So I finally got this a few days ago. I'll go and play through some stages here when I have some time. Anyways here's my uploads so far.
First: 1820-0000-00B4-CAFA (Basically just testing the upload feature, rather simple and boring)
Power Through: D5F1-0000-00B6-C747 (Water level)
Lava Krakern's Lair: 2422-0000-00B8-7C41 (First one I really like)
Re: Mario Maker
Posted: 27 Oct 2015 15:32
by The Shoemaker
We're getting checkpoints!
Re: Mario Maker
Posted: 27 Oct 2015 18:27
by Claytone
The Shoemaker wrote:We're getting checkpoints!
Was gonna post this video myself, but I see you beat me to it!
While a couple of these should have been in the game since launch, they are all welcome additions.
Now, if we can just get a Super Mario Bros. 2 patch, we'll really be in business!
Re: Mario Maker
Posted: 27 Oct 2015 21:06
by evildevil97
I will likely be retooling most of my stages to make use of the checkpoints. Jelectro Mines and possibly Cloud Muncher Valley will be my possible exceptions.
Re: Mario Maker
Posted: 28 Oct 2015 01:12
by The Shoemaker
I probably won't edit any of my stages. I designed them to be a little easier and shorter because there were no checkpoints, and I'd rather not take down my big levels as they're still relatively popular. Since I'm currently at 4/30 uploads, I'll probably just upload new versions of my old levels with checkpoints and minor tweeks added and just mention them in the level title.
It is exciting going forward, as I had a few ideas for a boss battle and it works a lot better if you can just put a checkpoint right before a boss.
Also, not mentioned in the video, you can put down a max of two checkpoints.
Re: Mario Maker
Posted: 30 Oct 2015 01:05
by evildevil97
Aww. My Aqua Ship stage was taken off the server.
One less to delete later. I'll reupload it with checkpoints later.
Re: Mario Maker
Posted: 30 Oct 2015 04:21
by The Shoemaker
evildevil97 wrote:Aww. My Aqua Ship stage was taken off the server.
One less to delete later. I'll reupload it with checkpoints later.
Look they're doing the work for you
Since checkpoints are made by shaking arrows, I'd like to see more updates with the assets we already have, here a a couple
Hammer Bro + Fire Flower -> Fire bro
Shake a Hammer Bro -> Boomerang Bro
Chain Chomp + Fire Flower -> Flame Chomp
Shake Pipe -> Red and blue pipes
Ice + item -> Item sealed within ice, released by shooting it with fire
Shake a coin -> Star Coin (just fun to collect, better than 1-Ups)
Shake Yoshi -> Different coloured Yoshi
It would be cool to see more and more combinations added!
Re: Mario Maker
Posted: 05 Nov 2015 05:13
by The Shoemaker
I tried added checkpoints to my P-Switch level, but it's actually a bit more difficult than expected. I designed 90% to be played with small Mario, and when you pass through a checkpoint you become super Mario. So in order to put in a checkpoint later on I need to change certain sections to work with super Mario, which is a little tough since I made the individual areas very condensed in size. The big thing is that as Super Mario you can bypass the spikes I set up that need a star, because you can take the extra hit. It also breaks the one part later on where a star is locked away underneath you, as you could just do a spin jump to break the blocks below as super Mario. I have solutions for the fixes, but now it's just a matter of making the changes look pretty.
Re: Mario Maker
Posted: 05 Nov 2015 20:29
by Spore
Re: Mario Maker
Posted: 06 Nov 2015 02:01
by evildevil97
I retooled about half my stages with checkpoints and context-sensitive powerups. This should make beating some less obnoxious.
Buzzy Beetleship: 2371-0000-00D8-66CB
The Rocky Wrench Assault!: F7E8-0000-00D8-6136
Mind Over Manor: D27B-0000-00D8-5740
The Tower of Up: 5E6C-0000-00D7-E752
Bowser's Aqua Ship: F663-0000-00D7-CE18
I hope more people actually beat these stages now.