Near Sakura Village lies a beautiful forest filled with cherry blossom trees and mischievous Ninjis. Whilst travelling through the flowery plantation, Mario finds a magical bell that transforms him into a cat! With his new cat powers, he can swipe his claws, climb walls, and pounce at his adversaries. Rumor has it that secluded in the forest lies three Star Coins up for grabs. Pay attention to the cherry petals to see where they may lurk.
While Mario searches for the giant diamond of Plonker Pit, he tumbles down a ravine and finds a suit that, when equipped, grants him swooper wings! With his new wings, he must glide past moles, beetles, and fellow winged foes, to find the treasure. On his mission, Mario is also searching for the three Star Coins of the cavern. Watch out for the aforementioned Plonkers. When awoken, they will become startled, fall down, and bounce all around.
At the center of a large forest lay a massive beehive, home to many Zingers and Stingbys. On his mission to defeat their evil monarch, Captain B., Mario finds a mushroom that transforms him into a bee with the ability to hover through the air! Now with the powers of the pollen-loving insect, Mario must glide past Captain B.'s waves of enemies and give them a good ol' stomping! On his journey to the center, Mario is also searching for three Star Coins spread throughout the hive. Watch out for those Zingers! They can fly and maneuver at many different speeds and patterns, and are very sharp to the touch.
The Rip Lair's Powerup Pack
The Online GFX Pack
Witchking666's GFX Pack
Fakeblocks.lua
MegaDood's General NPC Pack
Donkey Kong NPCs by MegaDood
DRACalgar's Queen B. Boss
customHealth.lua
spawnzones.lua by Emral
SMW Expanded GFX-Pack
Don the once-lost-to-time Chicken Suit and utilize the mighty power of EGG to leap over Cluckbooms, pop Pigarithms, and reach the barn at the end! This level is a tad shorter than usual, but I was honestly getting a little bored making this level by the time I reached the 3/4s mark.
The Rip Lair's Powerup Pack
The Online GFX Pack
MegaDood's General NPC Pack
MarioXHK's Absurd Oddities
customHealth.lua
MrDoubleA's NPC Pack
respawnRooms.lua
AirSheep's GFXs Pack
If you decide to play any of my levels, please leave a review and any criticisms you have with them. I'm always looking to improve my level crafting skills. Ciao for now!
Last edited by KurttheKing on Thu Feb 20, 2025 5:19 pm, edited 10 times in total.
Played the cat suit level. Yeah it's good!
Tho im not a fan on how cryptid it can be to find the star coins.
I found the first one by pure accident, while I had to look in the editor for the 2nd & 3rd ones.
At least with the 3rd one, it can be excused to an extent since the pipe to enter it is a distinct color from the other ones, but im not sure how you'd find the second without doing it on accident tbh.
Played the cat suit level. Yeah it's good!
Tho im not a fan on how cryptid it can be to find the star coins.
I found the first one by pure accident, while I had to look in the editor for the 2nd & 3rd ones.
At least with the 3rd one, it can be excused to an extent since the pipe to enter it is a distinct color from the other ones, but im not sure how you'd find the second without doing it on accident tbh.
Yeah, some other people had trouble finding those as well. I hoped the clue, "Pay attention to the cherry petals to see where they may lurk." would be enough considering the first and second are hidden in walls where no petals are.
I've played your levels and they're awesome! I want to ask, how did you make it so that the powerup wouldn't be lost if Mario loses health? And can I do this method for all other powerups? Is this task complex or relatively simple? And how would I completely remove the inventory box?
I've played your levels and they're awesome! I want to ask, how did you make it so that the powerup wouldn't be lost if Mario loses health? And can I do this method for all other powerups? Is this task complex or relatively simple? And how would I completely remove the inventory box?
Thanks for the reply! Removing the item box only requires these two lines of code at the start of your level's script, and one in your onTick function:
local hudoverride = require("hudoverride")
hudoverride.visible.itembox = false
function onTick()
player.keys.dropItem = false
end
As for the powerups, yes, this works with all other powerups, however Marioman2007's Custom Health library must be used. Here is an excerpt from Swooper No Swooping:
function onPostNPCCollect(v, p)
if v.id == 765 then
health.settings.defaultPowerup = "swooperSuit"
end
end
Essentially what the code is doing is checking for when the powerup (who's ID is 765 and name is swooperSuit) is collected and, when it is, is set to the default powerup. If you take damage, you won't change states, but will still take damage. Additionally, if you want the health meter to be centered like in my levels, you need to go into customHealth.lua and set it's position under health.settings:
I took your advice and wrote the code necessary, using it for the Boomerang Flower. But when I tried taking damage with it on, this error message appeared:
The thing is, I spelled it just fine, but it's acting like it can't register the powerup -- not before, only AFTER damage is taken when the powerup is still active. Is there something I'm missing?
Added in 21 minutes 41 seconds:
Never Mind, problem solved! I figured out that I had to put the ACTUAL powerup name, NOT the script name, into quotation marks. After doing that, it works 100% now! Thank you so much for the help, and have a great day!
Never Mind, problem solved! I figured out that I had to put the ACTUAL powerup name, NOT the script name, into quotation marks. After doing that, it works 100% now! Thank you so much for the help, and have a great day!
I made this exact mistake as well when I was making Swooper No Swooping! You're welcome, and have a great day yourself!
Type Roast in the chat for the accidental early release of this level LMFAO.
Brigade, please, there's no need to be like that, it's just annoying.
Great level Kurt!! I liked the setups and the general theming of it.
It was nice using the egg mobility and having to throw eggs to deal with especially tough enemies like hammer bros and pigarithms.
A few setups felt repetitive such as jumping across pits with the egg jump multiple times, and the windmill that you had to land on threw me for a loop because I thought it was just a BGO. Also some things like certain enemy placements and the fact cluckbooms did not drop anything harmful felt like a missed opportunity to have something to dodge. Maybe you could have had to bounce on enemies more than a few times or introduce a secondary gimmick that would work with the egg mobility thing.
Overall, pretty solid, just some things felt like they could have been expanded more.
a freshly made video of this level. It was great tbh, but it needs some major improvements. I keep dying and i return either to the first part or the checkpoint (which took a lot of time for me to reach to the part i died.) Also the bonus section (the one with the clouds) you should probably implement a restart point there so whenever anybody dies thinking that falling down will make them return to the main part. Also please make the second floating brick block segment a bit longer on the entrance so people woudlnt redo the whole level up to that point just because i missed by a block.
I think i will give it a 8/10. Nice and groovy theme overall. Keep making, Kurt! :)
Great level Kurt!! I liked the setups and the general theming of it.
It was nice using the egg mobility and having to throw eggs to deal with especially tough enemies like hammer bros and pigarithms.
A few setups felt repetitive such as jumping across pits with the egg jump multiple times, and the windmill that you had to land on threw me for a loop because I thought it was just a BGO. Also some things like certain enemy placements and the fact cluckbooms did not drop anything harmful felt like a missed opportunity to have something to dodge. Maybe you could have had to bounce on enemies more than a few times or introduce a secondary gimmick that would work with the egg mobility thing.
Overall, pretty solid, just some things felt like they could have been expanded more.
Tysm for the review! I have to agree, this level is definitely a tad on the repetitive side in a few places, and I unfortunately could not find a good way to make the windmill bolts stand out as solid. Additionally, I would've definitely made the cluckbooms drop eggs that actually damaged the player... if I knew how to pull that off lol. Thanks again for the review!
It was great tbh, but it needs some major improvements. I keep dying and i return either to the first part or the checkpoint (which took a lot of time for me to reach to the part i died.) Also the bonus section (the one with the clouds) you should probably implement a restart point there so whenever anybody dies thinking that falling down will make them return to the main part. Also please make the second floating brick block segment a bit longer on the entrance so people woudlnt redo the whole level up to that point just because i missed by a block.
I think i will give it a 8/10. Nice and groovy theme overall. Keep making, Kurt!
Thanks for playing! I had a feeling that the checkpoints may have been a wee bit to far and few between, and it seems that suspicion was correct. Also as an additional note, I woke up this morning and turned on YouTube, and guess what video was awaiting me on my FYP? :3
Thanks for playing! I had a feeling that the checkpoints may have been a wee bit to far and few between, and it seems that suspicion was correct. Also as an additional note, I woke up this morning and turned on YouTube, and guess what video was awaiting me on my FYP? :3
Dont tell me... Besides, hope you have a great time and happy making *wink* wink*