If you only put stuff in the lower screen area in your level, the camera never pans upward very far. The game recognizes that you've made a vertically short level and there's nothing interesting up there. Good hint to the player too, visually.
If you've made a one-screen-height level and you're in a normal course type like the overworld, underground, airship etc., I believe players can go as high as they want regardless of what the camera does. You can fly up there and it'll just take a while before you come down, the camera doesn't follow you.
Underwater is a special case, though. Since there's no need for flight and you can already swim anywhere, they actually put a ceiling on it if you don't use the upper half of the level. If they didn't, players could simply swim above the screen over everything in the whole level, and creators would have to remember to put their own ceiling in so as not to trivialize their level.
But put a pipe with the exit facing off the top of the screen, and now the player is coming out above the ceiling, and the game doesn't know what to do. The pipe doesn't cross that screen boundary so the level is still technically a one-screen-height level, but the player is being ejected too high.
I'm not sure how best to patch something like that. If they raise the underwater ceiling on one-screen-height levels, then players can swim over all the obstacles. They could write special cases for pipes...maybe if a pipe ejects a player into the second screen, it becomes a two-screen-height level.
I was enjoying the shit outta Sporky levels online, so I figured I might as well pop into the PA to see if it was the ol Spork I knew and loved. I SHOULD HAVE KNOWN.
mad macs fury road, were mole, blew my mind. How did you make blocks that were able to be landed on, but invisible in blocksploitaion sir??
EDIT: also I made a Captain Toad Treasure Tracker level where the object is to collect 10 hidden coins if anybody wants to try.
After not having time to play for a few days I sat down for a Normal 100 Mario Challenge...some of those levels felt like Expert level to me, and I had to skip them. Even after just like a week I'm rusty!
I just made a fun little level showing off some weird stuff you can do with the glitch above. It doesn't just apply to invisible blocks...
Blocksploitation
5999-0000-0093-0AAF
Can't really show anything too remarkable in a screenshot, other than this is the first screen:
So this one is odd. I played it with Course World then I downloaded it because I wanted to see how that worked. When I play it with the Edit button, the game acts totally different from the way it plays in Course World
The second area where you hit the P Switch turns only one coin/hard block into something passable while the rest become coins that aren't in the downloaded version while the CW version gave me a path complete with Hidden ? Blocks among the hard blocks.
The Glitch seems too inconsistent to be something I'd use in a level.
I was enjoying the shit outta Sporky levels online, so I figured I might as well pop into the PA to see if it was the ol Spork I knew and loved. I SHOULD HAVE KNOWN.
mad macs fury road, were mole, blew my mind. How did you make blocks that were able to be landed on, but invisible in blocksploitaion sir??
EDIT: also I made a Captain Toad Treasure Tracker level where the object is to collect 10 hidden coins if anybody wants to try.
0046 0000 006E 8D73
I think my newest 3 levels are prob my best 3...
I saw your drawing on at least one of my levels! Your trademark dude. Immediately recognized him.
Glad you liked my levels. I will try some of yours when I get a chance.
Someone at NeoGAF made a recording of my level, which I'm grateful for, because it'll be nice to have a permanent record of what the glitch did after they patch it out. :P
So this one is odd. I played it with Course World then I downloaded it because I wanted to see how that worked. When I play it with the Edit button, the game acts totally different from the way it plays in Course World
The second area where you hit the P Switch turns only one coin/hard block into something passable while the rest become coins that aren't in the downloaded version while the CW version gave me a path complete with Hidden ? Blocks among the hard blocks.
The Glitch seems too inconsistent to be something I'd use in a level.
It's only inconsistent within the level editor. As a final level, the blocks behave the same way every time.
The editor doesn't know what to do when two blocks occupy the same space so as you scroll around, so it can alternate which block it considers the "front" block. Besides messing up from scrolling around, generally the "front" and "back" block switch places when you copy and paste one of those glitch double blocks, which changes the behavior as you noted.
Takes a lot of playtesting to make sure it behaves the way you need it to. For example if you go through a pipe when a P-switch is active, that can mess up the whole solid block coin thing. This is why I blocked every pipe with blocks until the P-switch runs out.
So yeah, it's inconsistent. However if you can play through the level and it all looks and behaves the way you want it to, it's good for upload. I'm not recommending that a lot of levels be made using it, though, I just wanted to show some of the cool things you can do.
If you only put stuff in the lower screen area in your level, the camera never pans upward very far. The game recognizes that you've made a vertically short level and there's nothing interesting up there. Good hint to the player too, visually.
If you've made a one-screen-height level and you're in a normal course type like the overworld, underground, airship etc., I believe players can go as high as they want regardless of what the camera does. You can fly up there and it'll just take a while before you come down, the camera doesn't follow you.
Underwater is a special case, though. Since there's no need for flight and you can already swim anywhere, they actually put a ceiling on it if you don't use the upper half of the level. If they didn't, players could simply swim above the screen over everything in the whole level, and creators would have to remember to put their own ceiling in so as not to trivialize their level.
But put a pipe with the exit facing off the top of the screen, and now the player is coming out above the ceiling, and the game doesn't know what to do. The pipe doesn't cross that screen boundary so the level is still technically a one-screen-height level, but the player is being ejected too high.
I'm not sure how best to patch something like that. If they raise the underwater ceiling on one-screen-height levels, then players can swim over all the obstacles. They could write special cases for pipes...maybe if a pipe ejects a player into the second screen, it becomes a two-screen-height level.
Simple solution is to make some area above a pipe considered a warp have invisible event tiles that do not effect the player in any way, but by the game are considered 'on' as far as blocks are concerned and thus level above this barrier. I know that has to be possible, as all the different attributes of a block should be toggleable and you can turn all of them off except for 'is a block'.
BTW how do you do that multiple blocks on one space glitch? Gameexplain did not know how in the vid. I guess I never bothered to google it but I was wondering how you figured it out yourself.
Edit: Just watched your vid on it. That stuff is was too good and useful to get rid of. It will be sad if they have to fix this as it really opens up some options if used right.
I didn't figure it out, they said how to do it in an updated video shortly after your post, I linked it above.
Place a block, place a single section of track somewhere else, place another block on the track, move the track+block on top of the other block (not multi-select, just dragging the track segment will take the block with it), then choose the track tool again and drag one end back to the first, which gets rid of the track but not the second block. Now you have two blocks sharing properties in strange ways!
It works because dragging track back over itself is a special case of deleting track that doesn't take the stuff on the track with it. And the game inherently supports the concept of blocks being on top of each other, in the case of tracks.
Kai_SanCommonly known as Klineshrike!Registered Userregular
Aaaand someone made the entire SMB 1-1 but completely invisible. I mean, that is kind of cool, but fuck all that would suck coming up in a random expert play.
Here is a dumb question. How do you view the levels in Google Docs without submitting one? I submitted mine and saw 3 other levels, but now when I click on the link it wants me to submit something again.
I couldn't get them to do anything. The glitch primarily applies to solid blocks, and I think firebars are considered enemies. You can already put firebars over the top of ground without needing the glitch.
I was able to embed coins in the ground but that's not amazing or anything, you just collect them as you touch the surface. You can embed question blocks in the ground or hard blocks, so an innocent-looking section of ground overhead could conceal powerups...but that's not particularly great either, nobody would even know to try. You can put donut blocks inside ground, all that does is make them visible and fall when you walk over them.
I didn't play with ice blocks, I assume you can make ice that isn't slippery and regular ground that is slippery.
AbsoluteZeroThe new film by Quentin KoopantinoRegistered Userregular
Like New Courses!
I just can't stop going back and tweaking these babies. I think I'm done now. Please give them a try!
King Koopa Keep is back. Tweaked the boss battle to eliminate instances where attacks become unavoidable. Added a fire flower and hid a spike helmet to make the course more forgiving.
Slip Slide Ride is now a Fortress stage. Apparently I like fortress stages. I just felt it worked better thematically, and the background music isn't nearly as repetitive. I made a TON of track changes, smoothing out hard course changes and chopping down areas that seemed to go on for too long.
MARIO SMASH! is a brand new course. I was really just messing around with the mega mushroom powerup, here. Catch the flying stars and smash your way through to the end.
Chaos reigns under the sea. The difficulty will change each time you play. Do the magikoopas make life hard for you, or are they mostly harmless? Does the squid rider chase you relentlessly, or does he smash into a block and fall off his mount immediately?
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Chaos reigns under the sea. The difficulty will change each time you play. Do the magikoopas make life hard for you, or are they mostly harmless? Does the squid rider chase you relentlessly, or does he smash into a block and fall off his mount immediately?
Did you submit these with Dover's Google Form? (this goes for everyone else too)
Puzzlin'with Plants: 867C-0000-0095-91F8
This level has you checking out different realms of existence.
Use one realm to spot the secret way out in the other realm.
Each puzzle is followed by an action sequence and the level has two different plant-themed bosses!
Good luck figuring out how to beat that last one!
Talking about bosses: if you only want to fight the bullet bill boss instead of going through his entire castle, I've made a new level where that can do just that!
Bullet Bill Castle (boss only): 992A-0000-0094-6FAC
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Woo hoo! I finally made it to 50 stars thanks to a little Canadian boy and a Japanese girl. It really took an international effort to allow me to make additional stages. :?
Chaos reigns under the sea. The difficulty will change each time you play. Do the magikoopas make life hard for you, or are they mostly harmless? Does the squid rider chase you relentlessly, or does he smash into a block and fall off his mount immediately?
Did you submit these with Dover's Google Form? (this goes for everyone else too)
I don't want to miss any of the submissions.
I don't see a link in the OP. Is it the same as the normal submission form for the google doc?
Okay, @UncleSporky you must swear that you will only use your powers for good or for awesome.
My favorite part of that image is you can just barely make out my profile on the top of it.
http://www.danreviewstheworld.com
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
0
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Kai_SanCommonly known as Klineshrike!Registered Userregular
edited October 2015
Oh my god pirate you are Missy? I had no idea. I saw your name come up on my levels and didn't know it was you.
In other news, the people in charge of SMM at Nintendo NEED to see this
IMO this is above all the other things (yes even checkpoints) of needed additions, and looks to be like it would take almost the least effort. I am sure it is possible to just add a water object property to a semi solid and then you are pretty much done.
In addition someone even mentioned allowing to shake it and get lava and maybe even quicksand?
Kai_San on
+1
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Warlock82Never pet a burning dogRegistered Userregular
Oh my god pirate you are Missy? I had no idea. I saw your name come up on my levels and didn't know it was you.
In other news, the people in charge of SMM at Nintendo NEED to see this
IMO this is above all the other things (yes even checkpoints) of needed additions, and looks to be like it would take almost the least effort. I am sure it is possible to just add a water object property to a semi solid and then you are pretty much done.
In addition someone even mentioned allowing to shake it and get lava and maybe even quicksand?
Honestly I'm disappointed this is not a thing already. And yes, shake for lava. Simple.
Edit: Not above checkpoints tho. Checkpoints are the #1 needed thing.
Posts
If you only put stuff in the lower screen area in your level, the camera never pans upward very far. The game recognizes that you've made a vertically short level and there's nothing interesting up there. Good hint to the player too, visually.
If you've made a one-screen-height level and you're in a normal course type like the overworld, underground, airship etc., I believe players can go as high as they want regardless of what the camera does. You can fly up there and it'll just take a while before you come down, the camera doesn't follow you.
Underwater is a special case, though. Since there's no need for flight and you can already swim anywhere, they actually put a ceiling on it if you don't use the upper half of the level. If they didn't, players could simply swim above the screen over everything in the whole level, and creators would have to remember to put their own ceiling in so as not to trivialize their level.
But put a pipe with the exit facing off the top of the screen, and now the player is coming out above the ceiling, and the game doesn't know what to do. The pipe doesn't cross that screen boundary so the level is still technically a one-screen-height level, but the player is being ejected too high.
I'm not sure how best to patch something like that. If they raise the underwater ceiling on one-screen-height levels, then players can swim over all the obstacles. They could write special cases for pipes...maybe if a pipe ejects a player into the second screen, it becomes a two-screen-height level.
mad macs fury road, were mole, blew my mind. How did you make blocks that were able to be landed on, but invisible in blocksploitaion sir??
EDIT: also I made a Captain Toad Treasure Tracker level where the object is to collect 10 hidden coins if anybody wants to try.
0046 0000 006E 8D73
I think my newest 3 levels are prob my best 3...
INSTAGRAM
Let's Plays of Japanese Games
E-1 Wild Ride in the Sky: 2B4B 0000 007B 5343
E-3 Bomb Volley: FE1E 0000 007B 53BC
E-4 Pipes O'Plenty: F5F3 0000 007B 546E
E-5 Bombarded by Bob-Ombs: 1209 0000 007B 559D
E-6 Magical Note Blocks: 4388 0000 007B 5682
E-7 The Ol' Switcheroo: 8F1F 0000 007B C071
E-8 Piped Full of Piranhas: 6078 0000 007B E3D8
E-9 Swinging Bars of Doom: 7742 0000 007D F093
E-10 Para Beetle Challenge: 656C 0000 007E 1CC9
E-11 Magical Note Blocks 2: B3DB 0000 0080 4E1C
E-12 Airship 1: 660E 0000 0081 0A27
E-13 Chill Cavern: A8C9 0000 0081 33FA
E-16 Castle a Go-Go: BC9E 0000 0082 FFF5
E-17 Frappe Snowland: 3245 0000 0083 25D7
E-18 Frozen Fortress: A403 0000 0084 0A35
E-19 Brick Maze: 2967 0000 0085 E914
E-21 60 Seconds: 3A6B 0000 0087 5003
E-22 Ropeland: 81A6 0000 0087 E28E
E-24 Clear Skies: B111 0000 0084 2101
E-25 Koopahari Cavern: 637A 0000 008A CB63
E-26 Aqua Bars of Doom: 3305 0000 008B 706A
E-27 The Gauntlet: EF71 0000 008C BC39
E-28 Hammer Bro. Ship: 240D 0000 008E C639
E-29 Bowser's Airship - Part 1: 1E56 0000 008F 0485
E-30 Bowser's Airship - Part 2: FFD8 0000 008F 9487
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
So this one is odd. I played it with Course World then I downloaded it because I wanted to see how that worked. When I play it with the Edit button, the game acts totally different from the way it plays in Course World
The Glitch seems too inconsistent to be something I'd use in a level.
I saw your drawing on at least one of my levels! Your trademark dude. Immediately recognized him.
Glad you liked my levels. I will try some of yours when I get a chance.
The latest level was using a glitch that Gamexplain posted about yesterday. Just a fun exploration of some of the weird stuff you can do with it.
Someone at NeoGAF made a recording of my level, which I'm grateful for, because it'll be nice to have a permanent record of what the glitch did after they patch it out. :P
https://www.youtube.com/watch?v=dwcz-V3D6co
It's only inconsistent within the level editor. As a final level, the blocks behave the same way every time.
The editor doesn't know what to do when two blocks occupy the same space so as you scroll around, so it can alternate which block it considers the "front" block. Besides messing up from scrolling around, generally the "front" and "back" block switch places when you copy and paste one of those glitch double blocks, which changes the behavior as you noted.
Takes a lot of playtesting to make sure it behaves the way you need it to. For example if you go through a pipe when a P-switch is active, that can mess up the whole solid block coin thing. This is why I blocked every pipe with blocks until the P-switch runs out.
So yeah, it's inconsistent. However if you can play through the level and it all looks and behaves the way you want it to, it's good for upload. I'm not recommending that a lot of levels be made using it, though, I just wanted to show some of the cool things you can do.
Simple solution is to make some area above a pipe considered a warp have invisible event tiles that do not effect the player in any way, but by the game are considered 'on' as far as blocks are concerned and thus level above this barrier. I know that has to be possible, as all the different attributes of a block should be toggleable and you can turn all of them off except for 'is a block'.
BTW how do you do that multiple blocks on one space glitch? Gameexplain did not know how in the vid. I guess I never bothered to google it but I was wondering how you figured it out yourself.
Edit: Just watched your vid on it. That stuff is was too good and useful to get rid of. It will be sad if they have to fix this as it really opens up some options if used right.
Place a block, place a single section of track somewhere else, place another block on the track, move the track+block on top of the other block (not multi-select, just dragging the track segment will take the block with it), then choose the track tool again and drag one end back to the first, which gets rid of the track but not the second block. Now you have two blocks sharing properties in strange ways!
It works because dragging track back over itself is a special case of deleting track that doesn't take the stuff on the track with it. And the game inherently supports the concept of blocks being on top of each other, in the case of tracks.
Fortunately it seems that it shouldn't be too hard for Nintendo to detect levels that use it and take them down once its fixed.
I found a problem in your post. :P
Thanks. I had bookmarked page 14 like an idiot.
Yes indeed. I actually put various machinations of death riding on tracks to the test in a recent level.
I couldn't get them to do anything. The glitch primarily applies to solid blocks, and I think firebars are considered enemies. You can already put firebars over the top of ground without needing the glitch.
I was able to embed coins in the ground but that's not amazing or anything, you just collect them as you touch the surface. You can embed question blocks in the ground or hard blocks, so an innocent-looking section of ground overhead could conceal powerups...but that's not particularly great either, nobody would even know to try. You can put donut blocks inside ground, all that does is make them visible and fall when you walk over them.
I didn't play with ice blocks, I assume you can make ice that isn't slippery and regular ground that is slippery.
I just can't stop going back and tweaking these babies. I think I'm done now. Please give them a try!
King Koopa Keep is back. Tweaked the boss battle to eliminate instances where attacks become unavoidable. Added a fire flower and hid a spike helmet to make the course more forgiving.
Slip Slide Ride is now a Fortress stage. Apparently I like fortress stages. I just felt it worked better thematically, and the background music isn't nearly as repetitive. I made a TON of track changes, smoothing out hard course changes and chopping down areas that seemed to go on for too long.
MARIO SMASH! is a brand new course. I was really just messing around with the mega mushroom powerup, here. Catch the flying stars and smash your way through to the end.
What Lies Beneath the Bottom? (of the ocean)
96E5-0000-0094-A2E8
CRUSHED ASPIRATIONS.
FFCD-0000-0094-C8B8
14A5-0000-0095-1F78
Chaos reigns under the sea. The difficulty will change each time you play. Do the magikoopas make life hard for you, or are they mostly harmless? Does the squid rider chase you relentlessly, or does he smash into a block and fall off his mount immediately?
Did you submit these with Dover's Google Form? (this goes for everyone else too)
I don't want to miss any of the submissions.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
SMB Training 2: Jumping
12A4-0000-0095-438E
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
This level has you checking out different realms of existence.
Use one realm to spot the secret way out in the other realm.
Each puzzle is followed by an action sequence and the level has two different plant-themed bosses!
Good luck figuring out how to beat that last one!
Talking about bosses: if you only want to fight the bullet bill boss instead of going through his entire castle, I've made a new level where that can do just that!
Bullet Bill Castle (boss only): 992A-0000-0094-6FAC
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
50 then 150 then 300 then 500 then 800 then 1300. I'm not sure the exact numbers after that.
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
I don't see a link in the OP. Is it the same as the normal submission form for the google doc?
I used this link. I also put my level in the OP link.
My entry for SMMC: Sphere: BA90-0000-0095-0A18
And another level for people tired of automatic levels! Are You Not Entertained?: 08CA-0000-008C-DEB7
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
My favorite part of that image is you can just barely make out my profile on the top of it.
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
In other news, the people in charge of SMM at Nintendo NEED to see this
IMO this is above all the other things (yes even checkpoints) of needed additions, and looks to be like it would take almost the least effort. I am sure it is possible to just add a water object property to a semi solid and then you are pretty much done.
In addition someone even mentioned allowing to shake it and get lava and maybe even quicksand?
Honestly I'm disappointed this is not a thing already. And yes, shake for lava. Simple.
Edit: Not above checkpoints tho. Checkpoints are the #1 needed thing.