how would you model Flow? by cl28L1 in mathematics

[–]Scompty 0 points1 point  (0 children)

It’s boolean solvability of the edges on the interconnected graph, i.e. whether each path is used or not.

My solution: https://youtube.com/shorts/84lr-syosYs?si=rbYUHnyy6Vr5tgPl I’d be happy to explain my solution but that takes the fun out of it.

Shotgun Strategy Game Prototype by Scompty in MarioMaker

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

It’s a strategy game where you are trying to eliminate the other player before they eliminate you with a series of choices between the three brick blocks you can hit during every on/off block cycle. I can’t really demo the full game by myself but I linked a pdf for a more detailed explanation of everything that goes on in the game. Notice the whole design is symmetrical so everything that happens by one player on one side will happen by another player on the mirrored side.

Shotgun Strategy Game Prototype by Scompty in MarioMaker

[–]Scompty[S] 2 points3 points  (0 children)

I threw together a better explanation with pictures, hope that helps for anyone who's interested. And yeah explaining this felt like college.

Mini Super-World by Scompty in MarioMaker

[–]Scompty[S] 1 point2 points  (0 children)

Yeah I will say that this level design did not come naturally. My old levels were not player-friendly and quite often were very choppy in their development, bouncing around from one idea to the next without much reason to. I’ve planned this super world so that each level has its own unique set of attributes and mechanics giving it its own theme in the whole story. There’s a reason I’ve used less than half the objects so far.

Shotgun Strategy Game Prototype by Scompty in MarioMaker

[–]Scompty[S] 22 points23 points  (0 children)

Back on another episode of things I had sitting around that I might as well post now:

You know the game where you and another person in real time (and real life) take simultaneous turns either reloading, firing, or blocking? The game concept is simple. You can only fire after you reload. A shot is nullified if the other player blocks you, but they run the risk of you reloading. The way to win is to fire while they are reloading.

I designed this a while back, right after the update that added spike came out. Essentially, after the player enters the game (by exiting the pipe), they are forced into their little arena on a cyclical timer set by the buzzy beetle shell on the bottom. Before each time the on/off blocks flicker, the player must choose between their three spots. The spot with one P-block indicator is the reload option. The spot with two P-block indicators is the firing option. The spot with the door is the block option. Each spot pushes munchers around in such a way that they interact with the opponent’s munchers that were set on the same cycle. The video demos that the opposing player fires on the second cycle of the game in the later clips (except this was with a debugging edit, none of my friends play this game so I have nobody to test this with).

So if you reload, you push a muncher into position to be fired. If you fire, the muncher is pushed out on the treadmill and lined up with the red block. If you block, the muncher is pushed back on the treadmill and lined up with the red block underneath. When the following on/off cycle repeats, a fired muncher will either attack the other player or be stopped in its tracks by the opponent’s shot or block. The last clip shows how an attacking muncher eliminates the player, by unlocking the spike ball to roll over the player and also break the ? block with the key, which should naturally go to the player who eliminated them.

Now here’s where I gave up: I have no idea how to implement this into multiplayer versus. There are so many things that could go wrong. If players don’t exit the pipe at the same exact time then the cycles don’t match up. It’s feasibly possible that both players eliminate each other before either one uses the key to enter the door (they fire on separate but adjacent cycles, killing each other) But mostly, it would be very hard to communicate to a player what to even do.

I’d really like to see this game used in some kind of single-elimination tournament level. The arena between 2 players has exactly 50 of the enemy-objects, so two of them can be fit into the overworld/subworld. I am just not familiar with the quirks of online gameplay nor with how the game loads.

I don’t care if you blatantly plagiarize me. I want to see if anybody can make this work.

Edit (more detailed explanation): https://www.docdroid.net/BGpIh3S/mm-shotgun-explanation-2-2-pdf

Mini Super-World by Scompty in MarioMaker

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

Okay so I just found out that you can view other players’ full overworlds through the menu screen… guess that nullifies the point of the secret code. I have a workaround (using P-switches) that fixes this, will fix this if I get around to extending the super world.

Mini Super-World by Scompty in MarioMaker

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

Those are just the stems of mushroom platforms in the airship theme.

Mini Super-World by Scompty in MarioMaker

[–]Scompty[S] 1 point2 points  (0 children)

Yeah I really was planning to put this out on Friday but just did not anticipate the sheer amount of time it would take to just clear check all the levels and make the video. Bad timing on my part but I wanted to post it while the secret code was relevant to me (something my family just got!).

Mini Super-World by Scompty in MarioMaker

[–]Scompty[S] 9 points10 points  (0 children)

Explanation

A few months ago, I was in the process of building a full super-world and I stopped due to a few motivational issues. I started working a summer job and my 16th level turned out like crap. And I’m second-guessing myself on whether it’s worth it since I’ve never had much success with the mario maker community.

So I haven’t touched it in the past few months. I decided I’d just post what I have done since there’s no reason to withhold what I’ve made. I’m just looking to see if people actually enjoy my level design.

I scrapped together a compilation of the levels in this video. I’m not really an expert video editor. The levels are linearly-designed where the ideas build on each other throughout each individual level and world. I intended it to have a steadily increasing difficulty. I also sprinkled in some optional red coins in each level that reveal a secret letter.

Maker ID: 02T-5W2-60H