General discussion about Super Mario Bros. X.
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WindowsMaster1985
- Guest
Postby WindowsMaster1985 » Sun Jul 05, 2015 11:06 am
So I'm new here. And I need some tips on creating a good first ep.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Jul 05, 2015 11:12 am
Make a first ep, and then get feedback, so the second one can be good. Never expect something you do for a first time to turn out good. Handling SMBX and experimenting with it to the point where people enjoy playing your levels is something which comes with experience and from listening to the feedback more experienced users give you.
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ShadowStarX
- Bronze Yoshi Egg

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Contact:
Postby ShadowStarX » Sun Jul 05, 2015 12:30 pm
I agree with Enjl.
My advice: don't make just episodes, post some levels in the levels forum, where you'll get at least one feedback and it'll point out the good and bad stuff from your level. Don't be disappointed if you start with a bad level, even the best designed started with bad design.
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PopYoshi
- Charged Spiny

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Postby PopYoshi » Sun Jul 05, 2015 2:10 pm
Tervantez2345 wrote:I agree with Enjl.
My advice: don't make just episodes, post some levels in the levels forum, where you'll get at least one feedback and it'll point out the good and bad stuff from your level. Don't be disappointed if you start with a bad level, even the best designed started with bad design.
Exact, the first levels are never perfect but always have their good things as for example the effort
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sun Jul 05, 2015 2:18 pm
Don't use only two or three different enemy types in your levels. In order for a level to be good, you will almost always need a variety of enemies in your levels, especially if the three enemies in your level are Goombas, Koopas, and Piranha Plants. Just don't use an enemy type only once in the level; you'll want the level to follow a consistent theme.
Also, if you want to have a boss fight in your level, don't just stick an unaltered pre-programmed boss AI in a flat, empty room; all of SMBX's boss enemies have been overused to the point of being tedious and boring to veteran members of the community. There's a tutorial on how to make a basic custom boss, but if that's too complicated for you, I made a tutorial on how to make fighting one of SMBX's pre-programmed bosses unique (see my signature).
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Jul 05, 2015 2:20 pm
Imaynotbehere4long wrote:Don't use only two or three different enemy types in your levels. In order for a level to be good, you will almost always need a variety of enemies in your levels, especially if the three enemies in your level are Goombas, Koopas, and Piranha Plants. Just don't use an enemy type only once in the level; you'll want the level to follow a consistent theme.
Also, if you want to have a boss fight in your level, don't just stick an unaltered pre-programmed boss AI in a flat, empty room; all of SMBX's boss enemies have been overused to the point of being tedious and boring to veteran members of the community. There's a tutorial on how to make a basic custom boss, but if that's too complicated for you, I made a tutorial on how to make fighting one of SMBX's pre-programmed bosses unique (see my signature).
All of this only applies if Imaynotbehere4long was the one giving feedback.
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Marina
- Cecil

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Postby Marina » Sun Jul 05, 2015 2:20 pm
Imaynotbehere4long wrote:Don't use only two or three different enemy types in your levels. In order for a level to be good, you will almost always need a variety of enemies in your levels, especially if the three enemies in your level are Goombas, Koopas, and Piranha Plants. Just don't use an enemy type only once in the level; you'll want the level to follow a consistent theme.
Also, if you want to have a boss fight in your level, don't just stick an unaltered pre-programmed boss AI in a flat, empty room; all of SMBX's boss enemies have been overused to the point of being tedious and boring to veteran members of the community. There's a tutorial on how to make a basic custom boss, but if that's too complicated for you, I made a tutorial on how to make fighting one of SMBX's pre-programmed bosses unique (see my signature).
Uhm, just wondering but are you fucking kidding me
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sun Jul 05, 2015 2:23 pm
I said "almost." Sometimes, having only one or two different enemies can work, but it's rare.
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aero
- Palom

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Postby aero » Sun Jul 05, 2015 2:27 pm
Imaynotbehere4long wrote:boring to veteran members of the community
How about the "veterans" fuck off and let people enjoy making levels that they have fun playing, and building like everyone else does.
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Superiorstar
- Birdo

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Postby Superiorstar » Sun Jul 05, 2015 2:39 pm
Never ignore the criticism you get I've seen a few people around here ignore the criticism and go straight to the people saying "This episode looks fine".
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sun Jul 05, 2015 3:33 pm
AeroMatter wrote:let people enjoy making levels that they have fun playing, and building like everyone else does.
If the creator of a level is the only person who has fun playing said level, then it's not a very good level, is it? Besides, WindowsMaster1985 specifically asked for tips; it's not like I posted this on a Casual Level's thread.
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litchh
- Eerie

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Postby litchh » Sun Jul 05, 2015 4:03 pm
It's important to think over structure of your future episode - hub or worldap, worlds or random levels, their location, how it starts, how it would end, ways of advancing in the episode & so on.
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