Level Design Tips

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FanofSMBX
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Re: Level Design Tips

Postby FanofSMBX » Mon Oct 19, 2015 9:40 am

130. If you make the power up NPCs bigger, you will need to use PGE to put them in the block.

Mable
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Re: Level Design Tips

Postby Mable » Mon Oct 19, 2015 1:37 pm

FanofSMBX wrote:130. If you make the power up NPCs bigger, you will need to use PGE to put them in the block.
How is that actually revelant to level design.

Valtteri
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Re: Level Design Tips

Postby Valtteri » Mon Oct 19, 2015 4:52 pm

FanofSMBX wrote:130. If you make the power up NPCs bigger, you will need to use PGE to put them in the block.
All you have to do is disable the size codes (remove them from the text file, or easier yet, move the text file elsewhere temporarily) when you want to put the power-up in the block. When you're done, enable them again (readd the size codes / move back the text file).

FanofSMBX
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Re: Level Design Tips

Postby FanofSMBX » Mon Oct 19, 2015 5:30 pm

I dunno it just seemed like a useful tip.

Ironed Sandwich
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Re: Level Design Tips

Postby Ironed Sandwich » Tue Oct 27, 2015 11:07 am

131. Try to use most elements of a level more than once, to make it less of a mess. (Bosses, Friendly NPCs, and level starts and level ends are exceptions but these are best used consistently anyway)
132. Use NPC speed changes sparingly (giving Larry's Shell 3x speed is way too much, 1.5-2.25 will usually suffice)
133. If you want a flying Koopa Paratroopa to stay [EDIT: relatively] still, give it the advanced setting of flying left to right.
134. (this one is quite obvious, but I'll put it out there anyway) unless you know what you're doing keep Friendly NPCs on Friendly.
135. (ditto, but it trips me up all the time. And it did as I was just typing) make sure if you're using custom graphics of a different size that they don't sink into the ground, just Select them if they do. This can be easily prevented by saving with the graphics loaded first, then placing the whatever.

(btw I'm not new to SMBX, just to this Forum)
Last edited by Ironed Sandwich on Wed Oct 28, 2015 12:50 pm, edited 2 times in total.

HeroLinik
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Re: Level Design Tips

Postby HeroLinik » Tue Oct 27, 2015 11:20 am

Ironed Sandwich wrote:1.5-2.25 will usually suffice)
Don't use decimal NPC codes. They may work for you, but the problem is that they don't work on some people's computers, and thus they'll get an error.

h2643
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Re: Level Design Tips

Postby h2643 » Tue Oct 27, 2015 11:22 am

Linik wrote:
Ironed Sandwich wrote:1.5-2.25 will usually suffice)
Don't use decimal NPC codes. They may work for you, but the problem is that they don't work on some people's computers, and thus they'll get an error.
If people are too lazy to download LunaLua (which I believe fixes the bug), it's their problem.

Ironed Sandwich
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Re: Level Design Tips

Postby Ironed Sandwich » Wed Oct 28, 2015 12:50 pm

h2643 wrote:
Linik wrote:
Ironed Sandwich wrote:1.5-2.25 will usually suffice)
Don't use decimal NPC codes. They may work for you, but the problem is that they don't work on some people's computers, and thus they'll get an error.
If people are too lazy to download LunaLua (which I believe fixes the bug), it's their problem.
LunaDLL / LunaLUA is awesome anyway. It's definitely for the best.

Mable
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Re: Level Design Tips

Postby Mable » Wed Oct 28, 2015 2:54 pm

Linik wrote:
Ironed Sandwich wrote:1.5-2.25 will usually suffice)
Don't use decimal NPC codes. They may work for you, but the problem is that they don't work on some people's computers, and thus they'll get an error.
Thats not really a problem if you know the way around it wven without lunalua.

Ironed Sandwich
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Re: Level Design Tips

Postby Ironed Sandwich » Fri Oct 30, 2015 9:33 am

Tinkerbell wrote:
Linik wrote:
Ironed Sandwich wrote:1.5-2.25 will usually suffice)
Don't use decimal NPC codes. They may work for you, but the problem is that they don't work on some people's computers, and thus they'll get an error.
Thats not really a problem if you know the way around it even without lunalua.
what's that? (I have LunaDLL, but it would be nice to have it on the record anyway).

Mable
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Re: Level Design Tips

Postby Mable » Fri Oct 30, 2015 9:57 am


PersonNamedUser
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Re: Level Design Tips

Postby PersonNamedUser » Sat Dec 26, 2015 12:46 am

136. Don't use both buried veggies and throw blocks in your level unless you know what your doing.

FanofSMBX
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Re: Level Design Tips

Postby FanofSMBX » Sat Dec 26, 2015 1:03 am

137. You can make flying SMW ? Blocks by attaching them to a paratroopa that has the graphics of the wings.

bobogamer2500x
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Re: Level Design Tips

Postby bobogamer2500x » Tue Dec 29, 2015 3:48 pm

138:don't be afraid to swich to kaiso after world 8
139:never use inopropreate language

Tango
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Re: Level Design Tips

Postby Tango » Tue Dec 29, 2015 3:57 pm

140. If are making a Role-Playing level, or has much cutscenes, or has much sings and Message Blocks, try not write grammatical errors.

Mable
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Re: Level Design Tips

Postby Mable » Tue Dec 29, 2015 3:59 pm

bobogamer2500x wrote:138:don't be afraid to swich to kaiso after world 8
139:never use inopropreate language

138: Kaizo*
139: inappropriate* but fuck yeah i like when mario swears in a mario episode.
Miles Troopa wrote:140. If are making a Role-Playing level, or has much cutscenes, or has much sings and Message Blocks, try not write grammatical errors.
But this sentence literally has them in it...

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Re: Level Design Tips

Postby RudeGuy » Tue Dec 29, 2015 4:05 pm

bobogamer2500x wrote:138:don't be afraid to swich to kaiso after world 8
And why exactly? A postgame world should still have fair levels, not almost impossible levels.

bobogamer2500x
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Re: Level Design Tips

Postby bobogamer2500x » Tue Dec 29, 2015 4:06 pm

Tinkerbell wrote:
bobogamer2500x wrote:138:don't be afraid to swich to kaiso after world 8
139:never use inopropreate language

138: Kaizo*
139: inappropriate* but fuck yeah i like when mario swears in a mario episode.
Miles Troopa wrote:140. If are making a Role-Playing level, or has much cutscenes, or has much sings and Message Blocks, try not write grammatical errors.
But this sentence literally has them in it...
YOU AGAIN ! :evil:

PixelPest
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Re: Level Design Tips

Postby PixelPest » Tue Dec 29, 2015 4:09 pm

bobogamer2500x wrote:YOU AGAIN ! :evil:
Please don't make posts like this. Although what Tinkerbell said is a bit risque, try to refrain from short, unconstructive posts.

bobogamer2500x
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Re: Level Design Tips

Postby bobogamer2500x » Tue Dec 29, 2015 9:56 pm

RudeGuy07 wrote:
bobogamer2500x wrote:138:don't be afraid to swich to kaiso after world 8
And why exactly? A postgame world should still have fair levels, not almost impossible levels.
what I meant is , once you are past the game , it should get more difficult and FAST , and not just that , the difficulty curve should go up faster and faster, the deeper you are into post-game (you might even make it as long as Mario 3d world wiiU edition) AND FINALY, anyone got some good ideas for post-game world themes?


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