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Emral
- Cute Yoshi Egg

- Posts: 9861
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Mar 01, 2017 11:09 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
Wait I thought you previously claimed that you're not part of the community... 
Either way, being faithful to a graphic style has nothing to do with level design.
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PersonNamedUser
- Birdo

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed Mar 22, 2017 10:50 pm
195. you don't ABSOLUTELY need to have slopes in a level for it to be good, but it does make the level more varied.
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ElectriKong
- Fry Guy

- Posts: 4651
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Postby ElectriKong » Sun Mar 26, 2017 5:24 am
196: Don't do this in levels:

If players fall down, they will be pissed off by the fact that they have to replay a now bland and empty area, because everything in there was collected/defeated. If you do this, then you should use events that resize and reposition the section so players will die falling instead of having to go through empty areas.
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Alucard648
- Tweeter

- Posts: 170
- Joined: Sun Aug 16, 2015 3:45 am
Postby Alucard648 » Sun Mar 26, 2017 12:20 pm
King of Eterity wrote:196: Don't do this in levels:

If players fall down, they will be pissed off by the fact that they have to replay a now bland and empty area, because everything in there was collected/defeated. If you do this, then you should use events that resize and reposition the section so players will die falling instead of having to go through empty areas.
At least, it`s better that losing one of sometimes invaluable lives and having to restart the whole level from scratch.
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Emral
- Cute Yoshi Egg

- Posts: 9861
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 26, 2017 12:37 pm
Alucard648 wrote:
At least, it`s better that losing one of sometimes invaluable lives and having to restart the whole level from scratch.
>implying the concept of lives in videogames in general is worth anything
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underFlo
- Reznor

- Posts: 4456
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Postby underFlo » Sun Mar 26, 2017 1:50 pm
MosaicMario wrote:195. you don't ABSOLUTELY need to have slopes in a level for it to be good, but it does make the level more varied.
It mostly depends on the theme of your level really. Something like a plains level would feel weird if it was only 90° angles but a castle or something like that shouldn't really use them that often.
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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Sun Apr 02, 2017 6:39 pm
Drafts are more valuable than perfection.
Prep your graphics if you want and just get to drawing your level. Make a playable level, about the length you want it to be, and then make it completable. Forgo all means of NPCs or challenges and just make a level to platform through. Congratulations. You just made your first draft. Now go back and add detail to it.
What you're doing is laying out framework for your level, and putting down a general idea of how your level will play. With the draft technically done, you now have a written down idea you are now adding complexity to. This is, most of the time, the most optimal way to create a fleshed out level: in layers.
Furthermore, as you're drafting your level multiple times, you will be looking it over out of impulse. You'll get a chance to think over what your current draft is doing and change it without having to completely remake the level. With that said, it is best to start with the basics for your first draft, then add in a basic idea of enemies, then tweak and rework the obstacles, and then finalize your level. It takes a lot less time and guesswork if you do not try to do all of those steps at once while making your level.
You can draft however you like: there's no perfect way to build your level. However, drafting your level is a very efficient way to lay it down and refine its details.
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Emral
- Cute Yoshi Egg

- Posts: 9861
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 03, 2017 2:22 am
Good advice for making boring romps.
Good levels incorporate enemy placement into the level's structure. Levels are a composition, not a heap of independent layers.
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PixelPest
- Raccoon Mario

- Posts: 7111
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Postby PixelPest » Mon Apr 03, 2017 6:50 am
I agree with Enjl. All aspects of a level need to interact together to provide the best experience and building them layer by layer does not usually provide it
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arcade999
- Boomerang Bro

- Posts: 1344
- Joined: Mon Aug 15, 2016 2:23 pm
Postby arcade999 » Mon Apr 03, 2017 2:48 pm
Don't put a boss on your very first level, I don't think I needs to explain why.
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Eri7
- Banned
- Posts: 1770
- Joined: Sat Jan 28, 2017 4:48 pm
- Flair: Good Foundation allows for strong Execution
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Postby Eri7 » Mon Apr 03, 2017 3:19 pm
Be sure your level doesn't look bland , add more things in your tilesets or bgos , if you are doing an episode be sure that almost every level the player sees something new and don't overuse interesting things because they will not be interesting anymore.Add more details in your level and make it fun so everyone can enjoy it.
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Mon Apr 03, 2017 3:26 pm
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
What if someone wants to create episode with boss in every level?
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Cedur
- Raccoon Mario

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
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Postby Cedur » Mon Apr 03, 2017 3:28 pm
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
This needs a lot of explanation.
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ElectriKong
- Fry Guy

- Posts: 4651
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Postby ElectriKong » Mon Apr 03, 2017 4:39 pm
arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
Implying he never played SMB2
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Inspirited
- Snifit

- Posts: 242
- Joined: Sun Oct 30, 2016 5:58 pm
Postby Inspirited » Mon Apr 03, 2017 5:44 pm
People should probably disregard everything here besides the OP. Right? Sorry i dont wanna be rude guy.
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arcade999
- Boomerang Bro

- Posts: 1344
- Joined: Mon Aug 15, 2016 2:23 pm
Postby arcade999 » Mon Apr 03, 2017 6:46 pm
Supershroom wrote:arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
This needs a lot of explanation.
litchh wrote:arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
What if someone wants to create episode with boss in every level?
King of Eterity wrote:arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
Implying he never played SMB2
Wait, why is everyone sudddently aigainest me?
Ok, Ok, I know why, but before everyones assassinate me, let me explain: I mean, episodes like smw, smb3, or other normal mario games (not counting rpg ones or smb2, since birdo is relatively easy, and it wasn't even a mario game to beggin with) in level 1-1 grassland thing doesn't have a boss on them, I means, thoses level are supposed to be EASY and to get GRADUALLY difficults, and just like blind jumps, bosses are too hards for very first levels, except if it's your the main goal of the episodes.

Last edited by arcade999 on Mon Apr 03, 2017 6:58 pm, edited 2 times in total.
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Inspirited
- Snifit

- Posts: 242
- Joined: Sun Oct 30, 2016 5:58 pm
Postby Inspirited » Mon Apr 03, 2017 6:48 pm
arcade999 wrote:Supershroom wrote:arcade999 wrote:Don't put a boss on your very first level, I don't think I needs to explain why.
This needs a lot of explanation.
Wait, why is everyone get aigainest me?
Its just because a boss in the first level CAN work. Maybe if it's an easy boss or something. 
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arcade999
- Boomerang Bro

- Posts: 1344
- Joined: Mon Aug 15, 2016 2:23 pm
Postby arcade999 » Mon Apr 03, 2017 6:59 pm
Inspirited wrote:arcade999 wrote:Supershroom wrote:
This needs a lot of explanation.
Wait, why is everyone get aigainest me?
Its just because a boss in the first level CAN work. Maybe if it's an easy boss or something. 
I beleve it can work if it's well done. 
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HackPlayer7
- Spike

- Posts: 262
- Joined: Mon Sep 05, 2016 1:02 pm
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Postby HackPlayer7 » Mon Apr 03, 2017 7:41 pm
arcade999 wrote:
Wait, why is everyone sudddently aigainest me?

That's where you're kinda wrong. This is a topic to post level design tips and help people improve not to influence people over a personal opinion, that's kinda like saying ''Don't make SMB2 levels because they are weird''
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