General discussion about Super Mario Bros. X.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Tue May 20, 2014 1:44 pm
When I do my level reviews, I incorporate gameplay into the level design section. If you think about it, the level design influences the gameplay and the layers and events that are going to be used. The graphics are more of an optional extra that add more atmosphere, but if you use them aesthetically properly they'll be marked up for it, but if they're just spammed everywhere for nothing then they should be marked down for it.
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DarkMatt
- Banned
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Postby DarkMatt » Tue May 20, 2014 1:51 pm
Natsu wrote:Like I said, Level Design is the way you DESIGN the level, not the way you feel playing the level. It's a completely different thing. Even if graphics complement the design, they're still different things as well. Won't deny that graphics lend huge opportunities on what you could probably mix and do regarding level design, it's true after all.
The point is, that graphics lie well down what really matters, complements are nothing by themselves.
And that's what I meant.
Again, this is an issue with words.
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Fuyu
- Fry Guy

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Postby Fuyu » Tue May 20, 2014 4:59 pm
DarkMatt wrote:Natsu wrote:Like I said, Level Design is the way you DESIGN the level, not the way you feel playing the level. It's a completely different thing. Even if graphics complement the design, they're still different things as well. Won't deny that graphics lend huge opportunities on what you could probably mix and do regarding level design, it's true after all.
The point is, that graphics lie well down what really matters, complements are nothing by themselves.
And that's what I meant.
Again, this is an issue with words.
We finally agree.
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Kyo
- Rocky Wrench

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Postby Kyo » Wed May 21, 2014 9:00 am
DarkMatt wrote:The question is, WHAT design? Level design? Art design? You can say either or and then you can't put the word "design" into one bin.
English is a brutal language, yo.
I was talking about level design, but I'm quite certain that it wasn't difficult to recognize about what kind of design I was talking about. I'll try to be more specific in future, though.
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GalaxyComet
- Swooper

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Postby GalaxyComet » Sun May 25, 2014 8:59 pm
It seems kinda biased and a bit narrow-minded of people to play and/or review a game for its graphics, animation and art direction, and ignore the fact the gameplay let alone the level design is well worth playing and could possibly be worth replaying. Those type of people end up missing out on something good because they think the game looks ugly.
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Sluigi123
- Hoopster

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Postby Sluigi123 » Sun May 25, 2014 10:38 pm
GalaxyComet wrote:It seems kinda biased and a bit narrow-minded of people to play and/or review a game for its graphics, animation and art direction, and ignore the fact the gameplay let alone the level design is well worth playing and could possibly be worth replaying. Those type of people end up missing out on something good because they think the game looks ugly.
I'm truthfully agreeing on this guy.
There are people in this world where they look at one thing (mostly the graphics towards an extent), and there are people out there who look at multiple things. Although I took a different approach, when it comes to being graded on stuff like this.
Here's an example:
I asked my brother to go upload a sky level of mine (it was in the old forum), where you're on top of a bunch of clouds, with the music background of the Stickerbrush Symphony (you know, "Barrel Blast?"). The gimmick was that there was a bunch of note blocks that you have to go collect things, and in order to go from one cloud to another in order to progress throughout the level, and made it so that you won't have to constantly jump on one block to another from one side of a room to the other, if it was nothing but that, then that'd be annoying, but hey it's a gimmick. On top of it, the level doesn't go from left to right, yet instead it goes in a zig-zag pattern. I took reference from multiple platforming games, and made the size of the level (which was about an average size of an SMW level). I was able to get a score from the level judges, and, in total, gave me about a 7.8 out of 10, along with multiple positives, and negatives about the level along with reasons why, and there's even one that says that my graphics on my level was "Too bland, because it was relying too much on one specific thing." Did I complain about it? No. What I did instead was taking those positives and negatives as reference, to make a better level.
I don't know why this was brought up in the first place, but this is life. Everyone has their own opinions, or a specific taste on things.
Just keep moving forward and you'll go places, and you'll even reach farther than your main goal in life.
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GalaxyComet
- Swooper

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Postby GalaxyComet » Mon May 26, 2014 6:07 pm
Sluigi123 wrote:
I'm truthfully agreeing on this guy.
There are people in this world where they look at one thing (mostly the graphics towards an extent), and there are people out there who look at multiple things. Although I took a different approach, when it comes to being graded on stuff like this.
Here's an example:
I asked my brother to go upload a sky level of mine (it was in the old forum), where you're on top of a bunch of clouds, with the music background of the Stickerbrush Symphony (you know, "Barrel Blast?"). The gimmick was that there was a bunch of note blocks that you have to go collect things, and in order to go from one cloud to another in order to progress throughout the level, and made it so that you won't have to constantly jump on one block to another from one side of a room to the other, if it was nothing but that, then that'd be annoying, but hey it's a gimmick. On top of it, the level doesn't go from left to right, yet instead it goes in a zig-zag pattern. I took reference from multiple platforming games, and made the size of the level (which was about an average size of an SMW level). I was able to get a score from the level judges, and, in total, gave me about a 7.8 out of 10, along with multiple positives, and negatives about the level along with reasons why, and there's even one that says that my graphics on my level was "Too bland, because it was relying too much on one specific thing." Did I complain about it? No. What I did instead was taking those positives and negatives as reference, to make a better level.
I don't know why this was brought up in the first place, but this is life. Everyone has their own opinions, or a specific taste on things.
Just keep moving forward and you'll go places, and you'll even reach farther than your main goal in life.
Well said Sluigi123.
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Blake Izayoi
- Volcano Lotus

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Postby Blake Izayoi » Thu Jun 05, 2014 9:36 am
I agree.
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Megar
- Eerie

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Postby Megar » Thu Jun 05, 2014 10:15 am
I can't enjoy a game if I don't think it looks nice.
I must be a terrible person or some shit.
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Valtteri
- Birdo

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Postby Valtteri » Thu Jun 05, 2014 11:02 am
Blueoak wrote:I can't enjoy a game if I don't think it looks nice.
I must be a terrible person or some shit.
Nah, I can't enjoy a game if it looks like shit either.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Thu Jun 05, 2014 11:04 am
Valtteri wrote:Blueoak wrote:I can't enjoy a game if I don't think it looks nice.
I must be a terrible person or some shit.
Nah, I can't enjoy a game if it looks like shit either.
No, but let's say that it's the same game, but just with super-cool graphics or something. Would you still enjoy it?
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Megar
- Eerie

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Postby Megar » Thu Jun 05, 2014 12:36 pm
If it came out with better graphics, I very likely would enjoy it. Take FRLG - I can't for the life of me enjoy GenI of Pokemon (GenII improved a bit so I'm fine with that) but I can easily enjoy the remakes because they simply look better.
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18mlivingston
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Postby 18mlivingston » Thu Jun 05, 2014 4:40 pm
I hate those people as much as you do to truly judge a game you need to judge the game play as well as the graphics because if you don't play it just because of the graphics you may lose out on a good gaming experience
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m4sterbr0s
- Snifit

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Postby m4sterbr0s » Fri Jun 06, 2014 12:49 am
Ice wrote:Yeah one of my levels called Mushroom Mayhem got minus points because the tileset wasn't "recolored"
So yes, I was the one who reviewed your level a while back, Ice.
I'll address two things:
• I never deduct points based on graphics or minor issues with the level (i.e. cutoff).
• Yes, I did judge your level based on level design and aesthetics. I judge design based on the structure of the level, linearity, and difficulty. On the other hand, I judge aesthetics based on graphics used and music.
The reason you got your score was based on the challenges and structuring used. Did graphics play a part in the score? Of course. Your graphics were almost the same used in Chad's project. Correct me if I'm wrong, but I don't believe the palletes used for some of the graphics were in a global GFX pack. Those were his edited graphics for his level.
However, I'm willing to compromise by not allowing graphics to play a huge or medium role in the score. I'll reconsider giving you a higher score for your level, though I feel an 8/10 is good for a level, in my opinion.
As with graphics, however, the graphics one uses should go well with the music. Next, using vanilla (or original) graphics should not be a problem at all in terms of scoring. Now, I personally feel that if a judge were to assign a grade for graphics, vanilla graphics should almost never be better than custom graphics.
If you're using custom graphics, at least make it so any recolors you do aren't blinding or ugly. Of course, a level shouldn't look crappy aesthetic-wise. But at the same time, sometimes levels using vanilla graphics can be better than levels with custom graphics.
In terms of assigning scores to levels, level design should mainly be the focus. But graphics wise should be as minimal as possible in terms of determining the final score.
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ShiftMario
- Bob-Omb

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Postby ShiftMario » Mon Jun 09, 2014 12:45 pm
Your right. That's some bullshit, too. It's like that saying, "Don't judge a book by it's cover." but people will just be like "Fuck you, I'll judge whatever I want, bitch." That's so stupid, as long as the game is playable, why the crap do graphics matter?
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Fuyu
- Fry Guy

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Postby Fuyu » Mon Jun 09, 2014 1:37 pm
Nobody's saying that, and of course, nobody's doing that either. Also, graphics matter as well, not as much as gameplay though.
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RudeGuy
- Bowser

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Postby RudeGuy » Thu Jun 12, 2014 8:01 am
Knux wrote:I just want to point out that I made an SMBX episode in 2011 that had NO custom graphics at all, and it is largely forgotten. 
It's the great empire?
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Thu Jun 12, 2014 8:25 am
Knux wrote:Christian07 wrote:Knux wrote:I just want to point out that I made an SMBX episode in 2011 that had NO custom graphics at all, and it is largely forgotten. 
It's the great empire?
Knux World.
Maybe the lack of custom graphics could be one of the reasons why it got forgotten, but then again, it was made in 2011. The SMBX community wasn't large enough and SMBX was really limited in what it could do (we're talking 1.2.1 here) and your forum was still fledgling. Also, did you stop working on it at some point? That would make people go off your project. Quill's AoF was popular not just because he had a massive fanbase but because he kept working on it since the days of the original forums, all the way up to 2013 when it was finally released.
But using only vanilla graphics meant that no-one even looked at it as much as the popular ones at the time had custom graphics. But at this point I think more people are taking an interest in making episodes out of vanilla graphics and the "classic" SMBX episode is being reborn. Back then it was all about custom graphics so no-one cared as you didn't use them.
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Mable
- Luigi

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Postby Mable » Thu Jun 12, 2014 8:58 am
Hay Kids let's gather some points.
castlewars wrote:
Maybe the lack of custom graphics could be one of the reasons why it got forgotten, but then again, it was made in 2011.
Uh not right there are some more episode which aren't forgotten though.
castlewars wrote:The SMBX community wasn't large enough
Uhm not right aswell because back there the community already existed 2 years and had a lot of people.
castlewars wrote:
Quill's AoF was popular not just because he had a massive fanbase but because he kept working on it since the days of the original forums
What.
The kind of people i hate:
People judging by screenshots
People that only care about slopes and shit
People that only care about custom graphics
Back in the early years linear stuff was cool now if you do it you get shitted right away.
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Kyo
- Rocky Wrench

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Postby Kyo » Thu Jun 19, 2014 11:07 pm
People judging by screenshots. - Depends on the way you're doing it. I mean, if you hate anyone judging by screenshots, then you're dismissing the actual purpose of screenshots. You post them to make people have a quick view and look whether it's promising or not, but there is nothing wrong about criticizing screenshots, especially when you don't have access to the respective level, for instance, in a project screenshot without a demo. But if you mean people that just look at the screenshot and say that it's shitty and unworthy a more detailed view, then I'm with you on that one.
People that only care about slopes. - There is no such person. But if you mean people that use "no slopes" as critique, then what's wrong with that? Slopes are one thing to make a level better. I mean, you aren't expecting something different, are you? It's just fair that a level whose designer spent effort into adding slopes gets more attention than a level without slopes that was made in less than an hour. Really, you can't say that a designer who puts more effort into his levels for more details is a bad guy because he does it. If I would have to review a level, and that person didn't use slopes, even though it would do well in his level, of course I will suggest this for improvements.
People that only care about custom graphics. - If ONLY about CGFX, then yes, but there is nothing wrong with pointing out and praise a person for putting special effort into his level if it turned out well.
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