Mario Maker Makers' Club

Anything to do with games at all.
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OldSoulCyborg
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PostRe: Mario Maker Makers' Club
by OldSoulCyborg » Sat Nov 30, 2019 8:23 pm

Only just saw that edit, Yubel. I'll check it out when I get the chance (and update the OP to include it).

As for my week 3 level, it's ghost house themed in the SMB3 style and it's super not even remotely close to being even halfway done.

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OldSoulCyborg
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PostRe: Mario Maker Makers' Club
by OldSoulCyborg » Sun Dec 01, 2019 1:42 pm

Yubel wrote:My course for week 2 should be up this week.

Iv'e just been expanding the level overall, doubling down on the number of 1 screen (ish) challenges and pooling all my ideas for bite-sized challenges into one complete stage rather than having to revisit them down the line.

EDIT:

1-Screen Quickies: SMB Edition

CXV - 9RB - WYF


Puzzles were good, but for me the precision of execution required was a little much at times for a puzzle level.

Second challenge broke for me on the 2nd or 3rd attempt, POW fell to the floor instead of on the muncher. Maybe drop more than just the one when you hit the switch? Like three of them aligned horizontally. That should be enough to guarantee one of them landing on the muncher.

I did enjoy the level, but I gave up after the 3rd or 4th time I failed on the 3rd challenge. Getting back there was just too much trouble. A checkpoint after the second challenge would have alleviated a lot of frustration.

---- ---- ---- ----

Week 4:
A Level a Day Keeps Dr. Mario Away

(make a level every day, or as close as you can manage/feel like doing)

This theme is all about loosening up and becoming comfortable with releasing something less than perfect. What you make doesn't have to be amazing, it just needs to be good enough. What's good enough? Whatever is the best you can do in 15-30 minutes or so.
Don't worry about it.

Themes to consider for each level:
Boss fight
Vertical climbing level
Vertical falling level
Dark level (ghost house at night)
Flight-focused level (leaf in SMB3, feather in SMW, propeller mushroom in NSMBU, clown cars, Lakitu's cloud)
Set a clear condition

But I don't have time for that!
You don't have to make something grand and memorable, just throw something together in 15-30 minutes and call it done. Make it short so you have time to polish it up a bit.

To consider:
Decide early on the length of the level and try to stick to that.
Make it short, but not too short. A too short level (such as a one-screen level) can be very hard to make fun and often takes a lot of time to balance just right.
Maybe a level a day is too much to handle. That's okay. Take two days per level if you really need the time.

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Qikzmas
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PostRe: Mario Maker Makers' Club
by Qikzmas » Mon Dec 02, 2019 8:10 am


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Snowballadeer
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PostRe: Mario Maker Makers' Club
by Snowballadeer » Mon Dec 02, 2019 8:37 am

Super OrangeRakoon Link’s Awakening Dungeon Maker 2.

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Merry Christmous Everyone
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PostRe: Mario Maker Makers' Club
by Merry Christmous Everyone » Mon Dec 02, 2019 8:51 am

Lovely update.

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kazanova_Frankincense
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PostRe: Mario Maker Makers' Club
by kazanova_Frankincense » Mon Dec 02, 2019 10:50 am

That V2 update looks amazing. Hope some fiendish Zelda puzzle dungeon levels are going to be created on the back of this, i will certainly be playing them all!

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Jenu-All I Want For Christmas
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PostRe: Mario Maker Makers' Club
by Jenu-All I Want For Christmas » Mon Dec 02, 2019 11:07 am

Oh man that looks excellent! Got my Nintendo online sub back in action so I'm going to be right up for some master sword creations!

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OrangeXMS
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PostRe: Mario Maker Makers' Club
by OrangeXMS » Tue Dec 03, 2019 3:30 pm

Snowballadeer wrote:Super OrangeRakoon Link’s Awakening Dungeon Maker 2.


You absolutely know it

Sorry I've not caught up on this OSC, pokemon came along and took up a week of my Switch time!

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OldSoulCyborg
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PostRe: Mario Maker Makers' Club
by OldSoulCyborg » Tue Dec 03, 2019 7:06 pm

OrangeXMS wrote:Sorry I've not caught up on this OSC, pokemon came along and took up a week of my Switch time!


It's fine, don't worry. If anything's a good excuse, it's Pokemon (never actually played Pokemon...).

The update: Holy crap. That'll be amazing. I'm most excited about new course parts and features, but the Ninji stuff looks cool as well.
Master Sword!

My week 3 level:
Some Spooky Coins - P90-V5D-7KG

Week 4 level 1/?:
Sky-High Heels - FWH-NC1-SYG

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OldSoulCyborg
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PostRe: Mario Maker Makers' Club
by OldSoulCyborg » Sun Dec 08, 2019 12:39 pm

Week 5:
Stabby-boy Takes on a Big Meanie

(remake a boss battle from any Zelda game)

Don't have much to say about this week's theme. I haven't made many boss fights so I've got no helpful advice on how best to tackle the theme.

Good luck!

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Yubel
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PostRe: Mario Maker Makers' Club
by Yubel » Tue Dec 10, 2019 10:13 pm

After experimenting with a few options, I think I've managed to adapt one somewhat* faithfully. It's tough when a Zelda boss's behaviour is often such a core element, but replicating that is (in my experience) next to impossible.

*Barring the staging and animations, the gameplay component at least translates well. Either way, I'll be willing to call it a success if people recognise the boss in question.


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