Yeah, you can. Make sure to save them in CourseBot! Tap the robot on right side.
I actually don’t disagree with anything you’re saying here, but despite the different contexts in which these recommendations are made, I feel they apply to and provide justification for the mindset I’ve adopted which requires me to tune the difficulty of my courses such that they can be completed by a walking player. That’s why I was disagreeing with your claim that my decision to do so is “nonsensical”: it makes a certain kind of sense.
this level is really cool. it must have been a tremendous pain in the ass to make.
Real excited to see the improved version of this uploaded! Have you considered posting it to the Mario Maker subreddit? I know, it’s reddit, but I think the folks there would be impressed by this ingenious bit of tech you’ve cooked up.
It’s essentially the exact same level if you’ve already played it, just without a way to trap yourself under a pipe resulting in you having to restart the whole level or waiting for the timer to run out.
maddening, brilliant!
I can’t beat this level because I’m bad at everything, but I also can’t figure out how you did any of the things you did. the bob-ombs kill a tile that breaks an uninterrupted line that triggers scroll lock, thus freeing it up, but the tile they kill is of a different type than the rest, and every time I’ve tried to use two different tiles to create a scroll lock it hasn’t worked and I’ve had to go back and make them uniform. also I can’t scroll lock from right to left, so if you come back to the main area from a sub area you can just see all the shit you already went through. I’m pretty sure none of the levels I’ve played have that problem (oh wait, this does work in the main area if you take a pipe normally, it just doesn’t work in testing if you directly place mario outside the pipe to save time. doesn’t work in vertical sub areas).
I don’t even understand the rest of the level. also how do you make the mario land fireball anyway
mario is hard
You gotta unlock the Mario Land fireball via the story mode. I’m just glad so few building parts are locked behind some kind of game progression this time…
how do you make a flying/floating koopa? i swear the controls for making levels are the opposite of intuitive.
This time around you do it by pressing and holding on the koopa to get “settings” for the enemy–Super Mushroom for big, wings for flying, etc. Beats the “grab and shake” method of interaction you sometimes had to use before.
i mean i think i did that, added wings, but it was the koopa that jumps off the ground, not the koopa that floats vertically off the ground. unless that’s not available in SMB1 mode? might not be
Red koopa vs Green Koopa, actually.
ahhh.
I messed around with thwomps and the exclamation block. I did some neat stuff at first, but it’s real easy to accidentally kill players with those blocks or to create situations where, if they don’t react to the thwomp activating them the first time, bad stuff happens.
I sanded off those rough edges and ended up with something my wife said was too easy. Enjoy!
Thwomp Stomp Romp
YT4-SMK-VRF
Next time I’d like to try building a few distinct platforming challenges separately on each corner of the grid, then moving them into a line and tying them together after I’m satisfied with them individually.
So as far as I can tell, scroll lock only works with two types of blocks: the normal “land” blocks, and the “hard” blocks, which are the ones you can blow up with bombs but Mario can’t destroy directly. If you use any combination of those, it will scroll lock.
You have to have a single contiguous line from the very bottom to the very top. If you never put a single block above the bottom screen in a level, it will additionally lock Mario to the bottom half. In that case, you only need to make a line one screen up.
Additionally, I can explain what I abused in the level, but this kind of spoils it so:
Spoilers for ‘Illegal Technique: Over the Top’:
By putting multiple scroll lock columns on the same screen, you can create walls that will let the player pass over them, but will stop the player from scrolling back once they travel over it and scroll far enough.
On top of that, when traveling through a pipe or a door, the screen will lock to the nearest full column. This means that going through a pipe or a door and coming back will scroll the screen in a potentially different way than it was when entering. Combined with other scroll lock columns, this can mean certain parts of a level can be accessible only when going back through a pipe or door.
Reimagining of one of my old SMM1 courses THE LAST TEMPTATION OF MARIO™️ featuring a very different middle section, now split into two paths.
KYT-SWK-54G
Has anyone found or made any interesting use for the big mushroom in SMB style yet?
I wish you hadn’t asked this, because I’ve been working on a terrible level featuring it called “Big Ice Climber.” I had put it on hold to try to make a non-terrible non-puzzle level for once. I just can’t help it I love trash gimmick levels!
I got a copy today and I have yet to make anything but…
I love the eraser using Mario as a hired gun to asassinate it’s enemies.
yeah well wait til you hear the fucking sound the eraser makes when it’s toggled on in the level editor jesus christ