Finally! Save Progress in Pink Coin Levels AFTER Keydoor! Mario Maker 2 Magic

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  • čas přidán 25. 08. 2024
  • As long as mario maker 2(and the original) have been out, there's never been a fully uncheese-able way to give a player a boss fight after finishing a pink coin challenge level because if the player dies after entering the keydoor, they will lose their key and coin progress. Well lucky for us, Comex discovered an interesting quirk about pink coins which we can use to solve this problem.
    Comex showing his discovery: • Pink Coin ELB demo
    Ceave explaining in a more simple level: • Is it Possible to Stor...

Komentáře • 121

  • @astralkitty_
    @astralkitty_ Před 4 lety +17

    I saw Ceave's Video on it and never really thought about this...
    This is great!
    'Simple' (once you understand it) but effective.
    Well done!

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +4

      thanks man! Yeah I was confused at the example Ceave gave in his video, I didn't think it really showed the true power of this trick

    • @astralkitty_
      @astralkitty_ Před 4 lety +2

      The possibilities generally go way beyond that... On / Off Switches create so many more possibilities... not just "Anti Key Death Contraptions" or stuff like that.
      Just give it some time and you'll understand what I mean.

  • @claudio-maker2943
    @claudio-maker2943 Před 4 lety +14

    I personally like the risk of true endings on Barb’s pink coin levels, it was so satisfying saving the Yoshi in Braveheart

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +9

      Eh I feel the opposite of the risk of wasting a few hours just to do double shell jump but props to you if you risk it!

  • @perynal
    @perynal Před 4 lety +34

    I tought this would be impossible for me to understand this, but you explained it well :)

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +5

      Haha and I was worried that it would be impossible to explain clearly

    • @ramaicatseye
      @ramaicatseye Před 3 lety +1

      Same

  • @smpiano6605
    @smpiano6605 Před 4 lety +8

    Thank you for posting this. Though I wouldn't have been able to implement it in the last level I made anyway, I might be able to use it for a new one I'm working on!

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +2

      Hell yeah man submit me a level with this setup if you make one!

    • @smpiano6605
      @smpiano6605 Před 4 lety +1

      @@DannyBPlays For sure! It'll be a while because it's in early development but as soon as it's finished I'll send it over for sure. 👍

  • @omnikar5
    @omnikar5 Před 4 lety +3

    There’s a funny illusion at 10:50, the circle covers the border of the lip of the pipe, making the lip look like it isn’t there

  • @loupandsnoop
    @loupandsnoop Před 4 lety +2

    good vid. Note that you should block off the challenge rooms upon respawning after key death. If the player doesn't notice the level is different after key death, going through a challenge room successfully will seal the key death for good, circumventing the mechanism.
    Also, to fully avoid key death, a safety coin is still technically needed (so you can't die by time-out between CP1/CP2). Depends on the level layout, but this is more of a technicality.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      That is a great point! Damn I wish I thought about that.

  • @brendaunderwood2730
    @brendaunderwood2730 Před 4 lety +3

    This video is seriously helpful. Thanks!

  • @da69one23
    @da69one23 Před 4 lety +2

    Very awesome video man. Hope people start implementing this in their levels.

  • @disco.jellyfish
    @disco.jellyfish Před 4 lety +23

    Everytime you say "on screen" you actually mean "loaded". Saying "on screen" is problematic becuase everything above you (in horizontal areas) and 4 tiles off to the left and right also get loaded eventhough they are (when youre exact) off screen.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +10

      Yup

    • @peppermint_8
      @peppermint_8 Před 4 lety +5

      as a ceave fan, I can tell you...
      Yup.

    • @constendo
      @constendo Před 3 lety +3

      @@peppermint_8 It's surprisingly simple!

    • @DorAntCr
      @DorAntCr Před 3 lety

      @@constendo Hooray!

    • @alysdexia
      @alysdexia Před 10 měsíci

      no, not loaded as the whole area is loaded but not active, below also, local but

  • @cubanpete3770
    @cubanpete3770 Před 4 lety +6

    Well explained, my dude.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +2

      Thanks man, I honestly tried hard and I know it's a confusing concept

  • @TornadoHyenyaku
    @TornadoHyenyaku Před 4 lety

    A very easy to understand explanation of something that many people need. You deserve more view.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      thanks! I know it was a complicated thing to explain and I really did my best to be clear and not confusing, glad to hear that I succeeded for the most part

  • @jipproductions1527
    @jipproductions1527 Před 4 lety +1

    Awesome video, was extremely helpful!

  • @panosmosproductions3230
    @panosmosproductions3230 Před 7 měsíci

    I used this contraption in my Pink Coins in the Heavens level.
    In this level I uploaded just today (Jan. 12, 2024), I ended up using 85 extra one-ways.

  • @guidinhorusso9905
    @guidinhorusso9905 Před 4 lety +4

    This was already a thing in SMM1, but we didn't know this concept of red coins counting in the enemie total number, so it was much more complex

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      Cool yeah I figured it might exist in SMM1 but it wasn't able to be used effectively

    • @MrL1193
      @MrL1193 Před 4 lety +2

      @@DannyBPlays It was more difficult to set up, but there were a few levels that got it working in a relatively player-friendly manner. The reason such levels didn't appear in SMM2 is that they relied on the anti-key check (forcing the player to press up in front of a locked door and killing them if they went through it--such as if they had a key they weren't supposed to have). This worked in SMM1 because pushing up even slightly on the analog stick would still cause you to go through the door, but in SMM2, if you push the stick partway up, you can perform the required action (climbing a vine, throwing an item up, etc.) without going through the door, even if you have a key.
      Since then, people have been able to find some limited alternatives for anti-key checks in SMM2, but they're not compatible with pink coin levels. Thus the "final boss" setup was rendered impossible... until now.

  • @ae2980
    @ae2980 Před 4 lety +11

    I can never undesand ceave bu u made me undesand him

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +2

      Haha thanks, this was REALLY hard to explain and not be confusing. I re-wrote my script many times

    • @alysdexia
      @alysdexia Před 3 lety

      You can't understand English.

  • @TutteredBoast2122
    @TutteredBoast2122 Před 3 lety

    Thanks a lot this helped. I put a boss fight but I realized there could be key death. Thanks again!😍

  • @autisticgaming2004
    @autisticgaming2004 Před 4 lety +2

    A real video from DannyB Plays? That's a shocker. No but I'm sure this video will be great I haven't watched it yet but I can't wait hope you start making videos again as they were what made me subscribe to your channel and not the streams, keep up the good work :)

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      Yeah boiii I've been lazy as F but I really want to get back to making a video once every week or so when I have something interesting to talk about

    • @autisticgaming2004
      @autisticgaming2004 Před 4 lety +1

      @@DannyBPlays cool hope you can do that, I also watched the video it helped me understand how to use the pink coins I might use it as a level idea in the future thanks for the video !

  • @smmemperorlucifer4675
    @smmemperorlucifer4675 Před 4 lety +1

    4:50 "However, for some strange reason, the game counts these towards the entity limit."
    It's not as strange as some would think. They WERE counted as enemies in SMM1, making the 100 enemy limit per subworld even stricter. They were given their own limit of up to 100 in SMM2, but they retain some properties from SMM1, the aforementioned entity limit for currently loaded enemies.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      I say "some strange reason" because they're non-moving items that are just semi-solids in different directions so it seems weird to me that they would count towards the limit. I'm fine with it counting towards the limit, I just think it's weird

  • @jhenshaw87
    @jhenshaw87 Před 4 lety +1

    Uhhh...novel alert :D btw I love this video and the tech described. Great job.
    So I've been building this non-linear pink-coin level with a final challenge, utilizing the keydeath-prevention tech illustrated here, and I think I found a problem with the system.
    When the player first arrives-or respawns-in the hub room, the muncher drops on the note block, then bounces back up, landing on the cloud block. If the player goes through one of the challenges, hits the save room, and then comes back into the hub without dying, the muncher will still be on the cloud block, and won't drop, which is why, in the video, we are instructed to ensure that the on/off state is set to blue:solid in order to reenter the hub room.
    But if the player dies (or times out) after hitting the saveroom checkpoint but before hitting the hub room checkpoint, when the player respawns in the saveroom, the muncher won't be on top of the cloud block in the hub room anymore. You're then forced to ensure the on/off state is set to blue:solid in order to reenter the hub room, but now the muncher is not held by the cloud block so it drops down, triggering the noteblock, the entity limit isn't full, and thus the on/off switch is hit, setting the on/off state to blue:intangible.
    The point I'm bringing up doesn't actually deal with the entity limit, only the on/off state, and the position of the muncher that drops onto the noteblock. Remember that when you leave the save room, you have to ensure the on/off state is set to blue:solid. Here's the two scenarios:
    1) You are in the hub room, the mechanism goes off, and switches the state to blue:solid. The muncher that originally dropped down onto the noteblock is now resting above the cloud block. You go through a challenge, hit the save room, and then return to the hub room. The muncher is still resting above the cloud block, but you have been required to set the state to blue:solid in order to leave the save room, so the key is still blocked off.
    2) Same as before, except after you hit the checkpoint in the save room, but before you reenter the hub room, you die/time-out. When you respawn in the save room, you are required to set the on/off state to blue:solid in order to exit and return to the hub room. Except now, when you reenter the hub room, the muncher is no longer resting above the cloud block, because this type of state is not saved with a checkpoint. It drops down, hitting the note block, the entity limit is not full, so the second muncher spawns, hits the bomb, and the on/off state is switched to blue:intangible.
    So here's my fix (check imgur for 2m1RcvI.jpg). It seems to work. If you enter the hub room from the save room, you are required to set the on/off state to blue:solid, and the muncher will not spawn. I also added to the set up so it gives you the key (after keydeath) automatically, playing the sfx, so there's less room for confusion.
    The only concern now is aesthetic. I set my course up so the contraption is offscreen, but the muncher killed by the dotted-line block cartwheels onscreen. Killing the muncher with a second dotted-line block is required because the cloud block (that previously prevented the muncher from bouncing incessantly on the noteblock) has been replaced by the dotted-line block (which is used to prevent the muncher from spawning). This dotted-line block becomes solid after the state is switched, and I can't think of another way to stop the muncher from bouncing incessantly. It's minor, imo, though I do wish it didn't have to happen.

    • @jhenshaw87
      @jhenshaw87 Před 4 lety

      Okay, I had to make one more change, as the "incessant bouncing" would occur after keydeath when utilizing the previous setup. Please check i.imgur.com/H08iVqW.jpg to see my newly fixed setup. Again, this setup also: 1) Automatically gives the player the key after experiencing keydeath, and 2) Is hidden offscreen. I'm open if anyone has any ideas for how to prevent the muncher from needing to be cartwheeled onscreen (as described at the end of the novel, above) to assist with the aesthetics of being able to hide the mechanism altogether.

  • @nugboy420
    @nugboy420 Před rokem

    Good
    Explanation 😊

  • @Brainstormer99
    @Brainstormer99 Před 3 lety +1

    1:11 I see why I have to do that now

  • @TheAbotun
    @TheAbotun Před 4 lety

    this video is amazing! such a detailed explanation on a topic i thought id never understand. thanks so much dannyB - definitely gonna make a level with this :)

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      thanks glad you liked it! and nice level that you submitted on my stream too!

  • @deebs9328
    @deebs9328 Před 4 lety

    This is a true game changer!

  • @KillTheLamb1
    @KillTheLamb1 Před 4 lety

    Thanks, that was really well explained

  • @banger107
    @banger107 Před 4 lety

    I have three issues with this:
    1) ppl will make the jankiest setups with this, by which I mean the blue block might still be solid if you get key death;
    2) could be hard to de-cheese (that's a creator's problem, but still);
    and more importantly 3) because you don't have to do all the challenges 3 times without dying, seems possible to set it up in a way that I can upload the level without doing the challenges at all, possibly making the level unbeatable (by doing one or more of the challenges unbeatable).
    I could be wrong in all this, but that's my first impression.

    • @MrL1193
      @MrL1193 Před 4 lety

      You will still have to complete all the challenges without dying at least once in order to upload the level. That means that even in the absolute worst-case scenario--even if you _try_ to make the level impossible to beat from a checkpoint--the player will still be able to beat the level by starting over from the beginning and doing the same things you did during the first clear check.
      As for your other points, it's the creator's responsibility to implement this in a good way. There will probably be a lot of people who fail to do so, but that's typical of every setup in Mario Maker.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      To address your concerns:
      1) That's on the creator to make sure it works right. I explained the 3 scenarios to test so if they get it wrong, it's on them
      2) That's also on the creator to decheese. They could just not have any switches in the level and there'd be no cheese possibility but if they do have switches, they just have to be cautious
      3) It only saves you from doing the challenges 3 times, there'd be no way to upload the level without going through it twice

  • @RetroCheats
    @RetroCheats Před 4 lety

    great tutorial

  • @yosma6
    @yosma6 Před 4 lety +1

    Thank you, you explained better than Ceave :p

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      Thank you I figured I would try my hand at explaining in a slightly different way and hopefully it was helpful

  • @theshoeman9182
    @theshoeman9182 Před 4 lety

    Yayyyy new video!

  • @Sage8981
    @Sage8981 Před 2 lety

    Phew. Been agonizing over this for days now. I'm not sure how I can do this on my level, hut at least I have something to aim for now.

  • @joshuagrahambrown
    @joshuagrahambrown Před 2 lety

    I know this is quite an old video, but I haven’t had much luck finding any other resources on this. Apart from straight-up placing a Checkpoint behind a locked door/Warp Box, is there a way to make an Anti-Key Death contraption in the 3D World style?

  • @davidbarrientos2062
    @davidbarrientos2062 Před 4 lety +1

    No tenía idea de esas cosas
    Explicas bastante bien

  • @PtylerBeats
    @PtylerBeats Před 2 lety

    Does anyone know if there’s a way to hide the mechanism?

  • @N64Mario
    @N64Mario Před 4 lety

    I honestly think this setup with bypassing entity limits seems annoying. I'm sure there's much more simpler & easier setups than defying editor restrictions/limits.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      Nope, sorry but this is the only way that isn't cheese-able. There is another way to do this but it's cheeseable by running out the timer, so I didn't want to include it

    • @N64Mario
      @N64Mario Před 4 lety

      How about just putting a noteblock under the checkpoint thats 1/2 under a semi solid otherwise unreachable without taking a death? The noteblock can include a muncher that can activate something, or can include an extra key, while the noteblock would bounce you back up passed the semi solid. The only way this is cheeseable is again from time out, or otherwise from a pit, spikes, or a boss battle.
      This set up shown in the video is NO different than what I have explained here because it also has to do with taking a death after a checkpoint, just a different way to do it.

    • @jekksit
      @jekksit Před 4 lety

      @@N64Mario Yeah but this set up is 100% uncheesable as long as you don't use on/off in your level. Like you said your design has like 4 ways to cheese it.
      It's an unfortunate truth but a lot of contraptions these days utilize entity limits. It's not really an uncommon thing anymore.

  • @LuSegaCieVideo
    @LuSegaCieVideo Před 3 lety

    Excellent explanation !!!

  • @ShadowBones14
    @ShadowBones14 Před 4 lety +1

    Woah, this is so cool, I will have to try and make a coin level with this idea in it, cool video!

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      Yes please do it thatd be awesome and then submit it to me!

  • @jonathanschmitt5762
    @jonathanschmitt5762 Před 4 lety

    The alternative: Checkpoint after the keydoor. (LOL)

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      that doesn't fit with the infinite CP setup. You need to use both CPs to do the pink coin challenge levels so you can't have a CP after the keydoor, that would require 3 CPs

  • @Lumberjack_king
    @Lumberjack_king Před 4 lety +1

    I always thought the coins were red

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      same here. R.I.P. red coins :'(

    • @Lumberjack_king
      @Lumberjack_king Před 4 lety

      @@DannyBPlays pink They look more like pepperoni red lol

  • @Markiplier2
    @Markiplier2 Před 4 lety

    Pro tip: put a sideways pipe just above the Pink Coin (like in this picture: twitter.com/Stevmc499/status/1192368979018338304 ) to only have to playtest the level once rather than twice AND to prevent timer key death from after the other checkpoint.

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      ohhh that is super sneaky but that layout looks a bit off, the muncher needs a 1-block gap between it and the noteblock because it needs time to fall before it hits it. Though this setup may also work, I dunno

    • @Markiplier2
      @Markiplier2 Před 4 lety

      @@DannyBPlays
      It seems to work in my level. I adapted it so that you go a different route when you are playing the level to the one you go when you die. It's a bit hard to explain, but here is the code if you want to see what I mean: TRV-V00-JBG

  • @Katt-ci6gw
    @Katt-ci6gw Před 4 lety

    I actually did something similar on my peach’s icy castle level but a lot simpler in the room with the second checkpoint to exit the area with each door and pink coin you must make the on off block off then you get the cp and go to the pipe thus immediately get the other cp (no possible way to die) at the end you go through the area again but this time the on off block is on thus the pipe is blocked and a second way (to the boss) open below the cp (important that this can only happen when block is on as otherwise the actual checkpoint part won’t work) now when the player dies after this point they can go through the passage to the boss again! Sry if it was badly explained just wanted to share how I did something similar!

  • @SWatch2021
    @SWatch2021 Před 4 lety +3

    Second!

  • @FlameHead5
    @FlameHead5 Před rokem +1

    Or you know you could just have 1 checkpoint in the level and if the checkpoint is in the same sub world as the door just trap the player in a room when they go in it and then make them go to the other sub world with a pipe then put a checkpoint there and then you can have a boss battle and you won’t have to restart. 😀

  • @aiming2game55
    @aiming2game55 Před 2 lety

    Me: shows this to my math teacher
    My math teacher: hello class today we are going to be playing super mario maker 2

  • @gemmacraig1778
    @gemmacraig1778 Před 4 lety +1

    I thought they were red coins lol

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      Funny you say that, I ALWAYS called them red so I made sure to put the "pink coin" label at the start of my video so that people knew why I was calling them pink

  • @freepubg774
    @freepubg774 Před 4 lety

    You could just put a checkpoint after a locked door

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      this setup is for the infinite CP setup and you have to use both CPs to do the setup so there isn't a 3rd CP available to use

  • @Michal_is_michal
    @Michal_is_michal Před 4 měsíci +1

    Yeeaaaaaah no... Ima make a troll level

  • @jekksit
    @jekksit Před 4 lety

    *IMPORTANT!*
    It's a good idea to block access to challenge rooms after a key death using red dotted-line blocks, just to foolproof against dumb players. Because if they touch CP2 after key death it ruins this setup.
    Really nice contraption though, subbed!

    • @DannyBPlays
      @DannyBPlays  Před 4 lety +1

      I agree, I originally planned to do a follow-up video after I did this one to show best practices but since it's so complicated and rarely used, it didn't seem feasible to work. But you are absolutely right

  • @xavimll7873
    @xavimll7873 Před 4 lety

    Really cool. I think you can do that in the main world and subworld and you only have to clear check the level once to upload it, and you don't have yo check wich CP is being used by the player 🧐

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      You still have to close check it twice because when you start from the checkpoint in the sub world and then go thru the pipe to where the first coin is, your fall to the coin is far enough that the munchers hits the noteblock first

  • @zackwoods5077
    @zackwoods5077 Před 6 měsíci

    So basically you add a feature by exploiting the game.

  • @timoderpro4661
    @timoderpro4661 Před 2 lety +1

    How do you make this in 3d world style though? (Pleased tell me or link a Video)

    • @alysdexia
      @alysdexia Před 10 měsíci

      How do you capitalize? Use a spikeball.

  • @user-gf1xi9vj6q
    @user-gf1xi9vj6q Před 3 lety

    Your explain is easy to understand!
    (I'm sorry in poor English><)

  • @pascal1416
    @pascal1416 Před 3 lety

    Nice thank you so much

  • @fabzicelandfanboy79
    @fabzicelandfanboy79 Před 4 lety

    NICE Video

  • @swip0
    @swip0 Před rokem

    Is there an alternative that you can use for 3d world?

    • @swip0
      @swip0 Před rokem

      as in an alternative to one ways

    • @alysdexia
      @alysdexia Před 10 měsíci

      threed world? It’s 3D World. The simplest is upward with soft floors, then downward with donut blocks, then flankward with pow blocks and thwomps or somewhat slantedly with blue track blocks.

  • @arthurturriewurrie5614

    I made a level with this mechanic so can you pls play this? P1V-XQ1-VNF

    • @DannyBPlays
      @DannyBPlays  Před 4 lety

      I won't play it but I'm okay with you posting this ID since it uses the mechanic. I usually delete comments with level ID's but this one fits the video so it's okay

    • @arthurturriewurrie5614
      @arthurturriewurrie5614 Před 4 lety

      DannyB Plays oh sorry

    • @arthurturriewurrie5614
      @arthurturriewurrie5614 Před 4 lety

      Btw, I gave credit to you in the description🤗

  • @pascal1416
    @pascal1416 Před 3 lety

    Nice but in my Level I need this from the other site

  • @forthetrinity
    @forthetrinity Před 4 lety

    Just one dislike LOL

  • @cysshorts1529
    @cysshorts1529 Před 11 měsíci

    Bro exists 💀

  • @SomeoneWeird-vx5jx
    @SomeoneWeird-vx5jx Před 4 lety

    I bet Danny will never reply to this comment