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05-02-22 04:42:02 PM
Jul - Posts by Drag
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Level: 99


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Posted on 09-09-15 02:54:04 AM, in Weird Discoveries Link
Peach
Why do not
it transmit
through
via Samus?

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Posted on 09-14-15 07:34:50 PM, in Super Mario Maker Link
Here's my very first stage ever. 88F6-0000-0038-CA55

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Posted on 09-15-15 12:01:00 AM, in Super Mario Maker Link
Play another one I made: FAFC-0000-003A-3033

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Posted on 09-15-15 02:28:35 AM, in Super Mario Maker (last edited by Drag at 09-15-15 02:28:57 AM) Link
Here, try another one I made: 0138-0000-003A-DD7D

This one's probably my first actually "creative" stage, and I've apparently spent so long in the editor that I've gotten two of my course part shipments in early, but I stuck with beginner parts on this one.

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Posted on 09-18-15 04:01:19 AM, in Super Mario Maker (last edited by Drag at 09-18-15 04:06:40 AM) Link

Incredibly helpful levelmaking tip!


When you place Bowser in a course, you'll start seeing his fireballs coming in from the right side of the screen when you get close enough to him. Bowser takes up a 2x2 square of tiles, you can see it when you pick him up and move him around.

If you start counting from Bowser's rightmost tile, Bowser's fireballs start spawning when Mario is less than 75 columns away from Bowser. They seem to spawn from Bowser himself though, so they'll take a while before they actually reach you.

For convenience, 75 tiles is just over 3 screens.

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Posted on 09-18-15 06:30:21 PM, in Super Mario Maker (last edited by Drag at 09-18-15 06:30:57 PM) Link
Here's a new course I made:
0690-0000-0049-4338 (Bump 'N Jump ('n throw))

I used our newfound Bowser data to plan the stage accordingly.

And give me stars. Play my course and give me stars, not because my courses are good but because I'm telling you to give me stars.

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Posted on 09-21-15 08:26:43 PM, in Super Mario Maker Link
New stage: D869-0000-005E-0396 (This course has a goomba in it.)

Witty comment about the new stage I just made goes here. Give me stars.

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Posted on 09-25-15 08:29:38 AM, in Super Mario Maker Link
30B1-0000-006B-3DB2 (The Great P-Switch Challenge)

This one's a doozy, props to anyone who can finish it.

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Posted on 09-30-15 05:58:40 PM, in Super Mario Maker Link
097B-0000-007F-8E24 (To the top of the Colossus)

This one's interesting. It started with me having absolutely no inspiration, other than "I should really do more stuff in the SMB3 skin".

This started as an underground level where the point was to just keep going up. I finished the first section, and then was messing around and switched it to the airship theme and noticed it looked 300% cooler that way.

I spent a bunch of time decorating and making it look interesting, and the only reason it ends where it does and how it does is because I ran into the block limit for stages, and had to cut it a little short.

The original plan was that you'd go up to the "top" of the ship and then you'd go back down the other side, but now you just take a little shortcut down. Oh well! It was still fun to do this stage.

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Posted on 10-07-15 03:49:48 AM, in Super Mario Maker Link
There's recently been a glitch discovered that allows you to create invisible platforms in the editor.

Make a cloud block, make a track, and make a hidden block. Put the hidden block on the track, move the track (with the hidden block on it) such that the hidden block is overtop of the cloud block, and with the path tool selected, erase the path by drawing over it. This erases the path, and places the hidden block on top of the cloud block. This creates an invisible cloud block. (Or sometimes creates a cloud block that "acts" like a hidden block... details below)

With some playing around, I figured out a bunch of different things you can make with this glitch.

First of all, it only works with things the game calls "blocks", so hard blocks, donut blocks, hidden blocks, etc. It does NOT work with ground and spike traps (thank GOD).

Next, not all combinations work. For an incompatible combination, erasing the path will cause the top block to overwrite the bottom block, not combine them.

When you combine two blocks, the block on the bottom is what the tile will act like, and the block on the top is what the tile will look like.

You can swap which tile's on top and which tile's on bottom by using multiselect to select that space, and then copy. The copied tile will be inverted. This is the only way to create certain combinations.



You cannot place a hard block or donut block onto another block, but you can place another block onto these blocks and then invert it with multiselect/copy as discussed above.

You cannot place anything onto a "block", note block, or hidden block, but you can place these blocks onto another block and invert.

The hidden block will never combine with "block", question block, or note block under any circumstances.

When a "block" is the bottom tile, it acts like a question block. In SMW, spin jumping onto such a tile, which would normally destroy a "block", will cause it to "activate" as a question block being bumped from the top, like when you buttstomp on one in the NSMBU skin.

Strangely enough, coins can be combined into other blocks, but they only work when the coin is the "top" tile. If the coin is the "bottom" tile, it has no effect and the block acts normally. These combinations are also hard to invert once the coin is on bottom, the best I could figure was to make a bunch of copies of the tile (like you were trying to invert the combination), and then select a bunch of them at the same time and copy a whole group of them. Sometimes one or two will invert.

There may be other combinations I haven't figured out, but now's the time to play with this because Nintendo might patch this out completely.

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Posted on 10-08-15 02:18:14 AM, in Super Mario Maker Link
5F83-0000-0095-341C (Diamond Bay)

This is an attempt at making a good underwater level that isn't just a wide open area with cheep cheep spam and bloopers.

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Posted on 10-14-15 03:09:28 AM, in Super Mario Maker Link
6576-0000-00A6-F321

Here's a new one I just made where I share the magic of expert 100-mario mode with you all.

(turn comments on)

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Jul - Posts by Drag


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

22 database queries, 34 query cache hits.
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