Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP

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Qikz
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Qikz » Mon Jul 15, 2019 9:46 pm

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Last edited by Qikz on Mon Jul 15, 2019 11:18 pm, edited 1 time in total.
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by PuppetBoy » Mon Jul 15, 2019 10:59 pm

I've been catching up with some of the courses you guys have uploaded recently - there's some top stuff there, but I just wanted to say how much I enjoyed some of Squinty's, especially the Spikers and ! block courses. :wub:

Also, SMW is the best style. SMW is ugly :lol:

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Tafdolphin » Tue Jul 16, 2019 6:54 am

Just grabbed this. The fact Nintendo have managed to stuff a fool game design course into a game aimed at everyone from kids to adults is amazing.

So then... What's the best GR course so far? :shifty:

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Squinty » Tue Jul 16, 2019 7:51 am

PuppetBoy wrote:I've been catching up with some of the courses you guys have uploaded recently - there's some top stuff there, but I just wanted to say how much I enjoyed some of Squinty's, especially the Spikers and ! block courses. :wub:

Also, SMW is the best style. SMW is ugly :lol:


Cheers! I had an idea last night where I was thinking I could add rhythm blocks into a stage with Spiker blocks, creating all sorts of wall jumpy things. I might give that a go.

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Rubix » Tue Jul 16, 2019 9:15 pm

Just uploaded my speedrun. Its challenging or should be

77T-6XH-4BG

Next two I want to do is an easier one and a puzzle one

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Rubix » Tue Jul 16, 2019 9:30 pm

Yubel wrote:Well gooseberry fool, here it is:

Boo's Gloomy Manor (9SW-1FF-6WF)

I took the time to explore as many interesting ideas using the night mode effect here, also while keeping the core theme of progression (albeit using different elements) a constant throughout. Pink coins are entirely optional, but recommended for anyone who will appreciate the extra challenge.


Can’t believe im still the only one to finish it in 30 mins :slol: I know I can do quicker with all coins but its that last bit

PLAY | Final Fantasy VII Rebirth [92h]
WATCH | Ted Lasso S2, HiJack S1, The Apprentice S18
RACE | Westonbirt Half (March), Chew Valley 10k (June), GNR (Sept), Cardiff Half (Oct)
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Yubel » Tue Jul 16, 2019 10:58 pm

Rubix wrote:Can’t believe im still the only one to finish it in 30 mins :slol: I know I can do quicker with all coins but its that last bit


That's the section I tweaked the most, having to cancel the clear-check numerous times. There was only so far I was willing to compromise in terms of difficulty, however.

Rubix wrote:Next two I want to do is an easier one and a puzzle one


I'm afraid speedruns aren't up my street but I'll certainly keep an eye out for the others!

I've started on a winter themed level myself, although I'm unsure where exactly I wish to take it; slopes are a must and overall I want it to be rather basic, but I am at a bit of a loss in regards to progression right now.

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Tafdolphin » Wed Jul 17, 2019 9:16 am

strawberry float me building levels is hard. Tried some GR levels and was amazed at the quality. I'm trying to make a super simple jumping/on button course and it's killing me.

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Games wot I worked on:
Night Call: Out now!
Rip Them Off: Out now!
Chinatown Detective Agency: 2021!
EXOGATE Initiative: Early Access Summer 2021
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Jenuall » Wed Jul 17, 2019 9:19 am

Played a bunch more of the GR levels last night, some real gems in there!

Had my first go at making a course with the Switch docked... yeah I won't be doing that again! :lol: It's so much clunkier compared to using the touchscreen.

Started work on a couple of courses - a Ghost house and a sand one, actually feeling more positive about the prospects of these compared to the last bunch which I've got so far with and then abandoned!

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Supachipz » Wed Jul 17, 2019 12:32 pm

I’ve taken a break from user created levels as had all 4 of my wisdom teeth on Saturday and didn’t want to put my jaw through the grimacing that inevitably occurs.

I’m feeling a bit better today though and have a huge queue of levels so will get through some of these tonight

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Rubix » Wed Jul 17, 2019 1:10 pm

Jenuall wrote:Played a bunch more of the GR levels last night, some real gems in there!

Had my first go at making a course with the Switch docked... yeah I won't be doing that again! :lol: It's so much clunkier compared to using the touchscreen.

Started work on a couple of courses - a Ghost house and a sand one, actually feeling more positive about the prospects of these compared to the last bunch which I've got so far with and then abandoned!


All mine have been done docked. You get used to it quickly

PLAY | Final Fantasy VII Rebirth [92h]
WATCH | Ted Lasso S2, HiJack S1, The Apprentice S18
RACE | Westonbirt Half (March), Chew Valley 10k (June), GNR (Sept), Cardiff Half (Oct)
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Victor Mildew » Wed Jul 17, 2019 1:23 pm

Rubix wrote:
Rubix wrote:First Course uploaded. Not that difficult. Second one incoming

RYS-XWQ-B0H


I have changed it and made it easier MYW-1PN-FWF


This level is much better now

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by HaruKazuhira » Wed Jul 17, 2019 4:33 pm

Taking way too long on my dumb level. Need to catch up on everyone else's stuff at some point >,>

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Squinty » Wed Jul 17, 2019 5:20 pm

Tafdolphin wrote:strawberry float me building levels is hard. Tried some GR levels and was amazed at the quality. I'm trying to make a super simple jumping/on button course and it's killing me.


On and Off switches are a game changer. You can do some much with them, but they are really hard to right.

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Rubix » Thu Jul 18, 2019 5:36 pm

Ad7 wrote:
Rubix wrote:
Rubix wrote:First Course uploaded. Not that difficult. Second one incoming

RYS-XWQ-B0H


I have changed it and made it easier MYW-1PN-FWF


This level is much better now


:toot:

PLAY | Final Fantasy VII Rebirth [92h]
WATCH | Ted Lasso S2, HiJack S1, The Apprentice S18
RACE | Westonbirt Half (March), Chew Valley 10k (June), GNR (Sept), Cardiff Half (Oct)
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by HaruKazuhira » Thu Jul 18, 2019 5:56 pm

So how you guys go about designing a level? Is it something you get an idea of beforehand, or do you jump in with a rough concept of what you want to make and go from there? I think it's always interesting to hear how different people approach level design. A big problem I seem to face is deviating from the original idea and ending up making something completely different. Sometimes it's too late to start over since you've gone so far into creating the level ">,>

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Tafdolphin » Thu Jul 18, 2019 6:02 pm

The most common piece of advice I've seen around is choose a mechanic and build a level around it. On/Off block, grabber, snake block etc

---------------------------
Games wot I worked on:
Night Call: Out now!
Rip Them Off: Out now!
Chinatown Detective Agency: 2021!
EXOGATE Initiative: Early Access Summer 2021
t: @Tafdolphin | Twitch: Tafdolphin
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Yubel » Thu Jul 18, 2019 6:49 pm

Choosing a mechanic and implementing it one way isn't even half the battle; iterating upon and escalating them to a satisfying climax is the most difficult part.

And it's for that reason Iv'e went back to the drawing board with my latest creation. strawberry floating hard indeed.

Youtube - Yubellion

"Common sense is a bullshit phrase."
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shy guy 64
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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by shy guy 64 » Thu Jul 18, 2019 7:34 pm

HaruKazuhira wrote:So how you guys go about designing a level? Is it something you get an idea of beforehand, or do you jump in with a rough concept of what you want to make and go from there? I think it's always interesting to hear how different people approach level design. A big problem I seem to face is deviating from the original idea and ending up making something completely different. Sometimes it's too late to start over since you've gone so far into creating the level ">,>


by blindly place item on a stage and seeing what happens, occasionally i have a idea i try to work towards

oh yeah, rubix ive been meaning to complement you on coming up with the most ominous sounding stage name ever

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PostRe: Super Mario Maker 2 - OUT NOW! - GRcade Levels in OP
by Rubix » Fri Jul 19, 2019 10:43 am

shy guy 64 wrote:
HaruKazuhira wrote:So how you guys go about designing a level? Is it something you get an idea of beforehand, or do you jump in with a rough concept of what you want to make and go from there? I think it's always interesting to hear how different people approach level design. A big problem I seem to face is deviating from the original idea and ending up making something completely different. Sometimes it's too late to start over since you've gone so far into creating the level ">,>


by blindly place item on a stage and seeing what happens, occasionally i have a idea i try to work towards

oh yeah, rubix ive been meaning to complement you on coming up with the most ominous sounding stage name ever


Which one? Spike Spike Slide?

PLAY | Final Fantasy VII Rebirth [92h]
WATCH | Ted Lasso S2, HiJack S1, The Apprentice S18
RACE | Westonbirt Half (March), Chew Valley 10k (June), GNR (Sept), Cardiff Half (Oct)

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