Re: Level Design Tips
Posted: Mon Dec 05, 2016 4:26 pm
178: Take caution if you use glitchy elements in your levels. Pretty self-explanatory.
omfg, i just came to this thread and in my mind i was like:King of Eterity wrote:178: Don't use glitchy elements in your levels. Pretty self-explanatory.
It works for me. Maybe it only works if you put it in the level folder.King of Eterity wrote:179: For episodes, if you plan to use custom music use LunaLua and a music.ini file in the episode. The custom music option in PGE does not work in SMBX 1.3/2.0 (1.4 I don't know about and probably works in PGE engine episodes though) and asking for people to replace the default music with music given in the episode only causes inconvenience.
ummmKing of Eterity wrote:179: For episodes, if you plan to use custom music use LunaLua and a music.ini file in the episode. The custom music option in PGE does not work in SMBX 1.3/2.0 (1.4 I don't know about and probably works in PGE engine episodes though) and asking for people to replace the default music with music given in the episode only causes inconvenience.
I think he's talking about custom music for the world map actually.Enjl wrote:ummmKing of Eterity wrote:179: For episodes, if you plan to use custom music use LunaLua and a music.ini file in the episode. The custom music option in PGE does not work in SMBX 1.3/2.0 (1.4 I don't know about and probably works in PGE engine episodes though) and asking for people to replace the default music with music given in the episode only causes inconvenience.
Did you forget to hit the checkmark by chance?
Custom world map music is natively supported in 38A and PGE Engine. Custom music in LunaLUA-SMBX (and SMBX 2.0) is supported only in case you will make in-episode music.ini to redefine default musics with your own (instead default tracks are will be played your custom).Quantix wrote:I think he's talking about custom music for the world map actually.Enjl wrote:ummmKing of Eterity wrote:179: For episodes, if you plan to use custom music use LunaLua and a music.ini file in the episode. The custom music option in PGE does not work in SMBX 1.3/2.0 (1.4 I don't know about and probably works in PGE engine episodes though) and asking for people to replace the default music with music given in the episode only causes inconvenience.
Did you forget to hit the checkmark by chance?
Ahh that makes sense. Yeah, in that case music.ini is the way to go.Quantix wrote:I think he's talking about custom music for the world map actually.Enjl wrote:ummmKing of Eterity wrote:179: For episodes, if you plan to use custom music use LunaLua and a music.ini file in the episode. The custom music option in PGE does not work in SMBX 1.3/2.0 (1.4 I don't know about and probably works in PGE engine episodes though) and asking for people to replace the default music with music given in the episode only causes inconvenience.
Did you forget to hit the checkmark by chance?
I don't support this attitude, especially since the rules say that a contest level must be started from scratch, and participating with a rushed level is better than not participating at all.Snessy the duck wrote:180: If you can't get your level done in time for a contest or something like that, don't try to rush it to completion. Rushed levels are almost never good, and you don't NEED to submit it to the contest. You could finish the level and submit it in the levels forum, or you could come back to it for another contest!
Well how how are the judges supposed to know that the level was started or existed before the contest was announced? As long as there is no public evidence available of the level's existence before the contest (or in most cases before the end of the judging period) then it can't be disqualified unless it violates other rules.Supershroom wrote:I don't support this attitude, especially since the rules say that a contest level must be started from scratch, and participating with a rushed level is better than not participating at all.Snessy the duck wrote:180: If you can't get your level done in time for a contest or something like that, don't try to rush it to completion. Rushed levels are almost never good, and you don't NEED to submit it to the contest. You could finish the level and submit it in the levels forum, or you could come back to it for another contest!
I don't think it actually does matter, especially on the later worlds. I'm pretty sure this has been done in Mario games previously.Supershroom wrote:181: If you include a secret path / exit that involves e.g. finding a switch, then don't put the switch before the checkpoint and the secret after the checkpoint. It makes the checkpoint pretty much dysfunctional, especially if an extra challenge awaits you after finding the secret.
False. Secret exits are a method to expand upon a level without making it overstay its welcome. Secret exits can break levels, but they can also make them. Besides the value they hold in some levels, they can also be used very creatively in hub-based episodes. See: warp exits.Snessy the duck wrote:182: Avoid using secret exits in standalone levels or in episodes without a world map. Secret exits are supposed to be used on world maps in order to unlock secret paths, and serve little to no purpose without them.
I meant more SMW-like secret exits that were designed to be used with a world map, sorry for not clarifying that!Enjl wrote:False. Secret exits are a method to expand upon a level without making it overstay its welcome. Secret exits can break levels, but they can also make them. Besides the value they hold in some levels, they can also be used very creatively in hub-based episodes. See: warp exits.Snessy the duck wrote:182: Avoid using secret exits in standalone levels or in episodes without a world map. Secret exits are supposed to be used on world maps in order to unlock secret paths, and serve little to no purpose without them.
I think that is 183, but music is something I never can find. For me, I look for graphics of a theme I want, then look for graphics I can turn into a gimmick. I draw my levels on paper first and try to recreate it on the screen. I think the hardest part is finding music, and making it easy enough for a beginner to beat. (Also knowing how to end a level is a thing.)Intuition wrote:182: The process of making a level doesn't necessarily have to be planned, however when done so that way you have a higher chance of making an exceptionally good level. The steps to designing a level I particularly think work best for me, and might for you, are: 1) Choose Theme and Gimmicks, 2) Plan enemies/misc NPCs for the level, 3) Gather resources for your level, 4) Design the level, 5) Make it on PGE, 6) Choose a music that best fit the kind of level you've made.