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Re: Level Design Tips

Posted: Mon Oct 19, 2015 9:40 am
by FanofSMBX
130. If you make the power up NPCs bigger, you will need to use PGE to put them in the block.

Re: Level Design Tips

Posted: Mon Oct 19, 2015 1:37 pm
by Mable
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.

Re: Level Design Tips

Posted: Mon Oct 19, 2015 4:52 pm
by Valtteri
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).

Re: Level Design Tips

Posted: Mon Oct 19, 2015 5:30 pm
by FanofSMBX
I dunno it just seemed like a useful tip.

Re: Level Design Tips

Posted: Tue Oct 27, 2015 11:07 am
by Ironed Sandwich
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)

Re: Level Design Tips

Posted: Tue Oct 27, 2015 11:20 am
by HeroLinik
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.

Re: Level Design Tips

Posted: Tue Oct 27, 2015 11:22 am
by h2643
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.

Re: Level Design Tips

Posted: Wed Oct 28, 2015 12:50 pm
by Ironed Sandwich
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.

Re: Level Design Tips

Posted: Wed Oct 28, 2015 2:54 pm
by Mable
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.

Re: Level Design Tips

Posted: Fri Oct 30, 2015 9:33 am
by Ironed Sandwich
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).

Re: Level Design Tips

Posted: Fri Oct 30, 2015 9:57 am
by Mable

Re: Level Design Tips

Posted: Sat Dec 26, 2015 12:46 am
by PersonNamedUser
136. Don't use both buried veggies and throw blocks in your level unless you know what your doing.

Re: Level Design Tips

Posted: Sat Dec 26, 2015 1:03 am
by FanofSMBX
137. You can make flying SMW ? Blocks by attaching them to a paratroopa that has the graphics of the wings.

Re: Level Design Tips

Posted: Tue Dec 29, 2015 3:48 pm
by bobogamer2500x
138:don't be afraid to swich to kaiso after world 8
139:never use inopropreate language

Re: Level Design Tips

Posted: Tue Dec 29, 2015 3:57 pm
by Tango
140. If are making a Role-Playing level, or has much cutscenes, or has much sings and Message Blocks, try not write grammatical errors.

Re: Level Design Tips

Posted: Tue Dec 29, 2015 3:59 pm
by Mable
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...

Re: Level Design Tips

Posted: Tue Dec 29, 2015 4:05 pm
by RudeGuy
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.

Re: Level Design Tips

Posted: Tue Dec 29, 2015 4:06 pm
by bobogamer2500x
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:

Re: Level Design Tips

Posted: Tue Dec 29, 2015 4:09 pm
by PixelPest
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.

Re: Level Design Tips

Posted: Tue Dec 29, 2015 9:56 pm
by bobogamer2500x
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?