The Super Mario Maker thread - March 9th Update: Keys Finally Found

So I’m just getting started on this great game… here’s a short one I just put together…probably super-easy compared to everything else out there:

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@roknin and @LordWilliam1234
What do you guys use to record video from your WiiU? Both video and audio. I wouldn’t mind recording some of my own playthroughs. Also, can you drop F bombs on YouTube, or will they censor your shit.

Because I cuss a lot when I play.

(Good to see you back, specs. Also, good to see you finally got the game, Million.)

Now that spoilers are back to working like they should and now that I’ve caught up despite still not having the game, I’ll be updating the front page by night’s end. I just need to do a few other things beforehand, including decide if I’m going to get my 6 miles in for today.

That said, nag the hell out of me if the front page hasn’t shown that it’s been updated by midnight tonight.

I can’t help you on the recording thing, but I can tell you that you should be fine otherwise, @“chadouken!”, given that I’m pretty sure the pretty much all of the most popular Youtube “Let’s Play” people do almost nothing but curse every other word they use. As long as you aren’t throwing around bigoted slurs, you should be more than fine.

If you want to cautious, though, you could always mute your voice somehow I’m sure.

Welcome to Super Mario Maker, Million. You’re gonna love it.

New level is up.

Thwomp’s Sinister Fortrtess
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Another course designed with a specific enemy in mind, this time, Thwomp. This started out as a course I wasn’t sure what to do with, but a few weeks later, I got more ideas for the type of fortress I wanted to build. I tried to come up with different ways to make Thwomps a threat outside of simply crushing you. They can still do that in this level, but if you’re jump game isn’t on point in a number of sections, fiery death awaits you.

(Your latest stage has been posted, ReggieHadoken.)

Everyone else’s new stages and videos have also been posted, though I will (eventually) need the name for Million’s first stage and still need to fully update some other things (of course); I’ll try to do this by Saturday. At least the spoilers are back to normal now. Gods, those new ones were horrible. For some reason they still show up in the preview function, which is what made me hesitate to update things about 20 minutes ago; thankfully that turned out to be a lie.

Anyway, aside from those updates, I also updated the sub-title of the thread. I’ll probably change it again later now that T20Thoughts has stated he doesn’t really have time at present.

Has anybody created a unique water level… they all seem the same

I tried…

I tried too but never uploaded it. I might add pink coins and upload tho.

It might help if you define unique.

I’m sure that “unique” water levels or somewhat limited by the continued lack of the Frog suit or equivalent though.

Actually, no. The Frog Suit, if anything, might make water levels even more uniform–pun not intended. The real thing that would help differ water levels was if you could make levels where’s not all water without having to sub-divide the level.

What would help water levels

-water tiles
-more enemies specific to water
-air coming out of pipes
-light/dark switches
-moving semi solid platforms

As it stands now, it’s too hard to make a creative water level due to the lack of all of the above but if I had to pinpoint one thing it would be the lack of water specific enemies.

I mean mine is different than most water levels at least. I don’t know if its super special.

Finally made a new course.

Take Back Ganon’s Tower - 4545-0000-0208-AE56

Features Ganondorf costume, and a lot of the stuff from the recent update.

Ah ok… here we go with another one—I got Lakitus now!
“GO GET IT!”

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I’m seeing now that there’s a lot of interesting things to consider when making stages… I’ve already noticed that if certain things go wrong a stage can be flat out impossible… for example, if a certain thing goes wrong AND you miss the starting powerup on this stage, I don’t think it’s possible anymore at that point.

haha this is too much fun…

…and it’s another one… I have the cannon unlocked now! :woot:

Star Cloud EZ
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That one might actually be too easy and obvious, unfortunately…

edit—and here is…

Tatterdemalion

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…and now I have the castle stuff… soooo

Doomed Vanilla
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This is coming along nicely… there’s so many insane possibilities, even with just the few things I have now; I think it’s 3 or 4 rows of items at this point. I’m really looking forward to the Magikoopas; you can create pure hell with 2 or more of those with plenty of blocks for them to cast magic on… sheeeit, Magikoopa was my favorite enemy type back in the day.

edit…and now a variant of an earlier one (What.)

Oh no…
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It’s A Trap!
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Magic Patriarchy
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oooooh I just got Magikoopa…it’s about to be SO on…

New course, themed after SMW Underworld.

Under… Where?
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It’s a pink coin hunt with an epic boss battle!

updated my 4 “Infernoman” castle stages to make them each a wee bit easier but added to each more chances to take the alt exits and find hidden items that make beating each stage easier…assuming you can even figure out the tricks!

Infernoman 1-1 C5F1-0000-0209-EB50

Infernoman 1-2 8210-0000-0209-F84B

Infernoman 1-3 3C90-0000-0209-FB5A

Infernoman 1-4 61E4-0000-0209-FE23

Finally back to this, featuring more courses from @debs and some more courses from @Dungeonman:

https://youtu.be/EpVjsKU6ZZU

here’s the ghosthouse concept fleshed out a little more…

and then what happens if you go through the other pipe (which is supposed to represent life)

basically what i want is for the player to have to go through both pipes to get a key to go to the exit. i’m not sure if its possible yet the way i have the level since i don’t know what happens:

-if a player dies after collecting pink coins, unlocking a locked door and then hitting a check point. does the door remain unlocked?
-i have munchers by each pipe. that could be a problem…i might move them slightly and make the player bring a pow block through the pipe once they get the key in the other room to hit the other muncher in case it reappears.

its hard because i’m trying to create and think as i go.

I ran into this issue with my last level. I found that if I had collected any number of pink coins, but not all of them, and then hit the first checkpoint (which is in subworld 2), I would start at that checkpoint with the coins I had already gotten still saved.

My second checkpoint (which is in the first “main” subworld with the exit flag) is only reachable after you get the key to unlock the door. I found that once I did this and died, when I restarted at that checkpoint I no longer had any coins, no key, and the door was locked again. This was a problem because I designed the checkpoint to be in a power-up room and the only exit was the locked door, so I had to add a one-way switch to get out in order to bypass this issue. It works fine now, but I wish the game saved your progress regarding coins and keys better at checkpoints.

Also, when I tried to upload the level from both checkpoints, I started with nothing each time. The second checkpoint wasn’t an issue after I fixed it, but starting from the first checkpoint (in subworld 2) I had to backtrack to get the first pink coins again. This is only the case when uploading the level from the checkpoint. I tested it and, during normal play, dying and starting from that checkpoint saved my coins.

This is something people should be aware of when designing their levels. If it is impossible to backtrack to get pink coins, make sure to put your checkpoint after you collect them all and no longer need them to progress (like on the other side of the locked door), or make sure there is a way back to get the coins just for the sake of you uploading the level.

@debs After watching your videos, I think that if a player dies after getting the checkpoint, the door will be locked again. A work around for you might be to include a key in the checkpoint room if you intend the player to backtrack with the P-switch.

I might be wrong, because your checkpoint is in subworld 2, and in my experience the game saved all my coins up to that point with my checkpoint in subworld 2, but I hadn’t gotten all the coins and unlocked the door at that point so I don’t know for sure. You might want to experiment by trying to upload your level a couple times to see what happens.