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Edit: now that I think about it, it didn't exactly answer my question... The "tags" are on the website/mobile, but what about uploading? That'd be a hassle if I'd have to goto my computer/cell just to label a stage properly (eeeeven though I already use 2 websites for that ^_^'')
So I was working on another "Find the Keys" map (scrapped it cause an idea failed) and learned that you can knock on the warp doors. They do different things, like you hear knocking back, and even Skinny Mario will open the door! Depending on what Mario style you're on will determine what he'll look like. There's even "rare" versions (like on New version, a very very tiny Mario will answer the door).
Finally finished getting each and every 100 Mario costume. Whew. I'm gonna cry when they add a bunch more that have to be unlocked in Super Expert.
Also getting back to actually making stuff, here's a simple little bouncy stage: 11C2-0000-011C-09C0. I originally designed this without the Leaf there, then decided that might be a little too brutal so I went back and added that so you can float a bit. It is fully possible to beat this level and get the 1-ups without it though, so if you want an extra challenge try that.
New events are out for the new set of Costumes. You can get 111 (Felyne - Monster Hunter), 113 ("Arcade Bunny" - Badge Arcade), 114 (Master Belch, who burps when Up is pressed - Earthbound), and 115 (Mr. Saturn - Earthbound)
I was actually sitting on that latest one there for a few days, decided to save it for today just so it'll record the first clear and speedrun times. I went through a lot of different drafts trying to come up with obstacles for it that were neither trivial nor absurdly frustrating - the end result is still very hard, but you should see some of the ideas I threw out!
Also it looks like the new Super Expert tag on the site doesn't have a corresponding 100 Mario mode after all. Thank god... though I have to confess a small part of me did want to try it just for shits and giggles.
That's all taken from clear percents. There are tags to manually add though. Unfortunately the tags kinda suck, a lot of things omitted so half my levels don't fit neatly into any of them. There isn't even a tag for traditional platforming!
Yeah. The Tags are lacking a bit. While the site's nicely laid out, it could of been designed a bit different, using a smoother screen transition instead of loading a whole new page. Also they only have Twitter as a share, for now I bet. Only reason i can think of for that is Twitter's hugely more popular in Japan than Facebook is.
Also, Anyone who wants to share posts, you're welcome to share the link to your post's page. Also if you like, share your Profile Page and I'll plug it into the OP.
Edit: There. Got mine and your's missingno.
edit2:
I technically beat your time on my No Scroll Creeping Death, missingno =3 some reason it didn't save the time though =\
Woo! 74 71 seconds =D (Edit, ran it again to see if it'll record the time and didn't, but found a way to shave a few seconds XD)
These are all fairly tough levels, but designed to be easy enough that they can be completed in one sitting with no prior practice. Team Stacked Like Bowsers finished the whole playlist in 38:58, think you can beat that?
Shake doors twice for locked doors. Open them with...
Shake a P-Switch for a key. Keys can be given to enemies to make mandatory boss fights!
Shake coins to turn them into Pink Coins. Collect all Pink Coins to spawn a key. You can have up to 10, but they're limited to 5 in the main world and 5 in the sub world.
100 Mario Super Expert mode. Have fun! (At least you only have to do 6 courses instead of 16)
New costumes to unlock in 100 Mario Normal, Expert, and Super Expert.
You can view Failure Points on your levels - like actually view the whole level this way and not just squint at the thumbnail. Including the sub-level!
You'll receive a notification if any of your world records have been taken from you. Go get them back!
Bookmark site updated with a bunch of new features, such as detailed player stats on your profile, being able to check all levels you have WR on, and probably more stuff I missed.
btw there's a mario maker discord if anyone is interested, there's a blind hard level race every saturday organized there that anyone can participate in, and the community is just pretty cool in general. everyone is welcome to join :)
Apparently the new patch broke P-Switch jumping. Rather than being able to jump at any point in the P-Switch's activation animation, you can only jump on the very first or very last frame (except in midair, where only the first frame works). Any input in between is now just ignored.
What the hell, Nintendo? I started working on a new kaizo, but even in a kaizo I do not want to have 1 frame techniques so I have to put it on hold until they fix this. If they fix this.
I'm not even sure what they were going for here. Did they want to just take it out for some reason? It's still there though, it's just frame-perfect now. And they bothered to preserve the old behavior on existing levels, only ones created after the patch have this nerf. WHY?
SMW p-switch jumps have always been 1f so it didn't bother me, I actually like that it's an actual frame perfect trick now (smm yumps!), but I also heard people arguing that p jumps weren't intended so nintendo just didn't care about it, and I do believe it was an unintended change since there's really no reason to do that at this point... Anyway, the one thing I don't really like about it is that it introduces an inconsistency to levels before and after the patch in a very popular trick, people saying it feels wrong are not at all justified since that's the way it has been for over 20 years, they just got used to having the 9f window to jump. They're not upset because it's hard, they're upset because it changed.
But either way, if you just want a mid air jump by dropping an item under your feet you can just have a spring jump instead (or a mid air shell jump :P).
This doesn't just affect midair jumps, it also means you can't jump off P-Switches on the ground. It's incredibly annoying, I'm used to always jumping the moment I hit a P-Switch just so I can keep moving. And it doesn't make any sense, I'm standing on something so why can't I jump?
Just imagine trying to play P is for Pain (video) under the new mechanics. Why can't we have nice things?
The way it is now is still easier than what it was for 25 years before mario maker, if they accidentally changed something that was unintended it doesn't give people the right to go crazy over it.
Well they just pushed out a 1.41 patch, and... um... my testing is inconclusive. I can do it semi-consistently, there's no way it's one frame anymore, but I used to be able to do it totally consistently. Did they just, like, half fix it?
And again 1.42 does not have a changelog. Nintendo pls.
Sponsored by Mercedes-Benz - this was supposed to be a joke meme level, but somewhere along the way I got engrossed in trying to optimize the speedrun route and spent hours just in playtesting. Won't say what the best route I came up with is, I'd like to see what anyone else comes up with.
I also just finished designing a big new kaizo, and I've tested every obstacle to confirm it's all possible. Now for the part where I gotta upload it, could be a while 'cause I may have gone a bit above my own skill level...
Seeing your P-switch convo from the last patch, I can say that I can skillfully hop off of P-switches with little issue (cept Mario 3 for some reason), both grounded and air-born. So, could be more tweeks to that and behind the scenes patching.
On new levels or old levels? Anything made before 1.4 still has the original physics - I can clearly tell the difference between before and after, and I'm starting to think any differences I thought there might've been between 1.4.0-1.4.2 may have been placebo.
This isn't the big kaizo I was teasing earlier, decided to put that one on hold for now and do something a little lighter in the meantime. And by lighter, I mean I timed my clear attempts and it took me 57:12.4. Have fun!
edit:
Yay! A Water Stage! Key Escort: Swimming Time!
After bringing home the 8 keys, they all wanted to go for a swim. Little do you know that they all got lost again! Can you help being them all home again?
edit 2: These 5 Tasks I Present to Thee.
Jumping Aboard the 5 separate rooms boat. Here's my version. All the rooms have to be completed. Meaning you're locked in until you die or solve the room. Added a Checkpoint switching system. What that does, it lets you update your Pink Coin counts through out the stage, making it easier to collect all 5. 3 rooms are puzzles, 1 room a spinny parkour, and a (at least I think it is) fun little boss fight.
This map took me a good chunk of my day to make sure it ran correctly, and looked good while doing it. Out of all the rooms, Room 1 is the only one to truly have the chance of breaking, since it relies on ?Blocks. Room 4 has a chance of getting stuck, but that's easily fixed by trying to Pipe.
Anyone hear about this latest shitstorm over a bunch of high-profile creators getting all their levels and stars erased? If any of your levels have anything Nintendo deems a glitch, RIP.
I'm more than a little bit concerned since I've used the Podoboo trick myself a lot, and I like to explore the kinds of unusual interactions and edge cases that can be hard to clearly tell what's intended and what isn't. Fuck your prescriptivism Nintendo, I'm not a mind reader.
Everything here may seem odd, but when you think about it they're fairly logical outcomes of the game's physics. The only thing questionable is putting Mario inside an object at the start of the level, but the game has always let you do that. and will then try to push you up until you're free.
..hhhmm... That does pose an issue on "What is a bug?" since I too use a few tricks like Stacking using tracks. And I really miss that cool bug where you could mask a block as som'in else. Had to redo a couple stages when that got patched. Did love the comments from one stage I uploaded that was showing off the bug itself XD
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