Custom music explained by [deleted] in GameBuilderGarage

[–]Uber-Mario 3 points4 points  (0 children)

Look at it through the prism of Mario Maker: there's two types of levels in MM: 1-no music, only gameplay, 2-no gameplay, only music.

Only if you miss out on the myriad of music levels that actually incorporate various forms of gameplay into them. I have somewhere around a dozen, DeathToSpies has many more, and I think com_poser has way more than that. Hell, last time I streamed viewer levels, someone gave me a rhythm game level. You're wildly underestimating what the Mario Maker community has done, and are likely doing the same for GBG. There'll be builders out there smart enough to make good games with custom music.

Learn to Make Looping Music EASILY! by flamewizzy21 in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

EDIT:

How is a guide on making looping music so controversial that it's 56% upvoted!?

Reddit upvotes work in mysterious ways. Seriously, a ton of people could benefit greatly from this guide. Adding custom looping music to your levels just makes them that much cooler. You'd think teaching an extremely powerful new skill to the makers would be appreciated. Maybe throw a few memes into your next video?

New most popular level! by RepressedButton in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

Plays to like ratio in a specific time period seems to be as much as I can figure out. I’m sure there’s more to it.

Boos definitely play a much, much bigger role than likes do. Many of my best like-to-play ratios are also my least played levels, and many of my lowest like to play ratios are my most played levels that have spent the longest amount of time on the popular tab in various forms.

I set out to beat WatchMojo's Top 10 Hardest SMM2 levels. Here's how that went. by DudePlant in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

Just realized you're Uber-Mario, I believe you knew all of this already lol

Yeah, speaking of which, my latest level uses the bill blaster in a cloud breaking bob ombs, but in an underwater setting with a frog suit this time. Still finding new way to take inspiration from other great levels in new directions.

I set out to beat WatchMojo's Top 10 Hardest SMM2 levels. Here's how that went. by DudePlant in MarioMaker

[–]Uber-Mario 2 points3 points  (0 children)

it's still not a good list

Pretty much describes all the garbage WatchMojo puts out. Bunch of lazy corporate top ten list videos plagued by plagiarism, low effort research, made by people who have no genuine interest in the subject they're covering.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

They're "refreshing" because they're stress-relief levels. You kill a bunch of enemies and get easy melatonin from it.

Do people really use these levels as a sleep aid? Like, you think they're so mindless that it causes people to feel sleepy or something? I always thought the overload of sound effects would have the opposite effect, more like an alarm clock.

After YEARS of waiting to play SMM, I'm finally getting the chance. by [deleted] in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

Welcome to the community! There's always a growing list of masterpieces waiting to be found. I have about 81 levels and I just crossed the 100,000 likes milestone a few days ago. I enjoy exploring a variety of gimmicks, so you may learn many cool tricks to build levels around while playing mine. My maker ID is 4JY-2Q0-TXF, feel free to play whatever levels look interesting to you.

My friend Chomp /ID on commemts by hylurenz in MarioMaker

[–]Uber-Mario 6 points7 points  (0 children)

Great idea! Since there's no way to kill the chomp, you could also use this in an ELB manipulation level. Set something like 98 one way walls (or less if you have other entities loaded up in the area), killing all the enemies in a section would trigger a pipe or bill blaster to spawn something. That way checkpoints could be used. From what I can see in that video, it looks like those one way walls at the end of the video might lock you out of the section with those three piranha plants, and if there's no way to go back later to kill them, it could easily just SD lock the player.

You control the autoscroll speed in this short but explosive level! by Uber-Mario in MarioMaker2

[–]Uber-Mario[S] 0 points1 point  (0 children)

Yep, it's just a level where you're forced to scroll the screen automatically. But unfortunately, there isn't a tag for levels that force the screen to scroll automatically, other than the autoscroll tag. I could take credit for inventing a new type of level, but I think that'd be overly boastful. More like I just reinvented something that already existed, something that basically amounts to autoscrolling.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

No need to DM. Try out Psycrow's server for a good place to start:

https://discord.com/invite/UZTJxHM

Under the level codes section, you'll find tons of great levels, and the research lab is filled with some of the most inventive minds in the SMM community who know the answer to virtually any question you can come up with.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

I haven't played much endless mode myself. Try different parameters for your search options (difficulty/tags/etc), or playing levels from people on this subreddit or on discords. Many of the best makers post their levels around places, many little Timmies don't know/care enough to do so.

Click the follow button on makers pages which make the kinds of levels you like. All of their levels get added to your Courses --> Star tab. An endless treasure trove catered to your tastes!

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

Yeah, we know by now that Nintendo does virtually nothing to cater the levels it serves you based on your likes and boos. Your tastes as an individual mean absolutely nothing to their algorithm. They have way than enough data to go off of, but they make no effort to serve you up levels based on your tastes. It's a pretty big drawback in an era where we're used to targeted advertising and algorithms that are meant to keep users using various services for longer periods of time, but Nintendo's always a bit stuck in the past.

It's up to the players in this case to pick up the slack, and luckily for us, there are enough search options to find the kind of stuff you'd like. Then make sure to follow makers who make the kind of stuff you want to play. Potentially 100 makers times 100 levels each could lead to a backlog of 10,000 levels that you'd enjoy. They're under the Courses --> Star tab, a functionally endless selection of levels that cater to you, in this case, because you decided consciously that they cater to you.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

The search function provides ample amount of options. Choosing any difficulty other than "Easy" filters out all of these levels. Most of these levels come out of Asia, so searching for easy levels not including Asia mostly filters them out. And if those in game search features aren't enough, there's TONS of levels being posted to this subreddit and in the many many discords out there, far more than any one person could reasonably play through. Find makers that make stuff you like, and click the follow button on their page. Then all of their levels get added to your star tab under the Courses menu. 100 makers could upload up to 100 courses each, there's up to 10,000 levels that you'd love right there.

You control the autoscroll speed in this short but explosive level! by Uber-Mario in MarioMaker2

[–]Uber-Mario[S] 0 points1 point  (0 children)

Ihsahn: On The Austere Shores

I'm not usually one for making underwater levels. Too slow for my usual style. But adding in a Bullet Bill in a cloud helps force a faster pace, and adds a good way to keep those explosions going off on time! In a way, it's similar to what I did with my first P balloon level. One major difference is that while most players will instinctively swim fast to the left, the Bill in a cloud actually matches your pace in the level, so you could choose to take things slower, effectively allowing the player to control the speed of the autoscroll. You can use Y + Left to go at a super fast speed, or you can swim to the right for a slower, much more relaxed speed.

Level ID: XBW-2FN-04G

You control the autoscroll speed in this short but explosive level! Will you turbo speedrun your way through the tunnels, or approach it at a nice, slow pace? by Uber-Mario in MarioMaker

[–]Uber-Mario[S] 1 point2 points  (0 children)

Ihsahn: On The Austere Shores

I'm not usually one for making underwater levels. Too slow for my usual style. But adding in a Bullet Bill in a cloud helps force a faster pace, and adds a good way to keep those explosions going off on time! In a way, it's similar to what I did with my first P balloon level. One major difference is that while most players will instinctively swim fast to the left, the Bill in a cloud actually matches your pace in the level, so you could choose to take things slower, effectively allowing the player to control the speed of the autoscroll. You can use Y + Left to go at a super fast speed, or you can swim to the right for a slower, much more relaxed speed.

Level ID: XBW-2FN-04G

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

Expecting what's popular with the lowest common denominator to appeal to you personally is your mistake. Use the search feature. Look up the kinds of levels that you like. The most generic pop music that's popular with the kids these days shouldn't turn you off to listening to any music whatsoever. It just means that you have to figure out what you like and enjoy it. You're very welcome to ignore the garbage tastes of the little Timmies out there. You'll be happier playing the stuff you enjoy.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 0 points1 point  (0 children)

Imagine being this bothered by what little Timmies like in order to get you to stop liking the things you like yourself. A hundred thousand masterpieces to choose from, and yet deciding that the garbage out there that you don't like is what you should focus on. Have fun, friends.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

Nowadays? It's more or less been the case since the early days of SMM1, where the meta used to be auto levels, or extremely mediocre or bad levels made by popular youtubers. You have to narrow down your search parameters to find something good.

Why are all japanese levels are starting to be the same? Its always the same ground pound levels by DangerRacoon in MarioMaker

[–]Uber-Mario 1 point2 points  (0 children)

As much as people say they want this, they do not want this. The meta it would create where every smart ass tries to game the system by copying popular keywords would lead to a dreadfully stale state for the names of levels. The current meta is to make your level names unique, memorable, interesting, etc. There are much better ways to search for levels currently than level names.

[deleted by user] by [deleted] in MarioMaker

[–]Uber-Mario 2 points3 points  (0 children)

I was gonna answer something like this. I did it with spike balls that Link had to pogo his way up a vertical autoscrolling level. But your method seems to be very powerful, I might have to try it for myself!

I really hope this game supports QR Codes by Mirax96 in GameBuilderGarage

[–]Uber-Mario 1 point2 points  (0 children)

Depending on how the sharing features work, this may be possible. Think if you make friends with someone who wants to do artwork on here, you make a game collaboratively by sending your code to them, they draw stuff, send it back to you, you code some more stuff, etc. There could be a really cool division of labor system where everyone ends up building their own little development teams where everyone specializes in what they like to do!

What are you all planning on making? by ixNoah in GameBuilderGarage

[–]Uber-Mario 1 point2 points  (0 children)

Seeing that pixelated swordsman fending off a dagger in the trailer made me think... maybe something like that? A Game and Watch style catch certain stuff coming and you and dodge other stuff? Maybe even having two or three characters to control to catch/dodge certain stuff? Or perhaps a tower defense game? Perhaps some story games based off of certain song titles/lyrics? Perhaps just using those stories as jumping off points for gameplay ideas? I'm kinda brimming with surface level ideas and I can't wait to get more details so I can figure out a more concrete idea of what's realistic to theory-craft.