So I was just going wacky and touching a bunch of stuff on the touch screen while looking at my stuff and I learned a lot.
Your percentage completion rate is NOT telling of how many people have played your game. The feet tell you how many have played and the completion rate is based on how many times have people cleared the level versus deaths in the level. So if one person completed a level, but died 10 times, your completion rate is at 10 percent. This actually makes me feel a lot better when looking at my levels, because I see that a large portion of people who have played, actually did complete the levels, just with a bunch of deaths in the midst.
Also, you can see who specifically has played and who has starred your courses by touching the area of your level that has the flags and feet. You can then check out a person's profile from there as well to follow or play their levels. I am finding some really good stuff from some of the people who have starred my courses so by starring and commenting on theirs, I hope to get them more interested in my stuff and follow and try other levels as well.
It is all about a grassroots campaign! Also, I am taking this waaaaaaayyy too seriously muahahahahahahaha!
The Super Mario Maker Thread
- BogusMeatFactory
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Re: The Super Mario Maker Thread
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: The Super Mario Maker Thread
I just uploaded an auto-play level...
Toad's AUTO Adventure: F637-0000-0053-D54A
Yeah, yeah, yeah.
Bogus, I did put a secret in there for you to find. So at least there's that.
Toad's AUTO Adventure: F637-0000-0053-D54A
Yeah, yeah, yeah.
Bogus, I did put a secret in there for you to find. So at least there's that.
Re: The Super Mario Maker Thread
I'll play yours if you play my super, duper, easy Airship levelZiggy587 wrote:I just uploaded an auto-play level...
Toad's AUTO Adventure: F637-0000-0053-D54A
Yeah, yeah, yeah.
I can't believe people are actually dying with this one. I literally put the answer to success in the title
Anyway, I finally uploaded my first fortress level. I've spent the last few days working on it and tweaking it and I think it shows. I hope you guys like it. Oh, and there are no fewer than three shortcuts built into it, so if you beat it let me know which one you found
The Fortress Obsession Built - 63A5-0000-0054-4B6D
Re: The Super Mario Maker Thread
A lot of Americans don't read things. Check any auto-play level, there's tons of deaths.Michi wrote:I can't believe people are actually dying with this one. I literally put the answer to success in the title
I love "just keep dashing" levels! Even though they're more or less the same as auto-play levels, they're actually fun to do for some reason.
Re: The Super Mario Maker Thread
Own up, who reported my Devil's Wetdream level? 
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- BogusMeatFactory
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Re: The Super Mario Maker Thread
I think it was Steve. Oh, that mean ol' Steve! I got to play your new level Reprise and man what a thrill! That was a really challenging level. Like I wrote in the comments of the level, I always feel like your levels are not impossible, but are very challenging. I love it! You have a much larger focus on obstacles and platforming than you do enemies and I think that it is a bit more refreshing. Everyone has a very unique style and yours really stands out! Don't stop, even though they took away the Devil's Wetdream! I wonder what the devil will do now that he doesn't have those!Reprise wrote:Own up, who reported my Devil's Wetdream level?
I got to play your auto-level Ziggy and I enjoyed it a bit more than other auto-levels, because you added elements that add some interest and weren't just absolute chaos. Adding the pow block that takes out the goombas is a great idea and served no purpose but to entertain the player. I feel like that is the point of Auto-Levels. They shouldn't be about getting from point A to B without touching a button. Instead, they should having things happen around you in fun creative ways.Michi wrote:I'll play yours if you play my super, duper, easy Airship levelZiggy587 wrote:I just uploaded an auto-play level...
Toad's AUTO Adventure: F637-0000-0053-D54A
Yeah, yeah, yeah.![]()
I can't believe people are actually dying with this one. I literally put the answer to success in the title![]()
Anyway, I finally uploaded my first fortress level. I've spent the last few days working on it and tweaking it and I think it shows. I hope you guys like it. Oh, and there are no fewer than three shortcuts built into it, so if you beat it let me know which one you found![]()
The Fortress Obsession Built - 63A5-0000-0054-4B6D
I would love to see more like that and if you decide to do another one, I suggest using bobombs like you did in your Spin Jump levels to add some excitement.
@Michi - I am incredibly embarrassed, as I haven't played any of your levels until now! I followed you, played through them all, starred them and left great comments. As for your fortress obsession level, I took the shortcut over the thwomps to get to the heart room. I loved it! I think that was a really creative level with some great little surprises. I love how you have rooms of coins hidden about, only accessible by being big and breaking blocks.
I noticed through your levels that you spend a lot of time with coin blocks and the like and I always find them to be a treat, even when I expect them to break and they keep me from taking shortcuts, they still give me a bit of a reward haha!
Also, with your dash level, I am really inclined to take the challenge of beating level without dashing all the way through! Maybe that is why people die all the time on it, because they have that same urge!
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: The Super Mario Maker Thread
Thanks Bogus. I definitely prefer focusing on obstacles and platforming than enemies. I think it makes for a more challenging, but fair, style of level design.BogusMeatFactory wrote:I think it was Steve. Oh, that mean ol' Steve! I got to play your new level Reprise and man what a thrill! That was a really challenging level. Like I wrote in the comments of the level, I always feel like your levels are not impossible, but are very challenging. I love it! You have a much larger focus on obstacles and platforming than you do enemies and I think that it is a bit more refreshing. Everyone has a very unique style and yours really stands out! Don't stop, even though they took away the Devil's Wetdream! I wonder what the devil will do now that he doesn't have those!Reprise wrote:Own up, who reported my Devil's Wetdream level?
Oh and I reuploaded Devil's Wetdream as "Devil's Dream" (Damn Nintendo, trying to censor me!). I was going to leave it deleted (and I might end up deleting it if I run out of upload space), but figured I may as well re-upload it, until I reach my upload quota.
Own: Mega Drive, Saturn, Dreamcast, Playstation 1, Playstation 2, Playstation 3, Playstation 4, Playstation 5, PS Vita, Super Nintendo, Nintendo 64, Gamecube, Wii U, Game Boy Advance, DS, 3DS, Switch, Switch 2, Xbox, Xbox 360
Re: The Super Mario Maker Thread
BogusMeatFactory wrote:I got to play your auto-level Ziggy and I enjoyed it a bit more than other auto-levels, because you added elements that add some interest and weren't just absolute chaos. Adding the pow block that takes out the goombas is a great idea and served no purpose but to entertain the player. I feel like that is the point of Auto-Levels. They shouldn't be about getting from point A to B without touching a button. Instead, they should having things happen around you in fun creative ways.
I would love to see more like that and if you decide to do another one, I suggest using bobombs like you did in your Spin Jump levels to add some excitement.
That's exactly what I was going for, I'm glad you picked up on it. No, mine's not as crazy and chaotic as most auto levels, and if that means it wont rack up stars then so be it. I wanted it to be fun, I wanted there to be stuff to look at (Hammer Brother, Wiggler, Chain Chomp, etc) and I wanted Toad to kick ass throughout the level. That's why Toad is constantly hitting a question block (sometimes an invisible one) and killing enemies.
I actually had a Bob-omb in there that would explode and take out some blocks, but he would explode too early (off screen) so I ended up just leaving him out. IDK if I'll do another auto level, we'll see how this one goes. It was pretty fun to make, I have to admit.
I also decided to make the level perfectly playable if you decided NOT to let it play automatically. It's not even hard, for a seasoned SMB player. Did you find the one secret that I threw in there? It's right at the end, and you have to take control (obviously) to get it.
- BogusMeatFactory
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Re: The Super Mario Maker Thread
I did not see it no! I will have to play it again and check it out!Ziggy587 wrote:BogusMeatFactory wrote:I got to play your auto-level Ziggy and I enjoyed it a bit more than other auto-levels, because you added elements that add some interest and weren't just absolute chaos. Adding the pow block that takes out the goombas is a great idea and served no purpose but to entertain the player. I feel like that is the point of Auto-Levels. They shouldn't be about getting from point A to B without touching a button. Instead, they should having things happen around you in fun creative ways.
I would love to see more like that and if you decide to do another one, I suggest using bobombs like you did in your Spin Jump levels to add some excitement.
That's exactly what I was going for, I'm glad you picked up on it. No, mine's not as crazy and chaotic as most auto levels, and if that means it wont rack up stars then so be it. I wanted it to be fun, I wanted there to be stuff to look at (Hammer Brother, Wiggler, Chain Chomp, etc) and I wanted Toad to kick ass throughout the level. That's why Toad is constantly hitting a question block (sometimes an invisible one) and killing enemies.
I also decided to make the level perfectly playable if you decided NOT to let it play automatically. It's not even hard, for a seasoned SMB player. Did you find the one secret that I threw in there? It's right at the end, and you have to take control (obviously) to get it.
I have a really simple level idea that is going to use some game features in really interesting ways. I will be hopefully uploading it tonight if not tomorrow for people to play. I can assure you that there is not a single level out there like it in the millions made. I am absolutely positive!
P.S. I love taking showers... they always give me the best ideas for levels!
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: The Super Mario Maker Thread
Reprise wrote:Own up, who reported my Devil's Wetdream level?
Ooph, I doubt anyone. I can see how this can get flagged. Even in Far Cry 2 I made a map called Log Cabin Stabbing which I had to change Stabbing to Stabbin to slip it by and that's a M rated title.
If you can see the future while remembering the past, you may just have control of the present.

