I found it less frustrating than the original version. As soon as I saw the rotating firebar it gave me flashbacks to Turtles. Well done!
A detailed search feature would be appreciated in that caseI wish I could've have a "prefered" mode for level I want to play, so I could have more SMW levels and almost no NSMBU stuff. :U
I already see where you're going with it from the image! Will give it a play when I get home :)Finally made my first Mario Maker 2 level. Are any of the people from the old MM community on GAF still around here?
Anyway, here it is:
Not too difficult of a level. Entirely vertical, inspired by some levels and ideas from my game Octahedron :)
Holy shit, aren't you the "vertical level adventure", "hard hat" et cetera guy? The first one is a SMB3 Style level and the second one a SMB level. Can't remember the level names, but I think I do remember your level presentation image. I loved your shit in MM1. On Neogaf I was called "Dimentio" with the ingame name "Gilder". I made levels like "Overgruin Ruins" or "Sawblade Walker". Maybe you remember me.Finally made my first Mario Maker 2 level. Are any of the people from the old MM community on GAF still around here?
Anyway, here it is:
Not too difficult of a level. Entirely vertical, inspired by some levels and ideas from my game Octahedron :)
Holy shit, aren't you the "vertical level adventure", "hard hat" et cetera guy? The first one is a SMB3 Style level and the second one a SMB level. Can't remember the level names, but I think I do remember your level presentation image. I loved your shit in MM1. On Neogaf I was called "Dimentio" with the ingame name "Gilder". I made levels like "Overgruin Ruins" or "Sawblade Walker". Maybe you remember me.
Or maybe I am wrong. lol.
Finally made my first Mario Maker 2 level. Are any of the people from the old MM community on GAF still around here?
Anyway, here it is:
Not too difficult of a level. Entirely vertical, inspired by some levels and ideas from my game Octahedron :)
Finally made my first Mario Maker 2 level. Are any of the people from the old MM community on GAF still around here?
Anyway, here it is:
Not too difficult of a level. Entirely vertical, inspired by some levels and ideas from my game Octahedron :)
Made a quick and dirty course based one of my favorites from SMW.
Butter Bridge Brigade: MKM-SFN-Q9G
Appreciate any feedback as always, give me a follow if you like my style! At this rate I'm uploading new courses about 1-3 times a week.
Three Dee Road: 7QJ-GV1-NRF
Spiny Central: TCS-FKL-WQG
Retro Road Redux: RVQ-8HS-R1G
Cheep-Cheep River Remix: GCC-H6N-4MG
Scorched Tower Ruins: 67F-421-6RF
Sand Springs: LCB-F5J-J5G
Overflow Frontier: 639-C0V-BGF
Bully Tracker: JLB-MMJ-VHG
I just saw where this comment is... Took me a minute to figure out how you even got there, now I wish that was the right solution :p(if you look at my comments in the level, at one point I got most of the way through the puzzle and then went completely the wrong way at the end!
The sub area here feeling like it's ingrained into the existing main area is neato, I shelved my attempt at an open coin nabbing stage ala 64 style last week because it didn't feel quite right, this one however does.Finally finished my fifth level.
Prospector's Canyon
KVJ-LGX-5JF
Description: Find the eight pink coins in this sprawling abandoned mining colony.
I decided I wanted to do a Pink Coin level and tried to make something kind of inspired by Super Mario 64, with a big sprawling level with eight pink coins you get in no particular order. I really don't know how it'll play out for most people, I can see it taking a while for some. I'm definitely tired of designing levels like this, took way too long, going to try something more traditional next.
Yes, that was me :) You mean these, I'm sure: https://imgur.com/a/DDq0URYHoly shit, aren't you the "vertical level adventure", "hard hat" et cetera guy? The first one is a SMB3 Style level and the second one a SMB level. Can't remember the level names, but I think I do remember your level presentation image. I loved your shit in MM1. On Neogaf I was called "Dimentio" with the ingame name "Gilder". I made levels like "Overgruin Ruins" or "Sawblade Walker". Maybe you remember me.
Or maybe I am wrong. lol.
Thank you! :)
Thanks! And yes, I made Octahedron. Apparently I have a thing for vertical level design :PGreat level. Really cool how the level design changes 3 times in the span of 1 sub area. Also, am I reading that correctly that you're the creator of Octahedron?
Correct, you need Cape Mario to get the coins in the sky, if you fail to "upgrade" one of the two Super Mushrooms in one of the two ? blocks on the main course, you can grab a repeatable feather dropping from the pipe in the sub-area, which also has a few more coins. There are well over 200 coins in the course, so either the sky or the sub-area will put you over the top. Thanks for playing it!Fun level but am I correct in understanding you needed the cape to fly up and get those coins? Was there another way up there?
Great level! Right balance of difficulty and making use of a few course parts to make a cohesive theme. One of the better red coin hunts I've played.Finally finished my fifth level.
Prospector's Canyon
KVJ-LGX-5JF
Description: Find the eight pink coins in this sprawling abandoned mining colony.
I decided I wanted to do a Pink Coin level and tried to make something kind of inspired by Super Mario 64, with a big sprawling level with eight pink coins you get in no particular order. I really don't know how it'll play out for most people, I can see it taking a while for some. I'm definitely tired of designing levels like this, took way too long, going to try something more traditional next.
I was IceMarker way back on the old site, and fantastic level by the way! Your thumbnail here implies it's a Light World/ Dark World concept, but I was delightfully surprised by what it really turned out to be!Finally made my first Mario Maker 2 level. Are any of the people from the old MM community on GAF still around here?
Anyway, here it is:
Not too difficult of a level. Entirely vertical, inspired by some levels and ideas from my game Octahedron :)
I flip-flop between the two, I'm definitely a lot better at making levels with just the buttons now than I was a week ago.Ok guys so what's the consensous on which is the best way to create levels in here? I see some people saying that creating levels entirely with the controllers is just as fine as using the touchscreen with a stylus. And that would be ideal since I really don't want to spend extra cash on a damn stylus and screen protector.
Hi, guys, here is my third level,
it is quite challenging but nothing kaizo, the shellmet should provide your safty.
just remember to bring TWO of them with you.
K43-3R8-D7G
Your mission is to shutdown Bowser Jr.'s suspicious project from inside,
therefore watch your steps.
there is a bit of intentional cheese for you to discover, too. :)
Thanks! And yes, I made Octahedron. Apparently I have a thing for vertical level design :P
Yeah, exactly. Man, I'm glad you returned to Super Mario Maker 2. I'll gladly follow you too. Thank you very much.Yes, that was me :) You mean these, I'm sure: https://imgur.com/a/DDq0URY
And omg, you're Dimentio? You made pretty much the best levels in MM1, but I'm sure you remember me saying that in the past! I loved all of those so much. Can you share your ID, so I can follow you?
I know that feel.That feeling when your super pandering level that you thought was garbage has a higher like/play ratio than all the levels you spent a ton of time on.
Ok guys so what's the consensous on which is the best way to create levels in here? I see some people saying that creating levels entirely with the controllers is just as fine as using the touchscreen with a stylus. And that would be ideal since I really don't want to spend extra cash on a damn stylus and screen protector.
Pretty intense but never overwhelming, I had a lot of fun playing this level, I maybe would've liked a checkpoint at the halfway point of the first area but I got through it well enough.Hi everyone, my 4th level. I made a bullet hell/shmup level. I think it's pretty good. Hoping to do more in a series of these. Let me know what you think if you play it!
I liked that this felt like a classic Mario stage. A little on the short side though and it feels like the checkpoints are too close to each other. Good stuff nonethelessI posted this late last night so I am reposting to get some more feedback. Lemme know what yall think.
Name: Into The Storm
Course ID: Y63-2BD-JXG
Hi everyone, my 4th level. I made a bullet hell/shmup level. I think it's pretty good. Hoping to do more in a series of these. Let me know what you think if you play it!
I liked that this felt like a classic Mario stage. A little on the short side though and it feels like the checkpoints are too close to each other. Good stuff nonetheless
Pretty intense but never overwhelming, I had a lot of fun playing this level, I maybe would've liked a checkpoint at the halfway point of the first area but I got through it well enough.
Fun level. One thing to note is in the second second with the fire flower, if you lose it you can't hit the piranha plants which makes the whole section significantly hard. Worth noting. I enjoyed it though.
You're welcome dude lmfao. I had the stage on for 3 days going on standby and back on. There was a part close to the end where you had to make a vine jump with a low ceiling above and spikes between. That was HARD. But I got through it. I don't give up so easily! Loved it heh
Neat idea and very fun. Does feel a lot like Donut Plains 2. I only wish you went with that idea further for the second half of the level too because it was over so quickly.I made a level loosely inspired by Donut Plains 2. It's a slow auto-scroll level where you're pushed into a cavern that's gradually getting narrower. Collect the red coins for a spooky extra challenge!
Name: Can you cross the threshold?
Course ID: 9NP-5GN-GLF
Very cool level and nice traditional plattforming including sweet sweet secrets. Played it once and then a couple of times because I wanted to get a good WR.I posted this late last night so I am reposting to get some more feedback. Lemme know what yall think.
Name: Into The Storm
Course ID: Y63-2BD-JXG
The sub area here feeling like it's ingrained into the existing main area is neato, I shelved my attempt at an open coin nabbing stage ala 64 style last week because it didn't feel quite right, this one however does.
And this way you can add more coins as well, this is all useful to know
To think my other shelved concept was "what if a MINE? in the SMW theme!", I don't even need those two stages anymore now I've played this!
Thanks for the feedback guys, I was a little worried how it would play in other people's hands.Great level! Right balance of difficulty and making use of a few course parts to make a cohesive theme. One of the better red coin hunts I've played.
Same here hahaI think I've made a masterpiece then go play other people's levels and realize how creatively bankrupt I am.
Hello,
I would like feedback on one of my levels. It's the one I like most, but people vote better other levels.
So, just to have extra feedback if you wish to try it.
Three rooms.
It has three rooms with one puzzle in each of them. It's impossible to get stuck, and really difficult to die, so you can concentrate on the puzzles. The puzzles are quite easy, but I think they are fun.
085-1RD-N3G
Thanks.
I think I've made a masterpiece then go play other people's levels and realize how creatively bankrupt I am.
Meme started by Mario speedrunners and Kaizo romhackers years and years ago. Plus the height you can get jumping off of Yoshi is still useful as all hell.Why do so many Makers seem to build their levels off of "killing" Yoshis, lol?
Very cool level and nice traditional plattforming including sweet sweet secrets. Played it once and then a couple of times because I wanted to get a good WR.
It may be true, that the second checkpoint kinda feels redundant, but it doesnt really matter. The casual easy Endless plebs will thank you for it. Great work.
And yeah, I created Sawblade Walker. Glad you liked it. :)
This is a good puzzle level. Ticks all the boxes off for me.
No failure states
Not overly long
Puzzles lead you in the right direction
It could have been harder but hard doesn't make something good imo.
I liked it.
So how long does the game take to reupload a level if you changed around elements?