Level Design Tips

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Cedur
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Re: Level Design Tips

Postby Cedur » Sat Feb 04, 2017 8:04 am

Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.

HeroLinik
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Re: Level Design Tips

Postby HeroLinik » Sat Feb 04, 2017 10:42 am

Supershroom wrote:Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.
What you could always do if you can't use a certain character is to filter them out of the level by using character blocks, but a more effective solution is to just block them entirely so you don't have to keep switching, and design all the levels around the characters that can be used. Pretty much everyone almost exclusively uses Mario and Luigi and don't bother with the slew of other characters, not to mention that it would take too much time trying to test with all the others to the point where they're impractical, so it's easier to only use the other characters where they're needed. My project, for example, has Mario as the only playable character, but in some places the player is forced to use another character exclusively for certain levels, like the Link filter in the Castle of Despair. Build around what you can use, not what you can't use.

Snessy the duck
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Re: Level Design Tips

Postby Snessy the duck » Sat Feb 04, 2017 10:45 am

HeroLinik wrote:
Supershroom wrote:Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.
What you could always do if you can't use a certain character is to filter them out of the level by using character blocks, but a more effective solution is to just block them entirely so you don't have to keep switching, and design all the levels around the characters that can be used. Pretty much everyone almost exclusively uses Mario and Luigi and don't bother with the slew of other characters, not to mention that it would take too much time trying to test with all the others to the point where they're impractical, so it's easier to only use the other characters where they're needed. My project, for example, has Mario as the only playable character, but in some places the player is forced to use another character exclusively for certain levels, like the Link filter in the Castle of Despair.
But there's a bug in 2.0 where you can choose any playable character on the world map, including the 2.0 ones. (Although the dev. team are working on fixing that)

Cedur
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Re: Level Design Tips

Postby Cedur » Sat Feb 04, 2017 11:02 am

The bug still exists but I guess it's obviously reasonable to not switch to characters that the level definitely was not designed for - either you run into the level being impossible with the character or you run into making the level a joke with the character's ability. Both is bad. Character blocks are possible but I don't feel like everyone is willing to add them all the time just because of this thing.

Snessy the duck
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Re: Level Design Tips

Postby Snessy the duck » Sat Feb 04, 2017 11:04 am

I hope they'll fix that bug in the next update, possibly making it so the 2.0 characters are disabled by default so it won't break anything made in 1.3.

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Re: Level Design Tips

Postby dynastylobster » Wed Feb 22, 2017 1:33 pm

Enjl wrote:
dynastylobster wrote: 191. use layers and events , valterri is king of this stuff , its pretty amazing what you can achieve with this , for example , there is a chase koopa that looks like a tanooki koopa , ,it is attached to an invisible leaf layer , and when it dies , the event is triggered to show the leaf , but since it was attached to the koopa , it appears over the koopa under any circumstance .
Compared to some of this stuff, attaching a layer is pretty basic. Not to mention the fact lunalua makes events basically obsolete.
true , but (unfortunately) 99.99999999999999 percent of all smbx users don't know how to program , let alone code in such an obscure language .

Emral
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Re: Level Design Tips

Postby Emral » Thu Feb 23, 2017 8:16 am

dynastylobster wrote:
While your percentage is off, you have a point, which is why we have a discord server where we support people who are trying to get into coding. Feel free to join!

HeroLinik
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Re: Level Design Tips

Postby HeroLinik » Thu Feb 23, 2017 2:02 pm

dynastylobster wrote:
Enjl wrote:
dynastylobster wrote: 191. use layers and events , valterri is king of this stuff , its pretty amazing what you can achieve with this , for example , there is a chase koopa that looks like a tanooki koopa , ,it is attached to an invisible leaf layer , and when it dies , the event is triggered to show the leaf , but since it was attached to the koopa , it appears over the koopa under any circumstance .
Compared to some of this stuff, attaching a layer is pretty basic. Not to mention the fact lunalua makes events basically obsolete.
true , but (unfortunately) 99.99999999999999 percent of all smbx users don't know how to program , let alone code in such an obscure language .
Lua isn't an obscure language. It's used in a lot in video game development, such as in World of Warcraft. Also, 99.999999% or so, as what you say, isn't true. Just because they don't know how to code in LunaLua it doesn't mean they don't know how to code in general. I can code in C# and Java for instance, but I still can't even do LunaLua, let alone Lua (the reason being that C# and Java are object-oriented, and Lua is a scripting language so you have to think differently when I'm too used to object-orientation). Also, we get new members that are well-versed in Lua coding that they can use this knowledge to code in the SMBX-centric features in LunaLua.

Emral
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Re: Level Design Tips

Postby Emral » Thu Feb 23, 2017 4:54 pm

I've had a pretty easy time getting into C# because working with APIs in LunaLua isn't too far off from object orientation.

PersonNamedUser
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Re: Level Design Tips

Postby PersonNamedUser » Sat Feb 25, 2017 1:27 pm

194. As long as the level is fun, the shape of the landscape of the level shouldn't matter too much.

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Re: Level Design Tips

Postby PixelPest » Sat Feb 25, 2017 2:10 pm

MosaicMario wrote:194. As long as the level is fun, the shape of the landscape of the level shouldn't matter too much.
It still matters for sure. I highly disagree with this. A good level should have both enjoyable gameplay and well-polished aesthetics. Although gameplay is more important than aesthetics, a good level does well in both respects

Witchking666
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Re: Level Design Tips

Postby Witchking666 » Sat Feb 25, 2017 3:37 pm

195. Instead of this vague and way too long thread we should have an official level design tips thread with a lot of tips mentioned on the OP.

arcade999
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Re: Level Design Tips

Postby arcade999 » Sat Feb 25, 2017 4:49 pm

Dont put smb2 shy guys with an smw level, or if you wants shy guys, i recommend to reskin them for smw style.

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Re: Level Design Tips

Postby MacDuckBeat » Sat Feb 25, 2017 6:55 pm

arcade999 wrote:Dont put smb2 shy guys with an smw level, or if you wants shy guys, i recommend to reskin them for smw style.
Also known as... er.. I guess it's try not to mix the enemy in SMW level. Use the graphics that matches with the level style.

PersonNamedUser
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Re: Level Design Tips

Postby PersonNamedUser » Sat Feb 25, 2017 7:16 pm

PixelPest wrote:
MosaicMario wrote:194. As long as the level is fun, the shape of the landscape of the level shouldn't matter too much.
It still matters for sure. I highly disagree with this. A good level should have both enjoyable gameplay and well-polished aesthetics. Although gameplay is more important than aesthetics, a good level does well in both respects
When i said shape of landscape, i meant how the slopes were placed and such.

PixelPest
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Re: Level Design Tips

Postby PixelPest » Sat Feb 25, 2017 9:40 pm

All of that is important and tied in with gameplay as well. I rest my previous post

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Re: Level Design Tips

Postby PersonNamedUser » Sat Feb 25, 2017 10:46 pm

PixelPest wrote:All of that is important and tied in with gameplay as well. I rest my previous post
I guess so. That's does make sense.

Emral
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Re: Level Design Tips

Postby Emral » Sun Feb 26, 2017 1:24 pm

Structure should compliment design, not the other way around. Levels that are supposed to FEEL like a meadow often PLAY like ass.

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Re: Level Design Tips

Postby ProngoKingdom » Sun Feb 26, 2017 9:36 pm

Not sure if this has been said yet, but always start your player off in a safe place in the beginnings of your levels. Don't place something that can kill them that doesn't require them to move (such as placing a goomba that can walk into the player at their starting position)

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Re: Level Design Tips

Postby PersonNamedUser » Sun Feb 26, 2017 9:39 pm

ProngoKingdom wrote:Not sure if this has been said yet, but always start your player off in a safe place in the beginnings of your levels. Don't place something that can kill them that doesn't require them to move (such as placing a goomba that can walk into the player at their starting position)
I actually disagree with this, i think it's okay for you to be able to be killed at your starting postion, but give the player enough time to react.


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