Jump to content
N-Europe

Sméagol

N-E Supporter
  • Posts

    8791
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by Sméagol

  1. You're going to love this. It's only when I managed to grab the coin and was on my way back I realized I could just walk under that roof. Finally finished my 3rd level: It's meant to be a versus level, eventhough you can't actually test for versus. So I don't even know if it works as intended in versus. But you're unlikely to ever play it in versus.. Luckily it works just fine in single player (but don't play co-op with it). It's a speedrunny obstacle course. Probably hilarious in versus if you see your opponent dying, but whatever. In singleplayer, use the on/off switch for an autostart. In actual 4 player versus mode, each player goes through their designated door, and hit the block above their starting positions for a manual start (indicating when they're ready, it's meant to be a race after all). It took me a lot of time figuring that out, or rather the best way to do it, but it's still probably going to be pointless (as it probably won't be used, probably not even in versus if it ever gets played in that mode).
  2. Thanks @Jonnas. I was inclined to get the season pass asap, especially for the story content (though I actually do like that military outfit for Byleth!) But I'm alergic to the "noob help" missions clogging up my game. So now I'm not sure if I'm goimng season pass or pick and choose (is that even an option? Hmm).
  3. I found it in a few of your levels, including your ghost house. Unlike your previous 2 levels that one was great again! Nice theme, nice "jump scares". I have a video, I'll upload it later. One nitpick is I'd would have liked one more iteration that would introduce the Thwomps. The house right after the checkpoint suggests to tread carefully at first with dry bones in your way, but you get immediately punished with a Thwomp that (also) comes out of nowhere. Maybe some indicators for both the dry bones and Thwomps would be nice. But that's minor. @Dcubed sounds very interesting! Not in the mood to play 4 levels right now, @Nintendo Fan kept me occupied. I'll try 'm later.
  4. So I still want to do this, though I haven't fully thought this through, so bear with me. This OP will keep getting updated when needed. I want to create a level together with anyone who's up for it. The way I envision doing this is as following: Before we start building we agree on a style, course theme, gameplay themes, and difficulty. And anything else that needs to be decided globally. Then there's a building round where each participant builds his section. Uploading your part of the level is probably the easiest way to share it with me. Unlike MM1, there's no way to edit uploaded levels. My job as the organizer is to painstakingly recreate your sections and put them together. After each building round there's a discussion round where we comment on each others sections and/or the level overall, to discuss what needs to be improved, and how we want to continue. There may be a revision round if people agree some sections need more extensive work. Small edits can be handled by me. Depending on how many participants we have and how big we want the level to be, we repeat building and discussion rounds until we think the level is done. Some notes: I do want to adhere to some of the design guides I've posted. Proper levels with build-up, challenges and places where the player can rest. Unless we're doing gimmick levels, but I'm not sure how well they work when made as a community. There will be a randomized order (or at least, that's how I envision it) assigned to participants. So if you happen to be the first, make something appropriate for the start of a level. A "section" won't have a hard definition. I envision it being roughly 1 to 2 screens wide, with whatever height you require. Some sections / challenges may need more space, especially if people want to use the sub-area. You may also include a bit of a rest area, especially after a hard challenge.. You may also leave that up to the next participant. Also, keep in mind the borders of neighbouring sections. As I need to recreate stuff.. If you're using advanced stuff that's not immediate obvious during gameplay, you may need to explain it to me. I won't alter sections on my own account, apart from edits needed to connect to the neighbouring sections. Edits will be discussed in the discussion round, before being applied. Just because there's going to be some agreed upon common themes doesn't mean you can't deviate from it occasionally. Description will have a link to this thread. For now, before I start sign-ups, I simply want your comments and suggestions, and to gauge interest.
  5. How about one with a bigger focus on drama?
  6. Plenty pf people here who are excited (I think), but we're just waiting for the game to come out. Personally I can't wait. Edit: Also, Lesbians confirmed! Whoo!
  7. It's the reason why I haven't started it yet (well that and Mario maker and tons of other games). I really need to rewatch season 1, because a video or text recap really doesn't suffice, whereas with Stranger Things (for example) I don't feel the need to rewatch previous seasons.
  8. I probably have several Bellsprouts.
  9. In that case never mind. Mission accomplished! Haha. I checked, and I see them now. I didn't jump high enough. I'd place just one block but much lower, so it's easier to discover. But again, it's a nitpick. Again, I wouldn't worry about it, but just be conscious about it. Don't count on people going through your levels in order. We will, but people randomly encountering this level on Endless won't. And some (I suspect a lot) won't be familiar with Super Mario Bros 3. Edit: Let me see your (zoomed out) layout in the editing screen. Because I see no reason why you can't have it centered.. I had to get used to the screen scroll stopping feature myself. I wanted a bit of challenge. I only tried the yellow route to compare it to the red one. I'm going to assume here the green one is easier than the yellow one. On a scale from 1 to 10, the difficulty of the yellow route is 1, the green route I assume to be 0.5, and the red route is 15. I would have been fine with anything between 1 and 10. This is exactly why I asked Ronnie in my first post to keep the OP updated. Sorry I'm lazy. I'll grab the videos from the card and transfer 'm to my computer later. All right, must be the lazy kind of autism then. You can't just recreate a level pure visually, adding elements because they happen to have the same colour, then call it a day.. If you really tried to get the details right, you would have tried to emulate the gameplay elements. I didn't put a key on top of the tower in my SMB2 recreation, because keys work differently, so I replaced it with a P-switch which was a much closer analogy. I don't know what the red gem does, but I assume it doesn't open a door. So just add a nother big coin or something. Here: "working" switch to blow up stuff. But it only works on one screen. I don't know what those nitro boxes are supposed to do, but I assume they do something, and I suspect you could get the same kind of functionality working in Mario Maker somehow. You are still Making a Mario Maker level, so it still must work like one. Experiment more. You're Mario level is much better. I still think you can make a more tighter experience, by focussing on just one star perhaps.. You give several options, which on the hand is nice, but on the other hand it loses a bit focus. Also little details like this: Personally I'd have made the semisolid platforms less wide so they don't protrude from the floor tiles. I gave it a like, but there were other little details that I'd have done differently. Edit: Also, try adding music directly to Mario in the editor. It did invoke the nostalgia though, so you did that right.
  10. I guess that's a good reason to use it, though redundant on the Switch as you can capture it immediately.
  11. Oh this drifting issue with the sticks? Is that what I'm experiencing? It's doing my head in with Mario maker, but never experienced it before. Cursor often moves on it's own during editing, but I never had a problem with it during gameplay in any game so far.
  12. Yup, also waiting for the pro version. This is doing nothing for me (wel except that DPad, goddammit). But maybe my brother will like it.
  13. Geez.. They couldn't announce that 2 hours earlier? Anyway, I'll give the 2 games a try, since I've never played those, but I suspect I'm done within 5 minutes as usual. And great, another feature added for pussies.
  14. They never will.
  15. I'm asking for your preference here.. If I'm putting them on Twitter, they stay there. If you want them for your own, I'll give you the original videos, but you'll have to give me a way to send 'm to you. The video isn't working by the way.
  16. Just some stuff using the Switch video capture. Of me speedrunning your level. If you don't mind me posting spoilers I can just upload them to Twitter like I usually do (and post 'm here), if you want to watch them privately I'll need to get 'm off the card. Let me know what you prefer, and I'll get on it tomorrow. Also, it works pretty well as a standalone puzzle level. Just personally I'd have put more effort into the visual design of it all. That said, the spike traps do look menacing and uninviting, so maybe they actually help in giving people the wrong idea, I dunno. I wouldn't worry about it,
  17. So no word on this month's games huh? Not that I particularly need any this month, with Mario Maker 2 out. Still, it's a but surprising.
  18. I love how the thumbnail is suggesting we're finally getting Banjo Threeie.
  19. Well actually, I unlocked all the stuff yesterday. And that job Peach gives you actually does a pretty good job at introducing the hammer. I think. I already had the knowledge from doing your level of course. Anyway, I still intend to do my own "introduction" level. I already have some ideas. I kept trying up there after the first time. One time I fell down, accidentally landing on the lower area (usually I just fell down the pit). I was like "No, I'm fucking getting up there", and jumped into the pit. Minor suggestions: an arrow on the wall. Maybe edit it somehow to make it less inviting. But they're the first thing someone sees, so it's natural to go investigate that. A pure horizontal shaft may do the trick, as I don't think you can kill the piranha plant that way. Unless you have the cat suit? I forgot, you didn't have one right? My preferred solution would be to just add an actual secret there, make the pipe go somewhere! haha. But all in all a minor issue, I wouldn't bother editing your level for it. More levels: @GenericAperson The bad news: Snow Go I really don't like it. I think it's a mess. Not sure what your vision was.. There's stuff all over the place. A secret hallway that seems pointless, and is a bit confusing as it leads in to a hallway you enter on the normal path, but you don't know if you should go left or right. There's an on/off switch that doesn't seem to do anything. I went back to the start of the area, but all I saw were lone red blocks that didn't seem to have a particular function. There were red coins that for a fact did absolutely nothing. You hid the top of the flagpole. If I'm missing secrets I'd like to know. Unless you're going to tell me it's an accurate rendition of a Crash Bandicoot level.. I wouldn't know, but that would reinforce the idea that I should never ever touch a Crash game. The good news: Beetle Drop Redux and Boss Rush 2 are now tight experiences, and have no issues as far as I can see. I like 'm now. @dazzybee Yes I'm going to mention you here. You already know what I think, but we can settle the discussion here, and I can plug your level! A Tale of Two Puzzles (Q7W-1QJ-WSG) I thought it was a good level, but I also thought his description was a bit condescending, as he's underestimating how "easy" his level actually is, for the average Mario Maker player (clear rate of below 10% currently). Anyway I actually do like his level, give it a go, and let us know what you think haha. @JaxonH Super Mario: Zero Mission Cool level, I didn't see half of it. What do you think of my time? Seriously though, excellent stuff. But with this as your latest creation, do you still want comments on your older stuff? I still haven't played all of them, but I have played a few now, and I like some, and don't like some others. Was going to post more, but looking back, not sure if you're going to react to that. wsell ok, here's one video: @Vileplume2000 Mario at the Winter Olympics You also already know what I think, but to reiterate: I like the theme and effort put in, though I'd prefer some more challenge. @Mike Monty's Madcap Mine I really liked it! The wrench throwing dudes are a bit annoying, with the wrenches being a bit random and all, but luckily the mine's abound with mushrooms, so it's a minor issue. Cool boss! @Glen-i WiiU2 Glitchy Ghost House I like it, though I'm not a super fan of pure maze like levels. I did find all the coins again. I wasn't paying attention, but I believe there was no real reward? I forgot. @RedShell Take Your Pick I'm going to judge this level solely based on the red route. And the red route is bullshit. Seriously, what were you thinking? I tried the yellow route only twice.. There is a massive gap in difficulty. It's insane. I was still thinking it would be a hard but fair challenge, but no, you thow stuff at me from every direction. It's just not fun. Things are litterally coming from left, right, above and below. The bobbing of the ship hides the pits. You can't stand still, if you move you have at least 5 things to avoid at any given time. And the helpful item you can use here is hidden. Even with it it's still insane. So yeah, post a video of how you beat this please. @nekunando The Floor is Lava You also already heard my comments. I like it, but I'd prefer more breathing room, and better placed checkpoints. I'd like a better pacing to put it in one sentence. @markderoos Riskin' Reward And your the last person who's already heard my comments. But like I said, the level is a bit pointless without Hi-score leaderboards.. Speedrun world record is 2 seconds, that should say enough. To elaborate a little bit more.. There's no point in going the lower routes. Those meager few coins.. Not worth the hassle. The top route, I feel it's a bit down to luck in how the Bowsers shoot at you. Even if there's a Hi-score leaderboard, I don't think I'd bother. Top route is the only one of interest, if you really want the top score, you have to go back down and swim for those extra coins. Not my cup of tea, swimming for coins in a minimaze. @Aneres11 Spikey Snow Strife Good first level! No fancy stuff, but enough challenge to make it not too easy, and still a few bonus challenges to be found. And I had fun trying to speedrun it. @ViPeR World 9-8 (SMB 3) Again great stuff. If I have any "criticism" it's that the theme of your "world" is all over the place! Deserts, Water levels, Pipes! All in one world! I loved your little hommage again, it would have been a great fit in world 7. Personally, I would have like to see a vertical level, to me that's the most iconic from World 7, but there are still some vertical bits in there. Maybe I'll make one myself. too bad there's no horizontal screenwrap. If I had to make a few suggestions: give a little hint as to where exit is. Though I'm not sure about that one.. At this point in SMB3 (and especially World 7) I believe they had no qualms of throwing this kind of thing at you themselves. But what I would like are some hidden blocks next to the pipes in the water, so if you fall down there, you can get back up. Now you fall into the water, and that's basically death, but you don't die. But it's a minor thing, so I wouldn't bother with it. Edit: But if we're getting nitpicky.. I'd have bordered off that little secret area above the level (above the green pipes) with all the coins, so that I wouldn't run off to the left like an idiot just to see if anything else is there. Also, I'd have centered the shaft from the video below. I just noticed this. @flameboy "Spiky Mcspikeface" I am not fond of the aesthetics (large conglomerations of spike traps). That said.. I really liked figuring out the puzzle. It's indeed easy when you know what to do. Though I died a bunch of times setting that record. I have videos, but I don't want to spoil your puzzle. So that's me done playing levels for a while. I've done a fair bit of Story mode yesterday, most of your levels, and a fair bit of levels from the new courses section (I do that out of charity and for easy first clears and world records). I'm going to focus on my own levels again next few days.
  20. I already pre-ordered Sword. I see I made the right choice.
  21. One design tip I want to highlight: The dojo mention this, as well as Takashi Tezuka in his video but: Have other people around you (that means locally, friends and/or family) play your level. It's easy to dismiss this, but it's incredibly useful. It can be difficult however, of course, if you don't have any people around you who play games. I have my brother, but as he doesn't play too many games anymore, and as I thought I could do things pretty well on my own, I dismissed it. But having a casual player playing your level is actually great. You can see how an average player would play your level, that's great for balancing, but as someone is casually going through your level, you also have more time to notice stuff yourself. I found a softlock in my SMB2 level, one I already actively tried to avoid, even though my brother didn't notice and went about his business. So I went ahead and edited and re-uploaded my level for the 2nd time. Other design tips: https://www.gamecrate.com/17-steps-making-good-level-super-mario-maker-2/23501 An old GMTK video: But he made a new one: And this guy has similar points:
  22. That's what you get for completely missing the forum transition. This is old stuff for us haha. Just post the link, then in the editor click on the pop up, "paste as plain link instead".
  23. They've been doing good work lately.. Finally they're real competition again for Intel. Now Intel's forced to get off their asses and start to innovate again. Now if they could do the same for their video cards..
  24. Most of the titles in this thread are going to be of the "lots of reading" kind, so you may want to look elsewhere..
  25. @Glen-i This is what I mean: In case you can't tell I'm not used to this power-up.. Holding 'B' is also ingrained in my thumb.. So kept grabbing or destroying boxes. You also can't create boxes in mid-air, so I kept hitting the wall (falling down, or destroy more boxes). I have been thinking about it, and I think I have some specific suggestions if you want them, that said, I may want to make an introduction level to the hammer myself when I unlock it. It's not all your fault though, this would the one occasion where I'd be glad to see Luigi. "Hey Bro, looks like you haven't used the hammer power-up yet. Want me to explain it to you?" I was also looking in the Mario moves section, but it isn't there. If it weren't for the fact that I already knew about the hammer in advance, seeing some spoilers, I would have exited the level, not knowing what you were expecting of me. For me it's the first time actually playing Mario Maker levels, so I wasn't accustomed to creators hinting at specific button presses. I assumed the arrow was for general direction, and yes it looked like an 'y'. Why? I didn't think anything of it. Never occurred to me you wanted me to actually press 'y', let alone in combination with 'up'. @Ronnie This is not where to look for the 4th coin: I did find them all though! @ViPeR Classic Spiny action: @Mike <sigh> I got there at my first attempt, but not being familiar with 3D World mechanics.. I didn't know I'd get hit from a dying Piranha plant, so I died there. Had to get used to the timing of those Piranha plant jumps as well, and I kept walljumping (to my death) at following attempts. Result:
×
×
  • Create New...