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Super Mario Maker - BiSiPi
#76
On the subject of DLC apparently Angry Sun files were found in the game: http://www.nintendolife.com/news/2015/09...ario_maker

Future DLC maybe?
Discord is Dioshiba#9513
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Thanked by: psychospacecow
#77
Perhaps, but I'd also say that it could have been potentially unused content. The menus have a nice setup as they are now, and one more item could potentially throw a wrench into it.

What I kind of wish will happen though is that they make a new line or two of content and surprise everyone with a new truck delivery on game. That would make my day.


Actually, were they found in the base game, or after an update? That could make it clearer.
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#78
Actually, when I was trying out every enemy and how they'd look like after grabbing the Big Mushroom, the number of usable elements felt lacking. If they add more via DLC, it should be in bundles equal to a row, so the menu will stay clean.

If the Angry Sun is coming (though I personally think it's just cut content), it should have its own limit of 1 per room. I think only the horizontal position matters, as in when it starts showing up. The Angry Sun must come with a desert theme.
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#79
Angry Sun would be a great addition, as SMB3 is the only game it's appeared in. And then only made cameos in the Mario Kart games after that.

My older brother made a level today: Woah!
E2EE-0000-0075-5508
[Image: sonamy_animtitle_by_retrobunyip-dbg86ov.gif]
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#80
I've added "Fight the Bite! Pirahna Jungle!", a course that is about spin jumping on Pirahna Plants from beginning to end. It may sound like it, but it's way better executed than most of these levels you encounter in 100-Mario Challenge. It's not just Pirahna Plants on blocks.

I also updated "Peach's Daring Escape", because when I showed the level to a friend, I noticed that the Goomba Stack destroys the purpose of finding the hidden 1-ups in this stage. A single Para-Dry Bones replaces the stack. I also added a ton of coins to better guide the player and encourage the player to move around. The section with the falling platforms is changed so you no longer get stuck by accidentally activating a platform and not riding it correctly. There's a backtracking route that either takes you to a door to reset the platforms or takes you far enough back so they reset.
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#81
I really liked the jungle level, but I couldn't get past that grinder. XD I'm not good enough yet.

The Peach one was just amazing.
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#82
Yes I agree I think the Peach one is my current favorite.
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#83
I added a level my sister's boyfriend made as a joke, "Easy Peasy Lemon Squeezy". As to be expected, it is bone-crushingly hard. I still can't beat it normally, though there is a mercy exit.
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#84
   
Super Metroid - Station Escape
3B53-0000-0072-ECE4

A really easy one, which should be expected if you're familiar with the source material.


   
The Great Deku Tree
27DA-0000-007B-91AB

I highly doubt I'm the first one to think of doing this, but here's my take on the first dungeon of OoT.
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#85
Finished Piggyback Panic, as well as updated my first post and spoilered since it was getting giant.
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#86
Finally! My chef d'oeuvre is complete! Behold, every stage from the NES version of Bubble Bobble done in ten parts:

Bubble Bobble - Part 1 : 4976-0000-007E-0760
Bubble Bobble - Part 2 : 9E40-0000-007E-079E
Bubble Bobble - Part 3 : 59A6-0000-007E-0815
Bubble Bobble - Part 4 : A219-0000-007E-085F
Bubble Bobble - Part 5 : 31B8-0000-007E-0885
Bubble Bobble - Part 6 : B540-0000-007E-08FE
Bubble Bobble - Part 7 : E508-0000-007E-0939
Bubble Bobble - Part 8 : 7772-0000-007E-0965
Bubble Bobble - Part 9 : 4625-0000-007E-09A5
Bubble Bobble - Part 10 : AF92-0000-007E-138B


(09-26-2015, 02:40 PM)NICKtendo DS Wrote: Here's a DLC idea I just had:
Boss Door: Takes you to a sub area different from the one the Warp Pipes take you. Defeating all enemies in this area counts as clearing the stage. Can be used as the main goal by making the standard goal unreachable, or as an alternative goal.

Here's an alternate idea: The "Magic Ball" item from SMB2 (dropped by Birdo), SMB3 (dropped by Boom-Boom), and SMW (in the sunken ship). Picking up this item normally clears the stage. However, it can also be placed "inside" of enemies, who will drop the item upon defeat. Enemies with this item placed inside of them will have a visual effect to let players know they are holding it, saaaaay, perhaps turning gold and glittering?

If they wanted to go the extra mile, they could also make it so that when minor enemies are holding the orb it takes more to kill them. Three stomps instead of one, multiple fireballs to kill them.
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#87
I just uploaded Kraid's Lair which is a remake of the level from Metroid Zero Mission and I have added two checkpoints inside the level. To get through one of the checkpoints as a shortcut, you need to pick the right 3 combinations. There is a room that has 10 possibilities, but only choose 3 of those items by jumping one of the blue skulls. After you picked 3, jump on a P-Switch and if you picked all the correct ones, you will here a door bell sound and a vine will open. If you picked a wrong combination and hit the P-Switch, you will here an incorrect sound.

     Whenever you hear two wrong sounds (since there are 2 shortcut checkpoints) just go to the door to reset the blue skulls
 (Important: Wait for the P-Switch song to end before you enter the door).
Adding the wrong sounds were my own ideas.  (Hint: To find the correct 3 combinations of each checkpoint, try traversing through the entire level). If you want to make a shortcut checkpoint for your levels that you are making, try going to this link in reddit.

Tutorial on how to make shortcut password checkpoints

Level Name: Kraid's Lair (Metroid Zero Msn.)
ID; 59BD-0000-007E-746C
-A Metroidvania level which is a recreation of Kraid's Lair from Metroid Zero Mission. Both the Super Star and conveyor belt are both used for the Speed Booster mechanic from Metroid. (The boss is Bowser inside Kraid's mouth in which you have to kick the shells directly to him). 
Note: There are 2 checkpoints inside the level and you have to pick the 3 correct combinations in order to get through one of the shortcut checkpoints.
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#88
Added a new stage today, basically just "throw Buzzy Beetles at groups of enemies: the game."

[Image: WVW69icb5Sg0fQu9RH]
Bowser's Buzzy Beetle Bowling (855F-0000-0084-381B)
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#89
[Image: WVW69ibbOTwG4Av01s]
Don't run, just walk
(37FF-0000-0073-A221)

It's a silly stage I made as a sort of practice. Nothing too special, although it does have a little surprise.

[Image: WVW69ibnnU8XS1gDnc]
Adventure
(E735-0000-0077-4EA1)

My brother made this one, and it has multiple difficulty paths.
Big sigs are for scrubs.
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#90
Hit 500 stars, so new courses for you!

3 recreations: Stone Man's stage, 1-2 from NSMB and Coin Challenge Pack A-3 from NSMB2.
5 new original levels: Sunless Shrooms, Unstable Dimensional Rift, Boom Boo's Basement, Fishline Lake and Frostbite Fortress.

IDs in OP.

EDIT: Just added Steelnerve Skyway.
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