Re: Level Design Tips
Posted: Sun Feb 26, 2017 9:42 pm
What the f*ck is this #!?: if your level has autoscroll, make sure it isn't broken.
Jayce 777 wrote:What the f*ck is this #!?: if your level has autoscroll, make sure it isn't broken.
Regardless, there are still good tips in this thread.PixelPest wrote:Jayce 777 wrote:What the f*ck is this #!?: if your level has autoscroll, 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
- 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.
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 tipsEnjl 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.
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.Inspirited wrote:Add the good ones to the OP
I did my own little twist on that.Aristocrap wrote:Make sure to put enough slopes in your level or Snessy will mock you for the lack thereof.
Aristocrat wrote:Make sure to put enough Kings in your level or King will hate you for the lack thereof.
Really. Who's going to count to 61 or 488? And where did you even get those numbers from?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!
- Custom level with GFX made with Sega Genesis colors: Max 61
- Custom level with GFX made with Turbo-Grafx16 colors: Max 488
you probably feel like youre really clever now.King of Eterity wrote::lol:Aristocrat wrote:Make sure to put enough Kings in your level or King will hate you for the lack thereof.
Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google!PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
How is this even useful at all thoughNintendoOtaku93 wrote:Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google!PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
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?!?PixelPest wrote:How is this even useful at all thoughNintendoOtaku93 wrote:Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google!PixelPest wrote:Really. Who's going to count to 61 or 488? And where did you even get those numbers from?
who cares, this is smbx.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...
I'm not interested at all tbhNintendoOtaku93 wrote: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?!?PixelPest wrote:How is this even useful at all thoughNintendoOtaku93 wrote: Really! I got these numbers from looking up the color limitations for both Sega Genesis & Turbo-Grafx16 on Google!
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!RudeGuy07 wrote:who cares, this is smbx.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...
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.NintendoOtaku93 wrote: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!RudeGuy07 wrote:who cares, this is smbx.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...
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.