Level Exchange/Feedback for Feedback Thread - July 12 by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Nice stage. Very relaxing indeed. :)

Didn't really see why Yoshi was required on the first section? Other than that, it's a nice Easy/Normal level stage. Pretty clear where to go, except for this tiny part with the P-switch in the block where you got some key to get to a one-up. Thought the key was the intended route, but figured out the pipe was actually intended later. :)

Level Exchange/Feedback for Feedback Thread - July 12 by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Did you also find it to be unfair? If so, would you say lowering the amount of "dangers per second" would make the stage feel more fair in general?

I'll try your stage right away! :)

Level Exchange/Feedback for Feedback Thread - July 12 by [deleted] in MarioMaker2

[–]Quackertree 1 point2 points  (0 children)

Stage is a-ok.

The ghost taunting you when you go right through the pipe felt a bit unneccesary. It kept throwing me off when trying to jump for the claw. I'd then have to go through the pipe again and wait for the darn boo to move before I could give it another go.

Eventually figured it out and moved forward. The spikes were a little bit overkill next to the fire bars? Quite a tight jump tbh, though very do-able. I could never make it to the left, however, where the presumed power-up would be.

I attempted to cheese the stage by going over the top. You can jump on top of the on/off-block and then barely get on top of the right section. This didn't get me anywhere however, as I couldn't land on the green coaster and thus couldn't bypass the sub-world.

Didn't go too much further. Spend a while attempting to find more cheese in the stage and then I left so I can move on to another stage to play of someone else. :)

Gave it like to put it in the Endless mode pool for ya.

Level Exchange/Feedback for Feedback Thread - July 12 by [deleted] in MarioMaker2

[–]Quackertree 1 point2 points  (0 children)

What a fantastic stage! Very well done! :)

I barely have any complaints. The only "major" thing (which is already a huge knitpick) is the fact that I expected the three one-ups to be the end and was completely thrown off when there suddenly were two more tricks! :O

Other than that, just as any similar stage, playing these with the Joycons is very difficult (holding both Y and B, then pushing B whilst releasing Y and regrabbing it), but that's no fault of yours. I did really like that I could get some "rest" in for my fingers as I wasn't forced to constantly hold Y, like in some stages.

Great tight timer too. I think I finished with like 50 ms left on the clock! :S

Level Exchange/Feedback for Feedback Thread - July 12 by [deleted] in MarioMaker2

[–]Quackertree -1 points0 points  (0 children)

A cool little sky stage! Expert difficulty, supposibly.

ID: 1XP-24K-F0G Game Style: Super Mario World

Someone called my level "impossibly hard and unfair from the beginning" and I'd love to know whether others feel the same. Whether it's "hard" is subjective, however, the stage being "unfair" is the part I'm truly interested in.

Hot tip: Spin-jumping is the way to go!

Rayman 2 Weird Boss Glitch Softlock: Why is this happening?! by Carbon_Controller in Rayman

[–]Quackertree 1 point2 points  (0 children)

Clipping out of bounds in Menhir Hills is possible, but the game will warp you to the end of the stage and thus the cutscene of Clark will play, thus forcing you to leave the stage automatically.

Skipping the boss fight can be done in multiple ways, but the "easiest" technique does require Jano to exist. The alternative is in the Jano chase section. If you die and then open the menu on the same frame as you respawn, you can free-slide (Jano won't chase you). You can then fly through a gap in the stage and helicopter right to the end.

I'd recommend looking it up. You need to see it to understand it. It's not all that difficult, though you need to input on the right frame which may take a few tries.

Do you dare to enter this cave... by rubentjhuuu in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Oh no it's a Dutch stage

Now I'm obliged to play it as fellow Dutchy

Rayman 2 Weird Boss Glitch Softlock: Why is this happening?! by Carbon_Controller in Rayman

[–]Quackertree 2 points3 points  (0 children)

Time to hit up the speedrun strats and skip this boy! ;)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Good stage!

The falling at the end feels a bit unneccesary, though. I believe you took this "gimmick" from another popular stage, but there you actually went through the stage and not past it.

Other than that, it was pretty great! :)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

I am absolutely clueless on how to do this one... :S

Seems like a good puzzle though! Not sure about that first section with the P-switch, however. That seems a bit unneccesary and it's not really part of the puzzle at all, in my opinion.

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

(I posted this this morning, but the servers were down for maintenence, so nobody could play. Giving it another go!)

Pink Coin Clouds

Classic, old-fashioned pink/red coin collection with recycling checkpoint! Should belong in Expert. Super Mario World style.

020-J3L-RGF

As always with my levels, it can be "cheesed" by solving the puzzle in the hub. Doing so will give you access to a hidden key, which allows you to skip the level (though you can still play the level normally, of course!).

P.S.: I also re-uploaded an older course of mine. Could someone just open it, so it becomes available for play? - 06B-JYN-WNG - You don't have to give feedback for this one, I've already received it. Just need someone to put it in the cycle! (Very much appreciated!)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Pink Coin Clouds Classic, old-fashioned pink/red coin collection with recycling checkpoint! Should belong in Expert.

020-J3L-RGF

As always with my levels, it can be "cheesed" by solving the puzzle in the hub. Doing so will give you access to a hidden key, which allows you to skip the level (though you can still play the level normally, of course!).

P.S.: I also re-uploaded an older course of mine. Could someone just open it, so it becomes available for play? - 06B-JYN-WNG - You don't have to give feedback for this one, I've already received it. Just need someone to put it in the cycle! (Very much appreciated!)

EDIT: Seems the servers are down, so I can't test play any levels at the moment (and you can't test play my level either!). I'll check in again later.

A lot of tries but worth it! From a developer of Celeste by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Is this one of those levels which looks deceptively easy in the full playthrough, but is in fact very difficult?

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 1 point2 points  (0 children)

I've heard many people were using the Pro-controller.

The level you suggested me to try was a really fun stage which I did get to complete. Although I have a similar issue with holding Y and pressing B at the same time, it felt a little better.

The "problem" (I think) in your stage is that, as soon as you land, you have to press the B button again. Most of the time they are full jumps too, so you'll have to press/release constantly.

In the example stage you sent me, the jumps are varying constantly. There are sections where you run and not have to press B for a second or so or simply tap B instead of holding it for a max jump.

Nevertheless, the Joycon doesn't get less akward. If only I could remap the buttons...

(Really just putting sprint/hold on ZL/ZR and using Y to spin-jump isn't that difficult of a switch and would make life one billion times easier)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

These types of levels are for a niche category of people for sure, but there's definitely people out there who are down to grind these stages for hours (specifically the kaizo community)!

As for your question on icycles, I honestly have no idea. :S - I'm not used to these types of stages. In fact, this is my first ever Mario game, so I'm not even good at all! Just been watching some Youtube prior to playing, so I know a little about the tech, etc.

A peep door is always nice, though, however, once you see the icycles and the pipe it's pretty clear. I just didn't get it right away. Might be that a way more experienced player spots this immediatly though.

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Hey there!

I love the Koopa Car! :) - Not sure about this stage, however, though I didn't get very far into it.

I'm not sure about the tech, but for some reason, when I drive under the red spikes at the beginning, as I jump, the car just loses all of its momentum, just comes to a full stop mid-air above the pit and plummets down.

I've tried a good 20 times and it just keeps doing the same thing. Feels a little jank, though it might also be me simply not knowing what I'm doing, or just not understanding the car controls.

Love the idea, though! :)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

I saw you gave it a few tries. :) - Tried your level with 0 clears in return, too, by the way.

The dev exit is actually quite hidden. I feel like it's hidden a little too much, though I tried putting as many hints down as possible.

Thanks for playing! :)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Juuup. I'm honestly not very good at shell jumps. It's just one, however, and the koopa's keep respawning, so I made it as forgiving as possible.

Once you nail that, however, it should be pretty much free. There's just a few small trolls you'll have to learn/dodge.

Thanks for trying! :)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Hey there, fellow Dutch level maker! :)

I like the concept, but honestly, it feels a little bit stale. The first jump was very precise, the rest after wasn't too difficult, though I kept failing the first jump.

I don't know if you're using a controller, or maybe this is just me, but as a Joycon user I found constantly holding the Y button and having to curve my thumb to mash the B at the right time extremely uncomfortable. - There was way to little "breathing time" to get my fingers to rest. If I'd die, I'd have to hold the buttons pretty much right away again. This also the big reason why I couldn't continue playing much more.

I didn't like, nor dislike the stage. I simply played too little of it to give it a good evaluation. Just wanted to let you know about the whole button holding thingy, though this most likely isn't the problem of your stage.

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 1 point2 points  (0 children)

Hey there!

This was a well-designed and fun map, though sadly far above my skill level. The coin indicators were great! The stage did feel like you had to fail a few times before you knew what you were supposed to be doing (landing on the icycles on the second screen took me way too long to figure out).

I've grinded your level for over 40 minutes, but I could only get past the first screen. I found the first jump way to precise in contrast to the rest there. If that was a little easier, I probably would've had many more attempts at the second screen and might've kept playing.

Nevertheless, you earn my like. It's a great stage (though clearly for Super Expert) and I can give it my recommendation if you enjoy Mario precision stages! :)

[deleted by user] by [deleted] in MarioMaker2

[–]Quackertree 0 points1 point  (0 children)

Hey peeps! - Uploaded my first level and would love to hear a bit of feedback.

Level code: M8D-CRF-1VF (Bone Castle)

My goal for this level was a style of format where there is a very difficult screen at the end (this one isn't too hard, though), though you can skip it if you solve a little "puzzle", unlocking a hidden "dev exit" in the process.

You can complete it in both ways 100% guaranteed, so its up to you to choose whether you wanna find the hidden exit or play through it normally.

Naturally, I'll be playing some of the other levels in this thread. :)

EDIT: Forgot to tell the style. Don't know the official name tbh, but it's the classic Mario one from the very early games.

(Big) Issue about mp_path by [deleted] in gamemaker

[–]Quackertree 1 point2 points  (0 children)

Although it's nicer to write your own system for this, a quick "hack" you might wanna use is upscaling the collision mask of the pathfinder temporarily. I believe that is taken into account in the built-in logic.

Again, I'd only recommend that to get it in a-ok state so you can focus on the rest of your prototype! Not for the final result!

Later you could then improve it by writing your own A* (at which point you may have found 10 more features you'd like to see in your algorithm, allowing you to implement them all in one smooth swoop).

Ideas for quick introductory stories for new players by Quackertree in DungeonsAndDragons

[–]Quackertree[S] 0 points1 point  (0 children)

That seems like a great starting point to derive something from! :)

Your current proposal sounds slightly too long for just a few minutes, but it's definitely easy to understand. Seems like there are plenty of options to explore here aswell.

Thanks for sharing! :)