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[Mario Maker 2] Final update on 4/22! Frog Suit! Overworld creator! And More!

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Posts

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Hmm, blast. That's good to know for future reference! Maybe removing those coins, or perhaps adjusting the pipe so you can see there's a path below... There's no easy way to tweak an uploaded course is there?

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    Dirty wrote: »
    WACriminal wrote: »
    Made a puzzle level.

    This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.

    The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.

    This is true, BUT if you start a level called something like, "Codebreaker: Lesson 2" and it seems inscrutable, I would hope you can judge that it's probably time to skip.

    crimsoncoyote
  • WinkyWinky rRegistered User regular
    WACriminal wrote: »
    Dirty wrote: »
    WACriminal wrote: »
    Made a puzzle level.

    This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.

    The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.

    This is true, BUT if you start a level called something like, "Codebreaker: Lesson 2" and it seems inscrutable, I would hope you can judge that it's probably time to skip.

    Codebreaker 101 is very cool, by the way, and I thought the idea was really clever (gives me The Witness vibes almost) though I wasn't able to complete it before I had to go to work due to some minor annoyances in it (in the room where you need to use the pow block and then the bob-omb it wasn't super consistent about killing both the muncher and/or blowing up both the blocks).

    WACriminal
  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    Hmm, blast. That's good to know for future reference! Maybe removing those coins, or perhaps adjusting the pipe so you can see there's a path below... There's no easy way to tweak an uploaded course is there?
    No, but it's not a fatal flaw. It's the minor kind that I'm reaching to find for a balanced commentary so there's something to help for future courses.

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    edited July 2019
    Winky wrote: »
    WACriminal wrote: »
    Dirty wrote: »
    WACriminal wrote: »
    Made a puzzle level.

    This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.

    The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.

    This is true, BUT if you start a level called something like, "Codebreaker: Lesson 2" and it seems inscrutable, I would hope you can judge that it's probably time to skip.

    Codebreaker 101 is very cool, by the way, and I thought the idea was really clever (gives me The Witness vibes almost) though I wasn't able to complete it before I had to go to work due to some minor annoyances in it (in the room where you need to use the pow block and then the bob-omb it wasn't super consistent about killing both the muncher and/or blowing up both the blocks).

    With the munchers, you have to hit the top one with the POW to kill both, since otherwise it just kills the bottom one.

    With the bomb, I'll try to do a better job of setting up a nook for the bomb in future levels, if they exist.

    EDIT: Also "The Witness vibes" is exactly the niche I was aiming for, so I'm stoked to see I at least got in the same neighborhood.

    WACriminal on
  • PreacherPreacher Registered User regular


    Poo is doing a new Penga level. According to Penga this is a "newb friendly" level.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
  • DehumanizedDehumanized Registered User regular
    panga has spent so long in the kaizo clouds that he cannot relate to mere mortals anymore tbh

    PreacherZilla360Xerink
  • PreacherPreacher Registered User regular
    panga has spent so long in the kaizo clouds that he cannot relate to mere mortals anymore tbh

    That was Poo's thought on it.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
  • King RiptorKing Riptor Registered User regular
    You're invited to a party
    HS9-WVW-NJG

    I have a podcast now. It's about video games and anime!Find it here.
    MNC Dover
  • DjiemDjiem Registered User regular
    edited July 2019
    The sequel to Desert Race #1 (VS) (1F9-8XS-FPF) is ready!
    Get ready for:

    Desert Race #2 (VS) - PHK-DT3-B3G

    This time I cobbled up bits from the Boo courses 1-3 and 1-2, as well as a bit of SMB2's 1-3.

    Djiem on
  • WinkyWinky rRegistered User regular
    Pass the Lavaisier
    13G-YGP-S0H

    “Don’t this level make a mario want to jump jump”

    Spent a lot of time on this one and I’m pretty proud of it, does a decent amount of playing with pacing by forcing you to rush through it but also requiring patience. Got to use thwomps and bullies in some really fun ways.

    I’d say it’s fairly hard but ymmv.

  • Vann DirasVann Diras Registered User regular
    Made another level, this time more of a typical platforming challenge. made in the image of Celeste, mostly

    F9X-X67-10H

  • cravipatcravipat CFKPW? Registered User regular
    I'm looking forward to the return of SMMC. It went out with a whimper last time but there were a lot of great levels.

    Instead of new stuff I've been revisiting my old levels to see what is worth trying to bring over and improve. So far I've recreated my highest starred course and one that was perfect to redo with one of the new features, even though I had to switch the style to get it to work. Even more disappointing was when I played through the single player and found a level with the same gimmick.

    Art Gallery
    PW1-76D-GGF

    Down in the Underground
    3GR-YWH-XPG

    nw1m8qQ.pngwNA4DEe.png6W3X2nk.png
    Super Mario Maker ID: DBB-1RH-JJG
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
  • ThePantsAssociationThePantsAssociation A million could-be years on a thousand may-be worldsRegistered User regular
    I'm new at this, but if anyone would be kind enough to try my level:

    Mystery of the Tomb
    1FK-NBT-MRG

    Fleur de Alys
  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    Henroid wrote: »

    ...
    ...
    ...
    ...OH KAY

    MegaMek
  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited July 2019
    Thanks for the feedback. While it will take some thought to work out how to evolve the minigame but keep it short, I might have figured out a bug fix for Hidden Panic: giving the Super Mushroom wings should remove its collision with blocks and prevent it from being destroyed.

    Here's the new ID: F5J-YTY-08G.

    I've tried to get it squished, would appreciate if anyone else could check, too.

    IceBurner on
    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Kai_San wrote: »
    Henroid wrote: »

    ...
    ...
    ...
    ...OH KAY

    I mean at least you get a lot of 1 ups? Right!?

    Working away on Desert Discovery now. Theme this time is seesaws & bumpers, alternating between day and night areas.

    Need to schedule some time to go and review all you fine folks courses

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
  • EnlongEnlong Registered User regular
    So here’s a neat thing; you can put any power-up you want inside a checkpoint flag, and Mario will get its effect when triggering it.

    KetBraRoad Block
  • TelMarineTelMarine Registered User regular
    edited July 2019
    WACriminal wrote: »
    Made a puzzle level.

    7s98elqk3qrv.jpg

    This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.

    I liked this. At first I thought it was pure memorization, but I eventually figured out your intention. However, it didn't seem to apply for all the items you needed, so then it turned into hit all the blocks to find the last item I need. The POW block can also be a little finnicky, and not always kill the munchers
    Spookshow Sawhouse is complete! 5FS GM8 P1G

    Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!

    Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking

    Liked it. My only complaint is in the very beginning where the first pipe is. It's unclear that you die if you fall since you can't see. It's a leap of fath.
    You're invited to a party
    HS9-WVW-NJG

    Not much to say here, thought it was fine. The only potential issue I could see is killing Lakitu by accident (which I did) and then being fucked on killing Bowser. You may be able to reset the room though.
    Winky wrote: »
    Pass the Lavaisier
    13G-YGP-S0H

    “Don’t this level make a mario want to jump jump”

    Spent a lot of time on this one and I’m pretty proud of it, does a decent amount of playing with pacing by forcing you to rush through it but also requiring patience. Got to use thwomps and bullies in some really fun ways.

    I’d say it’s fairly hard but ymmv.

    This was good, lots of interesting ideas, varied challenges but boy, insanely difficult and took me over 30 min to beat it (over 50 attempts):
    1. First, there is TONS of memorization required. Pretty much everything after the checkpoint requires memorization.
    2. I hated the room with all the flying thwomps after the checkpoint. It's not really deterministic (since they float around) and you have to deal with thwomps coming from off screen
    3. There are several places where there are thwomps coming from off screen, requiring memorization
    4. On top of having to memorize each section, you are under a time limit because of the lava rising. So it's incredibly unforgiving and you don't have time to figure stuff out without retrying a million times.
    5. After being able to get the first cat suit after the first checkpoint, I never bothered to figure out the first area where the Bully from Mario 64 shows up. I'm guessing you meant for the player to bop him towards the spikes and then jump on his head to the pipe. I said fuck it and just ran through the spikes. Not worth the time to figure out and I needed all the extra time I could get from the lava rising.
    6. More memorization here due to placement of some small bullet bill launchers. Also, it seems to be tested more as small mario. You get punished for being big. Also, the bonzai bills coming from the background are incredibly hard to tell when they are on screen and can be jumped on.
    7. The 2nd time you fight the Bully, I thought you had to use the bob-ombs to kill him (via explosion), however, this was not the case, you're supposed to push him into the thwomp by throwing the bombs. Now, eventually I figured it out, but because of the lava rising time limit, I had to go through all the other areas over and over again to even get a chance to try again. If shells have the same effect, perhaps consider replacing the bombs to make it more clear.
    8. The 3rd time you fight the Bully, it seems if you push him enough and then run back so he goes off screen (which I did because I lost the fire flower power), he disappears. Thank fucking god, a little mercy finally.
    9. The end part is very unforgiving as well. You barely have room to jump, you can actually pick up the boxes (was your intention to pick up the boxes and re-arrange the platforms?) making it more difficult, the fire yoshi things come at some angles making it impossible to dodge. Also, you get a star, but it's not clear at all what you're supposed to do. I figured I had to kill the thwomps and I just lucked into killing the fire yoshis. I didn't even know they were able to be killed by the star. On top of that, you still die falling into the lava (I think), so when I killed the fire yoshi that had the key, I only realized it because I happened to hear the sound. Make this much more clear what you're supposed to do.
    10. This level definitely needs another checkpoint. I had to retry after the checkpoint probably close to 40 times and because I wasn't sure how to beat later parts, I had to go through all the other parts again and again.

    Vann Diras wrote: »
    Made another level, this time more of a typical platforming challenge. made in the image of Celeste, mostly

    F9X-X67-10H

    This was overall good. There appears to be multiple paths, there were a couple areas where you clearly knew about blocks being off screen and compensated, but there is a part where you are in a small room with stalactites, and some are off screen and you get screwed over.
    I'm new at this, but if anyone would be kind enough to try my level:

    Mystery of the Tomb
    1FK-NBT-MRG

    Liked it. I really like the Mario1 desert theme. It feels very bright and NES-y. There's a room filled with coins followed by a door to get a P-switch. I think doors will refresh P-switches, so it wouldnt be an issue, but if you used the P-switch before you collected all those coins, you'd be blocked.

    TelMarine on
    3ds: 4983-4935-4575
    WinkyThePantsAssociation
  • TelMarineTelMarine Registered User regular
    cravipat wrote: »
    I'm looking forward to the return of SMMC. It went out with a whimper last time but there were a lot of great levels.

    Instead of new stuff I've been revisiting my old levels to see what is worth trying to bring over and improve. So far I've recreated my highest starred course and one that was perfect to redo with one of the new features, even though I had to switch the style to get it to work. Even more disappointing was when I played through the single player and found a level with the same gimmick.

    Art Gallery
    PW1-76D-GGF

    Down in the Underground
    3GR-YWH-XPG

    1. I remember Art Gallery. Played it again. Interesting concept. You can use Lakitu's cloud to skip past everything
    2. Down in the Underground - I liked the idea, but I had no idea how you intended it to be beat. What I eventually did was the following:
    a. Use the beetle to get passed the first yellow blocks (instead of the p-switch)
    b. On the part with the 3 vines, on the right side up part (so not the sub-level), you can jump on top of the blocks where they end, jump to the next platform, then make a running jump over the spikes to get to the next part. I had no clue where to use the first POW block that spawns from a pipe.

    3ds: 4983-4935-4575
  • StericaSterica Yes Registered User, Moderator mod
    So...how do you make courses designed for co-op?

    YL9WnCY.png
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    Building a level around this right now, and I'm sure this was all known back in the original game, but thought I'd share an observation that has opened up some design space for me, in hopes that it might help someone else.

    Lifts on tracks move at different speeds based on two factors: Their color (blue/yellow) and whether or not they have wings. In order from slowest to fastest, they are:

    Blue -> Yellow -> Blue with Wings -> Yellow with Wings

    One particular consequence of this fact is that you can create track systems where one type of platform can continue, but another cannot. For instance, if you set up a track that goes straight up to an open end, with another track directly above that, the platforms will behave in the following ways:

    Blue Lift: Will simply fall back down onto the track it came from, regardless of distance to the higher track
    Yellow Lift: Will connect with the higher track, but only if it occupies the grid square immediately above the lower track. A gap of any distance will prevent it from connecting.
    Blue with Wings: Can cross a gap of 1 square.
    Yellow with Wings: Can cross a gap of 2 squares.

    This also has some implications for questions like, "If a lift jumps diagonally upward from an open-ended track and then collides with a vertical track, will it climb the track upward, or will it descend?"

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Oh man my favorite streamer played a level I saw another speedrunner make earlier;



    Man that shit is insaaaaaaaaaane.

    Zilla360Preacher
  • SyphonBlueSyphonBlue The studying beaver That beaver sure loves studying!Registered User regular
    HGD H2W 5MF

    Here's a quick first pass at a little escort mission level where you have to get a bob-omb to the end of a level. Please try it out and give me any criticisms or ideas to improve, this was a fairly quick and dirty first draft.

    LxX6eco.jpg
    PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    Henroid wrote: »
    Oh man my favorite streamer played a level I saw another speedrunner make earlier;



    Man that shit is insaaaaaaaaaane.

    I think I could actually do that one.

    Shell wall jumps NOPE

    Shell through pipe jumps .... maybe

  • DjiemDjiem Registered User regular
    Sterica wrote: »
    So...how do you make courses designed for co-op?

    As far as I know, you can't make a course you can't beat yourself. The logic being, I assume, what if the other players disconnect, go afk, or something else? It'd turn into an unwinnable scenario.

    The closest thing you can do, if you're really really skilled, would be to create a level that's near impossible to do alone but that with clever jumping you could beat alone. You could also make a ridiculous boss with powerups that can only be obtained co-op.

  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    People have also come up with contraptions that separate you based on number of players. So you can work with that.

    You CAN make pure co op levels, but you would have to play them offline.

  • Mr_GrinchMr_Grinch Registered User regular
    I caved and bought this, despite having only played one and a half games up to now this year (Excluding VR - turns out a six year old keeps you busy!).

    I liked the previous challenges for SMM1 (and Little Big Planet before that) so I can't wait to get stuck in again.

    Steam: Sir_Grinch
    PSN: SirGrinchX
    Oculus Rift: Sir_Grinch
    Zilla360
  • WinkyWinky rRegistered User regular
    TelMarine wrote: »
    Winky wrote: »
    Pass the Lavaisier
    13G-YGP-S0H

    “Don’t this level make a mario want to jump jump”

    Spent a lot of time on this one and I’m pretty proud of it, does a decent amount of playing with pacing by forcing you to rush through it but also requiring patience. Got to use thwomps and bullies in some really fun ways.

    I’d say it’s fairly hard but ymmv.

    This was good, lots of interesting ideas, varied challenges but boy, insanely difficult and took me over 30 min to beat it (over 50 attempts):
    1. First, there is TONS of memorization required. Pretty much everything after the checkpoint requires memorization.
    2. I hated the room with all the flying thwomps after the checkpoint. It's not really deterministic (since they float around) and you have to deal with thwomps coming from off screen
    3. There are several places where there are thwomps coming from off screen, requiring memorization
    4. On top of having to memorize each section, you are under a time limit because of the lava rising. So it's incredibly unforgiving and you don't have time to figure stuff out without retrying a million times.
    5. After being able to get the first cat suit after the first checkpoint, I never bothered to figure out the first area where the Bully from Mario 64 shows up. I'm guessing you meant for the player to bop him towards the spikes and then jump on his head to the pipe. I said fuck it and just ran through the spikes. Not worth the time to figure out and I needed all the extra time I could get from the lava rising.
    6. More memorization here due to placement of some small bullet bill launchers. Also, it seems to be tested more as small mario. You get punished for being big. Also, the bonzai bills coming from the background are incredibly hard to tell when they are on screen and can be jumped on.
    7. The 2nd time you fight the Bully, I thought you had to use the bob-ombs to kill him (via explosion), however, this was not the case, you're supposed to push him into the thwomp by throwing the bombs. Now, eventually I figured it out, but because of the lava rising time limit, I had to go through all the other areas over and over again to even get a chance to try again. If shells have the same effect, perhaps consider replacing the bombs to make it more clear.
    8. The 3rd time you fight the Bully, it seems if you push him enough and then run back so he goes off screen (which I did because I lost the fire flower power), he disappears. Thank fucking god, a little mercy finally.
    9. The end part is very unforgiving as well. You barely have room to jump, you can actually pick up the boxes (was your intention to pick up the boxes and re-arrange the platforms?) making it more difficult, the fire yoshi things come at some angles making it impossible to dodge. Also, you get a star, but it's not clear at all what you're supposed to do. I figured I had to kill the thwomps and I just lucked into killing the fire yoshis. I didn't even know they were able to be killed by the star. On top of that, you still die falling into the lava (I think), so when I killed the fire yoshi that had the key, I only realized it because I happened to hear the sound. Make this much more clear what you're supposed to do.
    10. This level definitely needs another checkpoint. I had to retry after the checkpoint probably close to 40 times and because I wasn't sure how to beat later parts, I had to go through all the other parts again and again.

    Thanks for the feedback! I honestly did want to put in another checkpoint but due to how rising lava works it would’ve reset the level if I added it higher. I maybe should’ve really just settled for fitting fewer ideas into one level or softening them a lot given the level’s length.

    The flying thwomp room concept in particular I actually really like, and is more deterministic than it appears once you learn the safest way to climb it (basically you have to slow down and go small->large->small->large), and previously I had the clear pipe show you the entire room to begin with but had to shorten it for speed reasons, but having it in the middle of a level where you’re trying to run from lava is admittedly really not conducive to exploring the concept and it’s very frustrating to have to try to run through.

    I definitely need to get better at communicating to the player what they’re supposed to be doing at each part.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited July 2019
    @Winky @The Sauce @BionicPenguin Thanks for the feedback! I've uploaded a V2 of it which tweaks things to make it clear the Blue Platform is safe - the coins have been moved underneath it, the track extended, and the dark room now has an arrow pointing back at the pipe you came from, which should (hopefully) signal which way is the right way

    YRP-FR2-SRG

    @TelMarine I'm unclear on which bit you mean - If you're meaning the hidden coin in the dark room, it is supposed to be hidden (And if you inch forward slowly, you can JUST make out that there's a platform to land on safely.)

    The Zombie Penguin on
    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
    Fleur de Alys
  • EnlongEnlong Registered User regular
    Finally started building a stage. It won’t be done for a while, but it’s a nice feeling to finally put pen to paper, so to speak.

    WinkyThe Zombie Penguin
  • Zilla360Zilla360 21st Century. |She/Her| Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered User regular


    HGQ-VP5-NWG

    Took a few tries for me to get this uploaded. Be on the look out for 'short cuts'. :biggrin: :P

    NH844lc.png | PSN | GACSALB.jpg My Blog |🏳️‍⚧️♥️
  • KetBraKetBra Dressed Ridiculously Registered User regular
    Okay, I've put out a new one:

    7ST-4Y8-QFF

    KGMvDLc.jpg?1
  • KetBraKetBra Dressed Ridiculously Registered User regular
    SyphonBlue wrote: »
    HGD H2W 5MF

    Here's a quick first pass at a little escort mission level where you have to get a bob-omb to the end of a level. Please try it out and give me any criticisms or ideas to improve, this was a fairly quick and dirty first draft.

    FYI you can beat this without the bob-omb.

    KGMvDLc.jpg?1
  • SyphonBlueSyphonBlue The studying beaver That beaver sure loves studying!Registered User regular
    KetBra wrote: »
    SyphonBlue wrote: »
    HGD H2W 5MF

    Here's a quick first pass at a little escort mission level where you have to get a bob-omb to the end of a level. Please try it out and give me any criticisms or ideas to improve, this was a fairly quick and dirty first draft.

    FYI you can beat this without the bob-omb.

    Shit! You're right!

    Well, like I said...first draft lol

    LxX6eco.jpg
    PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
  • EnlongEnlong Registered User regular
    KetBra wrote: »
    SyphonBlue wrote: »
    HGD H2W 5MF

    Here's a quick first pass at a little escort mission level where you have to get a bob-omb to the end of a level. Please try it out and give me any criticisms or ideas to improve, this was a fairly quick and dirty first draft.

    FYI you can beat this without the bob-omb.

    Reminds me of that one time I made a stage based on going through an airship, only for someone here to tell me that you can skip the entire stage.

  • mattclemmattclem Registered User regular
    A plea, if at all possible: Is there anyone out there who has the functionality set up to do local multiplayer? I have an experimental level designed specifically for multiplayer versus that does a few things a bit differently... but I can't actually test the thing because there's no real facility to do so as a solo editor; I can play it and it's completable, but I've no idea if the ideas I have work in multiplayer.

  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    You're invited to a party
    HS9-WVW-NJG
    Short, sweet, and fun!

    Did you intend the shells at the beginning to be usable or just decoration? Because you can totally ride a bone shell, which lets you jump on the giant ghosts and on Bowser.

    The latter led to me killing the lakitu, then using its cloud to rain firey death upon Bowser.

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    Vann Diras wrote: »
    Made another level, this time more of a typical platforming challenge. made in the image of Celeste, mostly

    F9X-X67-10H
    This was fun and tense. Beautiful too.

    My only note is that the checkpoint felt in the wrong place. There were no challenges after it at all, just empty screens. Putting it one or two sections earlier would have been appreciated.

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
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