Does the wind in the desert theme have an effect on any items or enemies or is it just the player?
Moved onto greener creation pastures than WWE2K whatever entry it was I see!Alright, I've been working on essentially creating my own "game" within Mario Maker using the SMB3 engine and I'd like to reveal the first two worlds I've made to you all.
I figured "Super Mario Country" was a good name because it fits within the structure of how most of the Mario titles work ( Bros - Land - World - Galaxy ) plus it's a nice little shout out to Donkey Kong Country as well. My goal was to try to make levels that felt truly authentic to a traditional Super Mario Bros. 3 game and try to stick to a lot of the "rules" you tend to see in the level design of those games, while throwing in a twist here and there. Currently I'm only done with the first two worlds, but I'm planning on finishing further levels as I go on.
World 1
1-1
Code: DBT-4HL-CSF
Description: A simple introductory level to teach you the basics
1-2
Code: 4BK-P87-Q7G
Description: Explore the slopes underground, watch out though!
1-3
Code: 69J-96X-8NG
Description: Pipes, plants, and koopas await!
1-4
Code: 84K-FK2-9XF
Description: What awaits at the end of Bowser's first stronghold?
World 2
2-1
Code: QC3-XGB-F1G
Description: Things are getting fishy around here
2-2
Code: LY7-1SY-6PF
Description: Take on the surface route, however another route awaits those who fall.
2-3
Code: GMY-6GG-KVG
Description: Swim to the surface!
2-4
Code: S4F-CLW-RTG
Description: Storm Bowser Jr.'s airship, watch out for its arsenal though!
Rocket Base Galaxy
JST-3GK-2BG
Here's my latest one, been working on this for a couple of days. Climb Boom Boom's under construction rocket and take him down before he can launch it!
I was aiming for a moderate level of difficulty, there are a couple of fairly technical saw blade bounces towards the end but there's always a safety net and plenty of checkpoints. It's always tough to combine aesthetics with decent platforming, so I hope I've managed it.
Oh god I AM dying, that checkpoint wiggler is the most hitbox hurtin' thing I've seen in this game, I tried Strat, I really did but I fear the opening notes of the slider theme followed by SMW death jingle is too ingrained into my head now for my liking.
Just the player and the claws when the player is clutched I believe.Does the wind in the desert theme have an effect on any items or enemies or is it just the player?
Why the Caged Bowser Sings
48X-MV2-3LF
This one took me forever to get working properly. I really wanted to make a "descent" level, and now I understand why so few platformers do this. The only way to prevent cheesing was to provide no mushrooms, so I had to make it easier other ways. Now I'm afraid it's too easy. Hard balance.
The concept is Bowser trapped in a cage, and you need to transport him to the bottom while dodging his fireballs and solving puzzles. There's also a race to the bottom at the end.
Please tell me what you think, I've been working on this for days lol.
Thanks! I tend to find after I've been working on a level for ages I loose all perspective on whether it's any good or not, so I'm glad to hear it's ok.You managed it!
Also my headcanon is that the shoe section is like the equivalent of a spring mario section of galaxy to tie the theme together
Horizontal levels (horizontal stop)
If there is NOTHING placed on the top half of the screen this wall will be more than enough to stop the scrolling.
It works on both sides. If Mario comes near it, you wont see beyond that wall.
If there is ANYTHING at all even a single block on the upper part, this wall WONT stop the scrolling.
However, if you want stuff happen on the upper part you have to EXTEND the wall. This new wall will stop any scrolling beyond it!
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Horizontal levels (vertical stop)
If there isn't a single block on the upper part of the level, there is an invisible scroll stop for vertical scrolling in place. The camera will never ever move up, even if you are on the upmost tile of the lower half screen. It WONT scroll. Also, you CAN NOT jump over the wall. It's not possible, since the wall's height is basically infinite.
If you have stuff happening at the upper part, you have to create a ceiling-scroll stop. This ceiling will stop the scrolling beyond it in any direction.
If you walk through that door, you wont see anything below or next to you. It's perfectly enclosed! The ceiling must stretch the ENTIRE length of the level.
There is no way around that.
Info: Some people think the scroll stop wall has to be two blocks thick. This is NOT true.
However, if you wanna have four rooms like this with no camera movement at all you have to make it two blocks thick, or else if approaching the wall from the right the camera will move one tile to the left.
Info2: While in the editor some people think their scroll stop wall is faulty.
If you spawn in the editor right next to the scroll stop wall it won't work until you move away from it and approach it again.
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Vertical levels (horizontal)
Scroll stop is also working in vertical levels. Basically it's the same thing.
If you wan't your vertical level only one screen in width, create a wall from the very bottom to the very top. Nothing one the right side (even if there are blocks and objects) can be seen if walking through the part in the left screen.
There is no invisible wall this time. Even if you only create your level on the left side of the screen and there isn't a single block on the right side,
the camera CAN AND WILL move beyond the middle line of the two-screen-width if coming close to it.
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Vertical levels (vertical)
Yes, you can stop the camera from going further up OR DOWN in vertical levels. Just build a ceiling ACROSS both screens. If coming from the pipe from the top left screen, the other three screens won't be seen. If coming the pipe at the bottom left screen, only that very room will be visible. Again: The scroll stop wall does NOT to be two tiles thick. The only reason the wall in this image has a two tiles width is so the cactus behind that solid block in the bottom middle part of the wall can not be seen.
Info3: Scroll stop also works with automatic scrolling levels. The level will scroll until hitting the scroll stop wall. It will resume scrolling when beyond that wall. Either by destroying it or through a door/pipe. This includes both horizontal and vertical levels as well as custom scrolling.
Uploaded a new course this evening, 'Yoshi, I'm so sorry'.
Its my first time using the new clear conditions. I don't like the inability to use a checkpoint on one of these types of levels but it is an annoying shortcoming.
Course ID: L3D-JK2-L8G
Previous courses:
Vanilla Flats - 95M-JG1-78G
Snow Laughing Matter - 3NB-C0B-2CG
School of Mario - MGC-FML-B3G
Up, Up & Away - DXL-N3S-H3G
Not bad. I liked the upside down boss fight. I also hated the upside down bossfight.
Nice! Never thought about the timer yeah, but I'm happy you got to beat it anyway!I did it finally! I think I cheesed the second half, but I got pretty good at the first half. Could have de cheesed it by making the timer a bit tighter and forced me to 1st cycle that second section. Anyways great level, even if the cat/water physics are a bit imprecise feeling sometimes
Hahaha thanks, man. I wanted to make something a bit nasty. Glad you attempted it, brother.Oh god I AM dying, that checkpoint wiggler is the most hitbox hurtin' thing I've seen in this game, I tried Strat, I really did but I fear the opening notes of the slider theme followed by SMW death jingle is too ingrained into my head now for my liking.
I did at least get as far as the post donut block bit.
Thanks, man! I went for "hard, but not gotcha" if that makes sense. I tried to space the checkpoints decently, but one per section is kind of a bummer. Appreciate the play! Let me know if you've got stages and I'll hit you back!Just beat it! First clear :D
Fun level. Yea, it frustrated me but not on the same level some of these other levels have, haha. Tough but fair. Good job!
Zelda 2 is my favortie zelda game (yes, im serious), so in honor of it, i made this! Midoro Palace, the second palace in the game. I had limitations due to stage size, but all in all, i dont think its half bad!
Please play it and let me know what you think!
I like this one but it was big and i got lost. Also screw the goomthings on wings.
CaptainMatilder's sweet sweet tips/tricks lection 2: Scroll stop
Previous:
CaptainMatilder's sweet sweet tips/tricks lection 1: Bonus rooms and level endings.
Scroll stops are your friend. Use them, whenever you can. They will prevent the camera moving further in the scroll direction (up, down, left, right, you call it). They can give your level a very clean look. But there are some rules you should follow. How do you activate them?
First of all: You can only use ground tiles and solid blocks to create a scroll stop wall eg. the blocks you see in the images below. No Pipes, no Slopes, no Ice blocks, brickable blocks, question mark blocks, note blocks, ON/OFF blocks.
Secondly: You don't have to use the big grid (thick lines)! You can place it anywhere you like.
But the room or area contained by the scroll stop has to be AT LEAST one screen.
All my levels make heavy use of the scroll stop in any direction. Feel free to check them out!
Maker-ID: 485-X4Q-KXG
Maker-Name: Matilder
O: I guess I skimmed past it! Thanks!There is an excel link on the op with a couple of hundreds levels :-)
This level is clever, but I do see several issues.
First, Bowser is random. I died several times because he happened to shot a fireball when I'm jumping or falling. That or he does he shoot fire into the air and the fireballs land in places that I just can't dodge because the spaces is so small. All these together with Mario being an one-hit wonder means that you can die from pure RNG.
Also, I can't figure out how I'm supposed to get the turtle shell to hit the second switch. All the turles are bunched together in one space and I can't grab the shell.
If there's only one koopa, it avoids the issue. So clear out whatever koopas are there, wait for the next one, and take his shell.
Also if you fall as soon as possible you'll avoid most of the fireballs.
I did fall as soon as possible and still got nailed by a fireball once. This was especially true in the first part of the level where you jump cross, tried to tilt the seesaw and Bowser just turns around and fires.
Also, forgot you could grab a shell in the air after you jumped.
GF9-DK4-L1G is my ID! I only have 2 courses so far; the Thwomp one is a bit unrefined compared to my most recent one. Let me know what you think!I love traditional style levels too. What's your maker ID? I will follow you. I'm going to make my life's work around getting better at putting out traditional style levels. I'm just beginning with a few experimental levels....
Yeah, I like this!Unfortunately, you're not allowed to use checkpoints if you set a clear condition :/. The coin requirement is mostly there just to add to the stress level (it's pretty easy to pass); but maybe I oughta just take it out and add a checkpoint at each segment like I originally intended.
Thanks for the feedback! :)
EDIT: I reuploaded with no clear goal and checkpoints! Should be much more doable now! :)
Spent quite awhile crafting this one lol! I wanted to try and capture Galaxy's spirit because I love that the music is in this game.
Super Mario Nebula
D8D-0BC-QMF
We received a distress signal from an alien world. Bowser is at it again...
I'm going political with my new level.
Climate Change is REAL!
All over Mushroom Kingdom, Climate Change is taking its toll!
ID: 696 4X1 7XG
A classic platformer in a world of Ice on fire and a world of Fire on ice. I don't think it's too hard but it could take a couple of tries to finish it. No crazy stunts or things like that.
I tried this but was unable to complete it. I got to a part with seesaws but couldn't figure out where to go. I backtracked but the gust of wind to get me over one of the obstacles went off screen and I was stuck, so had to quit out.
I was enjoying it up till then.
You don't need that seesaw, it was misdirection. Just fall straight down on left.
I was too evil with this one. 😬
Based loosely on the Towers of Blood from Kid Chameleon I bring you Towers of Cruor! I don't know if Nintendo wants me saying scary words like blood in a title.
Mario climbs a tower, visits a mad king, and makes his escape.
I think it's Pretty Good. I hope you will try it!
6P8-8MT-XLF
Oh no that stupid note block I put there for "story elements" set the little guy off didn't it? I hate it that you can't easily edit and reupload, unless there is a way that I'm not aware...
And you were talking about these seesaws right?
Anyway ty for playing! Hopefully someone makes it through! It sucks to have levels stuck at 0% clear rate since they won;t go into the endless mode pot.
This level is still RNG depended. Like when I finally got the shell, hit the switch and fell, nailed by a fireball on the way down that I didn't see. Also got trapped by Bowser at the bottom and killed when he spammed his flame fireball.
I will try again later.
Someday I will please you 100%, 40Watt!Just played this one. I thought it was well thought out but a little long.
That is wrong. I have plenty of first clears playing Endless.Anyway ty for playing! Hopefully someone makes it through! It sucks to have levels stuck at 0% clear rate since they won;t go into the endless mode pot.
You can edit a level after uploading it.But of course the changes won't show up online. I guess if you reupload that level after making these changes it either replaces your first level or creates a second one.I was under assumption that you can't make edits to existing uploaded stages
Oh no that stupid note block I put there for "story elements" set the little guy off didn't it? I hate it that you can't easily edit and reupload, unless there is a way that I'm not aware...
And you were talking about these seesaws right?
Anyway ty for playing! Hopefully someone makes it through! It sucks to have levels stuck at 0% clear rate since they won;t go into the endless mode pot.
That is wrong. I have plenty of first clears playing Endless.
But it needs to have Plays in order to get categorized in the right difficulty. Plays ≠ Clears.
You can edit a level after uploading it.But of course the changes won't show up online. I guess if you reupload that level after making these changes it either replaces your first level or creates a second one.
It was great! Great!! BUT. It was two levels of content in one. I ran out of time at the Boss because of the seesaws, then upon continuing from the checkpoint I finished the stage with 200 seconds left.
Hey, since users here shill girlfriend reviews' content on this site, can I shill my own MM2 videos as well?