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Super Mario Maker

MoonyRemus_J_Lupin

03/18/2016 12:48 PM ·Spoilers

Made a short Test Course, to check to see if today's Update was to fix the Pink Coins not carrying over to Checkpoints. Results are inconsistent. Sometimes, the coins do save. But a few deaths may erase them. Sometimes they haven't saved. Really having trouble getting them to appear in the starting area. Also have had them disappear after the 2nd Checkpoint. Still doing tests, before I trust it

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  • Further testing is yielding further weird behavior. Tripping the 2nd Checkpoint Flag is resetting the first. @_@ So far, the Coins have been respawning more consistently, since the first post. Going to see if I can get the Key to respawn. Early tests, it wouldn't.

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  • It was a big blow for one of my levels but I got around it by making a similar level with 5 pink coins in the first area, followed by a checkpoint and then continued with p-switch keys hidden in the sub-area, coming back to a boss key finale in the main.

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  • I like making Ghost Houses. Enough said. Tried a Checkpoint after getting the Key, all Coins reset & no Key! Nintendo, if you tried fixing Pink Coins not working with the Checkpoints, it seems you failed. If the Key doesn't carry over, its useless for those of us wanting to require all the Pink Coins for clearing the level.

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  • You have to use the cp AFTER USING the key either with individual ones or from 5 or however many pink coins. Like I described, it's still possible but not for an entire level of pink coins only with a halfway checkpoint.

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  • The Pink Coins are respawning as collected more consistently now, even after multiple deaths, & multiple Checkpoint trips, but the Key NEVER has respawned with me, & the Coins all reset if I have the Key when I die. Conclusion: even if Nintendo did fix the Pink Coins saving, the Key not, also, undoes that progress. Need to see if Checkpointing with multiple, non-Coin Keys works, I guess...

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  • My only Pink Coin level, so far, "8Coins in the Frozen Ghost House", I uploaded without Checkpoints & posted an apolog/ warning at the start. No Checkpoints makes it Super Expert difficult, but it has a Star, so it'll be up for a while. I refuse to compromise a level idea for the sake of Checkpoints. Either the Checkpoint works for all things, or it's flawed & unreliable.

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  • Nintendo should know better than to complicate Pink Coin usage by not having Pink Coins/ Keys work consistently with Checkpoints. Most level designers would have trouble working around such a restriction; some, like me, may not want to compromise a level idea just to incorporate a feature.

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  • I hear you but because they are based on items like normal coins which don't save, then it complicates the programming to change it. Either way, we are better off with than without. I did the same as you and called my level 300 coin marathon, because you can only do it in one go and it takes about 7 minutes. The training level for it incorporates the ideas I mentioned and allows for 2 checkpoints.

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  • Just confirmed stand-alone Keys don't work with Checkpoints, either, so there goes Secret Exits using Keys early in the level My point is, not every Mario Maker level designer is skilled enough to work around Checkpoints not actually checkpointing everything, so may abandon great level ideas because they can't get them to work And that code explanation doesn't fly. They can code them differently

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  • My point is you can still use the coin feature, or keys for that matter, as long as you either have no checkpoint/s or have the player USE the key from pink coins or a number of hidden keys BEFORE placing a checkpoint...then, if you die, you no longer need to find any of those particular items to progress. You still have the option to continue using p-switch keys in the second half.

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  • You're missing MY point. I already know that. If I SET OUT to make a level around the limitations of a tool, I can do that. EASY. But I don't plan levels like that. Few do. I come up with a theme, & may add in mechanics, like Coins & Keys. The LAST thing I add is usually Checkpoints. They are an afterthought for me, incompatible with how I want to use Coins or Keys.

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  • It's even worse for casual creators. Those not dedicated enough to making their levels, that they'd just give up on an idea if they can't get things to work how they want. Or those who don't want to learn limitations & try to circumvent them. Checkpoints should function fully, not for those like me, who won't compromise on our level ideas, but for the casuals, who shouldn't need to be required to

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  • Still, seems to be an increasing number of decent levels including them out there. Surely if you have a style in mind you know what you want where first? I think you will be in a minority if you can't adapt for a small handful of levels. Personally I hope they can improve something...after all, checkpoints were the one thing everybody welcomed with open arms.

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  • The ability to work with what there is available is the way to be a successful creator, not to stick to your guns rigidly and expect everything to fit YOUR style. I'm sure you are already doing quite well from just talking to you, so I hope you have continued success however you choose to proceed.

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  • No, I don't meticulously plan my levels before I start. If I did, I'd run into the pitfall you mentioned of being too rigid & wanting to stick to my plan. No, my levels are created spur of the moment, based on concepts that come to me when not playing. The last thing I'm thinking about are Checkpoints. They shouldn't be added until the end anyway, so you know the best place/s to put it/ them.

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  • As to my success, I have 152 Stars. A little more than 50 are on a level I made for The Completionist. I average around a Star per 10 people who play a level. So, if 100 people play a course, 10 give it a Star (have such a level) So far, only 3 or 4 of my levels I've uploaded have expired due to no Stars after a month. I currently have 18 up. Only 1 or 2 have no Stars, yet; both added this week.

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  • Okay, well you're ticking along. As far as cp's are concerned, I tend to consider them during cnstruction because you have to think about power-up inclusion nearby, so that it best mimics the condition of the player on the first run. There's no point starting in a lower-powered state if you failed in a higher state previously, if you follow. Sometimes a naturally placed p-u works but not always.

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  • I use the recently added status-dependent Power-ups ('Shroom if small, Power if big), when an ability isn't required for an obsticle. Like in the real games, you are rewarded for surviving & not taking damage. I may give a Power-up to act as multiple hits, occasionally, for difficult parts. You, on the otherhand, are rewarding players for failing. Mario isn't meant to be super easy at all times.

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