Level Design Tips

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Re: Level Design Tips

Postby loop » Sun Feb 26, 2017 9:42 pm

What the f*ck is this #!?: if your level has autoscroll, make sure it isn't broken.

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Re: Level Design Tips

Postby PixelPest » Sun Feb 26, 2017 9:52 pm

Jayce 777 wrote:What the f*ck is this #!?: if your level has autoscroll, make sure it isn't broken.
  • If you're level has LunaLua, make sure it isn't broken.
  • If your level has layers, make sure it isn't broken.
  • If your level has events, make sure it isn't broken.
  • If your level has custom music, make sure it isn't broken.
  • If your level has custom graphics, make sure it isn't broken.
Tbh this thread has literally become a joke of people throwing around pointless or inaccurate tips and I just don't see the point of it anymore

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Re: Level Design Tips

Postby Kley » Sun Feb 26, 2017 11:29 pm

PixelPest wrote:
Jayce 777 wrote:What the f*ck is this #!?: if your level has autoscroll, make sure it isn't broken.
  • If you're level has LunaLua, make sure it isn't broken.
  • If your level has layers, make sure it isn't broken.
  • If your level has events, make sure it isn't broken.
  • If your level has custom music, make sure it isn't broken.
  • If your level has custom graphics, make sure it isn't broken.
Tbh this thread has literally become a joke of people throwing around pointless or inaccurate tips and I just don't see the point of it anymore
Regardless, there are still good tips in this thread.

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Re: Level Design Tips

Postby Emral » Mon Feb 27, 2017 6:46 am

The thing isn't that there are good tips in here but rather that they're completely buried beneath all the arbitrary trash and anyone who would NEED help in Game Design would spend more time searching through this thread to find any good ones than actually designing levels and improving on their own.

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Re: Level Design Tips

Postby PixelPest » Mon Feb 27, 2017 6:50 am

Enjl wrote:The thing isn't that there are good tips in here but rather that they're completely buried beneath all the arbitrary trash and anyone who would NEED help in Game Design would spend more time searching through this thread to find any good ones than actually designing levels and improving on their own.
Exactly. And besides that there's so much stuff that is misleading and completely wrong that people wouldn't be able to pick out from the accurate tips

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Re: Level Design Tips

Postby Inspirited » Mon Feb 27, 2017 4:14 pm

Add the good ones to the OP

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Re: Level Design Tips

Postby FireyPaperMario » Tue Feb 28, 2017 10:27 am

How about this level design tip I made just for levels with custom graphics from different 16-bit style:
  • When making a custom level with either Sega Genesis or Turbo-Grafx16 colors, keep true to the max colors on the screen at a time!
  1. Custom level with GFX made with Sega Genesis colors: Max 61
  • Custom level with GFX made with Turbo-Grafx16 colors: Max 488

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Re: Level Design Tips

Postby Emral » Tue Feb 28, 2017 10:42 am

Inspirited wrote:Add the good ones to the OP
doesn't work. What if one of the moderators who can actually edit that post deem the post above mine as useful? Then we got the same problem again.

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Re: Level Design Tips

Postby Marina » Tue Feb 28, 2017 12:34 pm

Make sure to put enough coins in your level or Enjl will mock you for the lack thereof. Speaking from experience here :((((

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Re: Level Design Tips

Postby Snessy the duck » Tue Feb 28, 2017 12:42 pm

Aristocrap wrote:Make sure to put enough slopes in your level or Snessy will mock you for the lack thereof.
I did my own little twist on that.

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Re: Level Design Tips

Postby ElectriKong » Tue Feb 28, 2017 2:05 pm

Aristocrat wrote:Make sure to put enough Kings in your level or King will hate you for the lack thereof.
:lol:

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Re: Level Design Tips

Postby PixelPest » Tue Feb 28, 2017 2:34 pm

NintendoOtaku93 wrote:How about this level design tip I made just for levels with custom graphics from different 16-bit style:
  • When making a custom level with either Sega Genesis or Turbo-Grafx16 colors, keep true to the max colors on the screen at a time!
  1. Custom level with GFX made with Sega Genesis colors: Max 61
  • Custom level with GFX made with Turbo-Grafx16 colors: Max 488
Really. Who's going to count to 61 or 488? And where did you even get those numbers from?

Marina
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Re: Level Design Tips

Postby Marina » Tue Feb 28, 2017 2:43 pm

King of Eterity wrote:
Aristocrat wrote:Make sure to put enough Kings in your level or King will hate you for the lack thereof.
:lol:
you probably feel like youre really clever now.

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Re: Level Design Tips

Postby FireyPaperMario » Tue Feb 28, 2017 3:21 pm

PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google! :roll:

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Re: Level Design Tips

Postby PixelPest » Tue Feb 28, 2017 3:23 pm

NintendoOtaku93 wrote:
PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google! :roll:
How is this even useful at all though

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Re: Level Design Tips

Postby FireyPaperMario » Tue Feb 28, 2017 3:28 pm

PixelPest wrote:
NintendoOtaku93 wrote:
PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google! :roll:
How is this even useful at all though
Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics... Must I show you in the discord server the freaking color palette for both 16-bit consoles?!?

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Re: Level Design Tips

Postby RudeGuy » Tue Feb 28, 2017 3:46 pm

NintendoOtaku93 wrote: Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics...
who cares, this is smbx.

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Re: Level Design Tips

Postby PixelPest » Tue Feb 28, 2017 3:50 pm

NintendoOtaku93 wrote:
PixelPest wrote:
NintendoOtaku93 wrote: Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google! :roll:
How is this even useful at all though
Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics... Must I show you in the discord server the freaking color palette for both 16-bit consoles?!?
I'm not interested at all tbh

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Re: Level Design Tips

Postby FireyPaperMario » Tue Feb 28, 2017 5:15 pm

RudeGuy07 wrote:
NintendoOtaku93 wrote: Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics...
who cares, this is smbx.
Well I'm the only guy in the community who going to make custom levels that are faithful to other 16-bit consoles' graphic styles. I'm the most retro-junkie person in the whole community! :|
And I wouldn't mind if someone makes SMBX custom GFXs with either of the 2 16-bit color palette, just for the Graphics forums. :P

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Re: Level Design Tips

Postby Snessy the duck » Wed Mar 01, 2017 10:41 am

NintendoOtaku93 wrote:
RudeGuy07 wrote:
NintendoOtaku93 wrote: Well, it's useful if you're making a custom level that's faithful to either Sega Genesis graphics or Turbo-Grafx16 graphics...
who cares, this is smbx.
Well I'm the only guy in the community who going to make custom levels that are faithful to other 16-bit consoles' graphic styles. I'm the most retro-junkie person in the whole community! :|
And I wouldn't mind if someone makes SMBX custom GFXs with either of the 2 16-bit color palette, just for the Graphics forums. :P
The thing is that most people don't care about those limitations, as they generally limit your creativity and only really add nostalgic vibes for hardcore retro guys. Plus, the TurboGrafx16 and Genesis' colors don't look too different from, say, SNES colors unless you're a retro junkie or something, unlike things like 8-bit which have a radically different style to them, which is why you generally see more levels with NES styled gfx than Genesis ones.


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