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Super Mario Maker


Hogge

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I got a few nice comments for my level this morning :smile: It's basic, but it works and it isn't cheap. I haven't really had time to try other people's levels but I'm looking forward to seeing what you guys have come up with so far :hehe:

 

I'd definitely have liked to include Star Coins in my level as it gives you an incentive to take different routes or the more difficult path. I assume they're not included :sad:

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What's the code of yours nando ?

 

Checkpoints and star coins, that's what's needed in a future update.

 

I've probably played around 200 stages ( just keep playing 100 Mario Challenge ) and so far and I think about 5 of them were any good. There's zero fluidity with a lot of the stages and most of them are just annoying/troll stages that aren't really fun at all. Yes, people, we get it. You like to put enemies in ? Blocks.

 

People seem to be obsessed with making stupidly difficult stages, rather than fun ones. I'm wondering if the Nintendo Championship stream has done more damage than good.

 

@Serebii do you still need a stage with Mewtwo? I just unlocked him and will make a quick stage for you if you want?

 

Give mine a go if you fancy, be curious to see what you think. Bear in mind limited tools!

 

59C9-0000-0015-AD50

 

FBE6-0000-0018-6C6E

Edited by Ronnie
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I've probably played around 200 stages ( just keep playing 100 Mario Challenge ) and so far and I think about 5 of them were any good. There's zero fluidity with a lot of the stages and most of them are just annoying/troll stages that aren't really fun at all. Yes, people, we get it. You like to put enemies in ? Blocks.

 

People seem to be obsessed with making stupidly difficult stages, rather than fun ones. I'm wondering if the Nintendo Championship stream has done more damage than good.

 

@Serebii do you still need a stage with Mewtwo? I just unlocked him and will make a quick stage for you if you want?

Na, @Cube did one for me. Thanks, though :)

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What's the code of yours nando ?

 

Checkpoints and star coins, that's what's needed in a future update.

 

 

 

Give mine a go if you fancy, be curious to see what you think. Bear in mind limited tools!

 

59C9-0000-0015-AD50

 

FBE6-0000-0018-6C6E

 

My code is 6460-0000-0019-7FE1 and is in the ID thread :heh:

 

I'll try to give yours a go now :smile:

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Oh, I totally get that. It just makes the 100 Mario Challenge a little pants when all the levels are garbage. I feel only stages that reach a certain star ranking should be included in this mode.

 

Yeah. I mentioned earlier I wish we could send levels to 100 marios. There's loads of levels I want to play, or are hard and want to play later, send them to 100 marios and it gives playing through levels a little more purpose.

 

Can you cut a section of the level, then move everything after it earlier? I've run out of space and want to cut a huge section of my middle out and move the later stuff earlier.

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Oh, I totally get that. It just makes the 100 Mario Challenge a little pants when all the levels are garbage. I feel only stages that reach a certain star ranking should be included in this mode.

 

levels need to be played to be starred though. Once all the tools are available hopefully the quality will rise a bit.

I know my favourite design I made is rubbish for the time being, there are a couple of compromises for the lack of warp pipe transporting which is really annoying me :(

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Is it possible to make it so enemies don't walk off the edges? I'm sure I saw it somewhere before, but every time I make a single block and put a goomba on it, they just walk straight off.

 

Goombas? No. They have always marched right into a hole ever since the first game.

You wanna take a Koopa, shake it around and turn it red.

Red Koopas turn around when they reach the edge of a platform.

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Creating levels is so addictive :grin:

 

It takes me ages to fine tune things to my liking but my second level is progressing well :smile: It's shaping up to be a good step up from 'Spring to the Top', trying to make the best use of the items currently at my disposal.

 

I certainly haven't went crazy with mixing things up so far but I suspect I'll naturally progress into more experimental things the more I unlock.

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I can't tell you exactly how it unlocks over time but I can say that I'm very glad it does. It was a smart decision to let people start off slow and gradually build their way up. I think there'd be a lot of rubbish early on if levels were open from the start and people would probably get burned out creating after a few days.

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I can't tell you exactly how it unlocks over time but I can say that I'm very glad it does. It was a smart decision to let people start off slow and gradually build their way up. I think there'd be a lot of rubbish early on if levels were open from the start and people would probably get burned out creating after a few days.

 

It's not like we haven't got rubbish on the servers now. At least there would have been a variety of rubbish if things weren't locked.

 

How does the tool unlock thing actually work then? Is it just time creating? Amount of levels made? Sounds like it starts off very simple.

 

There's a sticky on the gamefaqs Mario Maker boards on how to unlock everything very quickly.

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Yeah I'd rather everything be available. I hate this misanthropic we're-all-idiots attitude sometimes taken. There's bound to be crap, but forcing people to wait (thankfully now for less time) doesn't make the situation any better. It arguably extends it (they'll be crap with the initial stuff, then more crap once it's unlocked).

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Personally I think I'd be a bit lost if everything was unlocked from the beginning and my levels would suffer because of it. As it is I've made three basic levels that I'm really pleased with. Being able to try and add new things every day for a week sounds like the best way of going about it I reckon

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Personally I think I'd be a bit lost if everything was unlocked from the beginning and my levels would suffer because of it. As it is I've made three basic levels that I'm really pleased with. Being able to try and add new things every day for a week sounds like the best way of going about it I reckon

 

I can think of a better way. Giving players the option as to how they want things unlocked. A kind of:

 

- I want to ease into it

- Give me a fair bit, but not everything

- I want it all!

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I think there needs to be some kind of progression. Otherwise why not give people the option of starting a game from the final level. No one would pick 'start me slowly' if given those three options.

 

What.

 

We're not talking about a standard game and giving people the option to skip to the end. We're talking about a user-generated game.

 

At best I could understand having 'sets' unlocked after you do a tutorial-like thing (with design tips on best usage, what to avoid etc). At least that makes sense. The previous "let's wait an arbitrary amount of days" was just draconian nonsense.

 

By the sounds of it you would have picked the 'start me slowly' option. And I imagine others would have as well.

 

(and I would be playing this game if I didn't need to do a day one update and then a separate system update first...AND ANOTHER BLOODY UPDATE)

Edited by Ashley
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I like the amiibo functionality but I feel like they've cheaped out a bit by only doing it for classic Super Mario Bros. I know the costs to do it for all of the modes would have been silly but still... we buy these bits of plastic, they could have put a bit more effort in.

 

I agree that having the game unlock based on time is silly. I'd rather I have to hit achievements within the game than have an arbitrary time unlock.

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