
Super Mario Maker 2 - A Platformer Creator
Description
Advertise in studios, not comments. Sources Below. Click the flag twice. Full Screen recommended. Share and Find Level Codes here: https://scratch.mit.edu/discuss/topic/494544/ The codes do work, read the instructions in-game. UPDATES HAVE ENDED. DO NOT MAKE SUGGESTIONS. If you see someone making suggestions, point this out. Forkphorus breaks the game. Don't use it. Turbowarp works, but the game runs fine anyway. What's New? This game features a lot of new stuff, for example: Slopes, Sliding, Multidirectional Pipes, Doors, Keys, Spikes, the Spike enemy, the Frog Suit, the Hammer suit, Vines, Vine Plants from blocks, Kaizo Blocks, Bob Ombs, Decoration blocks, Placing enemies in front of Semi Solids, Fire Piranha Plants, Dry Bones, Placeable Water Level, Placeable Lava Level, Sideways Pipe Blocks, Different coloured semisolids that work together, and more. As well as other features like more camera options, more area to work in, a less laggy scanning placement system (makes the maker work much faster), a save system that allows you to add a description, a picker tool, new HUD design, reworked everything, etc... This is on top of all the stuff that was in the original, so as you can see, this game is pretty huge and took a lot of work, so I hope you enjoy! Mario and most other assets used are owned by Nintendo, full credit towards them. Sources: Spriters Resource, Mario Universe, Khinsider, MFGG for art, music and sounds. BMatSantos for logo font. Griff guy is unrelated: Coding is entirely (entirely) by me, Art is by Nintendo from SMB3 All Stars. His project likely used the SMB3 art style as a result of my Mario Maker game that came out long before. Tags: #Games #Super #Mario #Maker #2 #Platformer #Creator #Builder #Scrolling #Blocks #New #Benjamin #Wins #11 #Enemies #Builder #Game #Games
Instructions
Super Mario Maker 4 has been released, play it here: https://scratch.mit.edu/projects/753049043 - Controls - FAQ Below! Use it for help. Maker Mode - Movement: WASD or Arrows. Use Current Tool: Left Click. Change Tool (Place, Erase and Pick): Q. Switch Items: Scroll Wheel or Click Item Icon. Open Full Item List: V or Click waving dots icon. Navigate Full Item List: Scroll Wheel or Drag Slider. Quick Test Level / Exit Test: E. Play Mode - Movement: WASD or Arrows. Jumping / Fly / Float: W / Up Arrow. Crouching / Use Door: S / Down Arrow. Run / Throw / Spin Tail: Space. Sliding: S / Down Arrow while on a slope. Enter Maker mode: E. How to Play: When you click the flag, the game will launch into the menu, pick whether to make a level, or load one. If you choose to make one, the maker will open on an empty screen, where you can make your own level using the tools provided. If you click to load a level, you will be asked to enter a save code, you can use your own from a level code you copied while saving, or you can copy another person's level from the Forum linked in Notes. FAQ: HOW PIPES WORK: Build the entrance and exit pipes using the blocks provided. Then go to the entrance pipe, open the inventory and select the pipe connection icon that matches how you want the entrance to work (direction and if it's 2 way), then place it so the arrow lines up with the pipe. Repeat for the exit pipe. You can mix and match pipe connections, e.g: down pipe leads to right pipe. To use the pipe in game, move the player in the direction the pipe connection goes. HOW DOORS WORK: Place a door, then place another. They will connect and can be used in game. They can only be entered while the player is on the ground. Locked doors require a key to be collected by the player to open, the key can be used by trying to use a locked door while the player has a spare key. HOW ? BLOCKS WORK: If you have no powerup, all ? blocks, except for the Star, 1-Up, Vine Plant and P-Switch blocks, will release a mushroom. Once you have the mushroom, the ? blocks will be able to release the other powerups. This is how it works in normal Mario games, so it was done here too. HOW TO SAVE: While in the maker, click the bottom right button, read the text that appears to learn how to correctly save your code, then click space and your code is shown, where you can copy, use and share it. This system works perfectly, any issues are down to user error. HOW TO LOAD / USE A CODE: Either copy a code from the forum linked in Notes (triple click it, then right click and copy, or Ctrl + C, include the bold text), or have your own code copied. Then click the Load Level button on the menu and do Ctrl + V to quickly enter your copied code, then click Enter, or click the Tick to load it. You can edit a loaded code by clicking E. WHAT TO DO IF THE GAME HAS BROKEN (while you were making a level): Click See Inside, send the Save Code broadcast, follow the saving instructions, get your code, then reload the game and enter the code after clicking Load Level. Once loaded, click E to continue editing. HOW TO MAKE AN END TO YOUR LEVEL: Like in SMB3, there is not a flag at the end, instead there is a brown outline / box which Mario must touch to end the level. It is the last item in the inventory and starts as the last item in the hotbar. It will make a black area that the camera cannot move past too. Extra Information: - You can place a key on an enemy and it will give you that key when it dies for any reason, even if you didn't kill it, this is good for boss rooms. - Should the game break, you can save your level by clicking 'See Inside' and sending the Save Code broadcast. - You can pick up Koopa Shells, P-Switches and Bob Ombs. - The size of your level will not affect it's performance, but using a lot of enemies or pipe connections (even if not on screen) can impact performance slightly. Size can affect how long it takes to load your level though. Basically, feel free to make your level huge. Game made by @BenjaminWins11. Do not take credit for my work. Extra Controls - Switch to Place Tool: B Switch to Picker Tool: I
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