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Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)

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× A place for boardgame traitors.

Let's talk: Super Mario Maker

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26 Dec 2015 10:03 #218245 by san il defanso
My wife surprised me with a stack of Nintendo gift cards, to be used to buy Super Mario Maker. I've spent about two hours with it, and I'm really impressed. I thought I'd throw a thread up so we can talk about level design, share stuff, what have you.

I've only designed two levels, and only the second one I feel is any good. I will post the code for it here later on.

Has anyone else been playing with this?
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26 Dec 2015 15:00 #218260 by OldHippy
I love Mario Maker. I've uploaded maybe 5 or 6 levels that I find fun. I don't think they're good or anything but they're designed to my tastes and my main goal was 'fun to play'. When I have more time I'll post more because I'd like to play levels from fellow FA:Ties and hopefully con you suckers into trying mine too.

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26 Dec 2015 15:07 - 26 Dec 2015 15:47 #218262 by Gary Sax
It's why I bought a wii u. I am super disappointed with it. I think the game is magical but the hardware seriously lets it down. Then the search and database tools are so showstoppingly bad... I haven't played it in months.

I think it'd be great if you thought of it as couch co-op with kids or spouse, I get that. Dont expect any way to play good levels created by anyone else.
Last edit: 26 Dec 2015 15:47 by Gary Sax.
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26 Dec 2015 18:05 - 26 Dec 2015 19:03 #218268 by san il defanso
It seems like there's plenty of good stuff out there, but it's a bit like YouTube, where you need to sift through a lot of crap to get to the quality. I love making levels though.

*Edit* Does anyone here have any experience with the Super Mario Maker Bookmark ? It looks like it's a much more efficient way to search courses, though not an in-game one, which is still screwy.
Last edit: 26 Dec 2015 19:03 by san il defanso.

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27 Dec 2015 00:02 #218284 by jeb
Replied by jeb on topic Let's talk: Super Mario Maker
Some fatty send GarySax BAYONETTA 2. Gotta get this guy's head on straight.

We got it for the holidays as well. I have made a couple of levels and my 7yo has too, which makes me want to cry a little.

I have one that stats with RUN written in mushrooms at the start of the level--they just pour over you. I love that. I want all the tools unlocked though, this time-based thing is some bullllshit.

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29 Dec 2015 14:47 - 29 Dec 2015 15:14 #218524 by san il defanso
So here's the link to my SMM bookmark page . You can tag my levels for playing later on...

Or here are the codes to the five I've made so far....

Goomba Dogpile (Easy): BD49-0000-0133-D8DB
Life Has Its Ups and Downs (Tough): FDC7-0000-013A-B94A
Koopa Air Patrol (Tougher): F45F-0000-0144-22D1
Something In The Water (Pretty normal, i'd say): E8DE-0000-014A-544B
Pixel-Perfect Castle (My hardest one, maybe a little too hard): 5596-0000-0151-2313

I think my next challenge will be to create something that isn't quite as dependent on long, precise jumps. I tend to like that kind of thing a lot, and I fear I might be overusing it.

Any other comments are welcome.

*edit* I have learned over the last few days that it is very easy to make a very hard level. Some of my stuff has a ton of restraint compared to the loonier levels, and they are still much more difficult than I intended. I also want to create a level that is a lot easier, just to make something fun and more accessible.
Last edit: 29 Dec 2015 15:14 by san il defanso.

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29 Dec 2015 15:22 #218529 by Gary Sax
^Yes, this is something the game makes you realize---just how good Nintendo designers are and what a tightrope they walk. It's easy to think of ways to make ludicrously tight timings, blind jumps, etc. But it's much harder to make a fun level that is challenging but not punishing.

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