Attack of the Darkness - THANK YOU

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Is there any hype?

HYPE!!!!!
42
44%
Hype!
38
40%
Medium hype
5
5%
Low hype
10
11%
 
Total votes: 95
PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Sun May 05, 2019 9:45 am

Now's when I begin to look for more level designers
*sigh*

Hope when I release the demo some people will get interested to apply for the position

Eri7
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Re: Attack of the Darkness (HIATUS)

Postby Eri7 » Sun May 05, 2019 9:54 am

PopYoshi, i can be a level designer but the way i design levels is very, very different from how you design levels judging from the level i beta tested, if you are going to hire me as a level designer, expect 3 things.
1st, i will make levels once a month or two, why? Because i am too busy with 4 projects and countless more stuff.
2nd, systematic approach, the way i design levels is use a formula and focus my level on a gimmick, the point of the level is to explore its interaction, the way you design levels judging by what i beta tested is provide challenges until something big happens and alongside these challenges, force the player to explore to progress further or give him a lot of options for exploration to get items/npc dialogue/secret bosses and then repeat one or two times until the all of the cards have been played aka the cutscenes/main bosses/story stuff which is not how i will usually design a level.
3rd, i will be using 2.0, i know you can't use it so that will be a problem.

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Sun May 05, 2019 10:04 am

Eri7 wrote:
Sun May 05, 2019 9:54 am
PopYoshi, i can be a level designer but the way i design levels is very, very different from how you design levels judging from the level i beta tested, if you are going to hire me as a level designer, expect 3 things.
1st, i will make levels once a month or two, why? Because i am too busy with 4 projects and countless more stuff.
2nd, systematic approach, the way i design levels is use a formula and focus my level on a gimmick, the point of the level is to explore its interaction, the way you design levels judging by what i beta tested is provide challenges until something big happens and alongside these challenges, force the player to explore to progress further or give him a lot of options for exploration to get items/npc dialogue/secret bosses and then repeat one or two times until the all of the cards have been played aka the cutscenes/main bosses/story stuff which is not how i will usually design a level.
3rd, i will be using 2.0, i know you can't use it so that will be a problem.
I'm not too good with gimmicks, not to mention I already had doubts about that level...

Even if I wanted to make you a designer I can't play the 2.0 :/ that's the only problem to me

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Re: Attack of the Darkness (HIATUS)

Postby sammerbro » Sun May 05, 2019 11:13 am

PopYoshi wrote:
Sun May 05, 2019 9:45 am
Now's when I begin to look for more level designers
*sigh*

Hope when I release the demo some people will get interested to apply for the position
I can be a level designer since I have 1.3.

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Sun May 05, 2019 11:54 am

sammerbro wrote:
Sun May 05, 2019 11:13 am
PopYoshi wrote:
Sun May 05, 2019 9:45 am
Now's when I begin to look for more level designers
*sigh*

Hope when I release the demo some people will get interested to apply for the position
I can be a level designer since I have 1.3.
Do you have a level thread? if you don't then send me at least 2 levels and I'll take a decision

sammerbro
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Re: Attack of the Darkness (HIATUS)

Postby sammerbro » Sun May 05, 2019 12:09 pm

PopYoshi wrote:
Sun May 05, 2019 11:54 am
sammerbro wrote:
Sun May 05, 2019 11:13 am
PopYoshi wrote:
Sun May 05, 2019 9:45 am
Now's when I begin to look for more level designers
*sigh*

Hope when I release the demo some people will get interested to apply for the position
I can be a level designer since I have 1.3.
Do you have a level thread? if you don't then send me at least 2 levels and I'll take a decision
I will send you levels once they are finished.

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Wed May 08, 2019 8:00 am

Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms

Eri7
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Re: Attack of the Darkness (HIATUS)

Postby Eri7 » Wed May 08, 2019 8:02 am

PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?

LGLMAKING
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Re: Attack of the Darkness (HIATUS)

Postby LGLMAKING » Wed May 08, 2019 8:12 am

Eri7 wrote:
Wed May 08, 2019 8:02 am
PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?
Mushroom bouncing

Eri7
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Re: Attack of the Darkness (HIATUS)

Postby Eri7 » Wed May 08, 2019 8:13 am

LGLMAKING wrote:
Wed May 08, 2019 8:12 am
Eri7 wrote:
Wed May 08, 2019 8:02 am
PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?
Mushroom bouncing
Ohh, too bad this gimmick has only one interaction so bringing variety to it will be kinda hard.

ElectriKong
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Re: Attack of the Darkness (HIATUS)

Postby ElectriKong » Wed May 08, 2019 8:24 am

Eri7 wrote:
Wed May 08, 2019 8:13 am
LGLMAKING wrote:
Wed May 08, 2019 8:12 am
Eri7 wrote:
Wed May 08, 2019 8:02 am


It does look good but what is the gimmick?
Mushroom bouncing
Ohh, too bad this gimmick has only one interaction so bringing variety to it will be kinda hard.
Interactions ≠ ability to add variety

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Re: Attack of the Darkness (HIATUS)

Postby Cedur » Wed May 08, 2019 8:25 am

Eri7 wrote:It does look good but what is the gimmick?

(why) is there a general dogmatic need for one

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Wed May 08, 2019 12:24 pm

I thought you were asking that in a ironic way
Anyway, here's the gimmick
Image

That, and the fruit from the tree

Added in 5 minutes 52 seconds:
Eri7 wrote:
Wed May 08, 2019 8:13 am
LGLMAKING wrote:
Wed May 08, 2019 8:12 am
Eri7 wrote:
Wed May 08, 2019 8:02 am


It does look good but what is the gimmick?
Mushroom bouncing
Ohh, too bad this gimmick has only one interaction so bringing variety to it will be kinda hard.
Still the gimmick isn't always what matters
The first version of this level made in 2015, a 2 minutes long level which only gimmick was mushroom bouncing and that had a not so hidden star (and which name was Jumping from Mushroom to Mushroom) received a 7.5 by ShadowStarX, with the only issues being the bad coin placement (the few coins the level had) and the clash with YI graphics

Teemster2
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Re: Attack of the Darkness (HIATUS)

Postby Teemster2 » Wed May 08, 2019 12:54 pm

PopYoshi wrote:
Sun May 05, 2019 10:04 am
Eri7 wrote:
Sun May 05, 2019 9:54 am
PopYoshi, i can be a level designer but the way i design levels is very, very different from how you design levels judging from the level i beta tested, if you are going to hire me as a level designer, expect 3 things.
1st, i will make levels once a month or two, why? Because i am too busy with 4 projects and countless more stuff.
2nd, systematic approach, the way i design levels is use a formula and focus my level on a gimmick, the point of the level is to explore its interaction, the way you design levels judging by what i beta tested is provide challenges until something big happens and alongside these challenges, force the player to explore to progress further or give him a lot of options for exploration to get items/npc dialogue/secret bosses and then repeat one or two times until the all of the cards have been played aka the cutscenes/main bosses/story stuff which is not how i will usually design a level.
3rd, i will be using 2.0, i know you can't use it so that will be a problem.
I'm not too good with gimmicks, not to mention I already had doubts about that level...

Even if I wanted to make you a designer I can't play the 2.0 :/ that's the only problem to me
You should still be able to play 1.3 levels with 2.0 and if there is an issue with 2.0 maybe that will be fixed when the official beta release comes out? Good luck with your project.

Added in 4 minutes 10 seconds:
Eri7 wrote:
Wed May 08, 2019 8:02 am
PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?
I never really thought levels needed a gimmick. A level with a good gimmick that is really rompy and uses no layers or events can be worse then a level with no gimmick that is still challenging for the player.

Eri7
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Re: Attack of the Darkness (HIATUS)

Postby Eri7 » Wed May 08, 2019 1:01 pm

Teemster2 wrote:
Wed May 08, 2019 12:58 pm
PopYoshi wrote:
Sun May 05, 2019 10:04 am
Eri7 wrote:
Sun May 05, 2019 9:54 am
PopYoshi, i can be a level designer but the way i design levels is very, very different from how you design levels judging from the level i beta tested, if you are going to hire me as a level designer, expect 3 things.
1st, i will make levels once a month or two, why? Because i am too busy with 4 projects and countless more stuff.
2nd, systematic approach, the way i design levels is use a formula and focus my level on a gimmick, the point of the level is to explore its interaction, the way you design levels judging by what i beta tested is provide challenges until something big happens and alongside these challenges, force the player to explore to progress further or give him a lot of options for exploration to get items/npc dialogue/secret bosses and then repeat one or two times until the all of the cards have been played aka the cutscenes/main bosses/story stuff which is not how i will usually design a level.
3rd, i will be using 2.0, i know you can't use it so that will be a problem.
I'm not too good with gimmicks, not to mention I already had doubts about that level...

Even if I wanted to make you a designer I can't play the 2.0 :/ that's the only problem to me
You should still be able to play 1.3 levels with 2.0 and if there is an issue with 2.0 maybe that will be fixed when the official beta release comes out? Good luck with your project.

Added in 4 minutes 10 seconds:
Eri7 wrote:
Wed May 08, 2019 8:02 am
PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?
I never really thought levels needed a gimmick. A level with a good gimmick that is really rompy and uses no layers or events can be worse then a level with no gimmick that is still challenging for the player.
Gimmicks are what makes up the gameplay, of course you need them, everything which has a gameplay interaction is a gimmick, even a simple goomba! Events/layers are just tools to use for some of your gimmicks like to provide more interactions with them/make challenges harder/add twist to them. I have seen plenty of levels where people have left their gimmicks unexplored by having a lot of repetitive challenges with them without exploring their interactions.

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Wed May 08, 2019 1:05 pm

Teemster2 wrote:
Wed May 08, 2019 12:58 pm
PopYoshi wrote:
Sun May 05, 2019 10:04 am
Eri7 wrote:
Sun May 05, 2019 9:54 am
PopYoshi, i can be a level designer but the way i design levels is very, very different from how you design levels judging from the level i beta tested, if you are going to hire me as a level designer, expect 3 things.
1st, i will make levels once a month or two, why? Because i am too busy with 4 projects and countless more stuff.
2nd, systematic approach, the way i design levels is use a formula and focus my level on a gimmick, the point of the level is to explore its interaction, the way you design levels judging by what i beta tested is provide challenges until something big happens and alongside these challenges, force the player to explore to progress further or give him a lot of options for exploration to get items/npc dialogue/secret bosses and then repeat one or two times until the all of the cards have been played aka the cutscenes/main bosses/story stuff which is not how i will usually design a level.
3rd, i will be using 2.0, i know you can't use it so that will be a problem.
I'm not too good with gimmicks, not to mention I already had doubts about that level...

Even if I wanted to make you a designer I can't play the 2.0 :/ that's the only problem to me
You should still be able to play 1.3 levels with 2.0 and if there is an issue with 2.0 maybe that will be fixed when the official beta release comes out? Good luck with your project.

Added in 4 minutes 10 seconds:
Eri7 wrote:
Wed May 08, 2019 8:02 am
PopYoshi wrote:
Wed May 08, 2019 8:00 am
Looking good so far!
Spoiler: show
Image
The level's called Bouncing on Mushrooms
It does look good but what is the gimmick?
I never really thought levels needed a gimmick. A level with a good gimmick that is really rompy and uses no layers or events can be worse then a level with no gimmick that is still challenging for the player.
I've already explained that my PC can't run SMBX2

Super Luigi!
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Re: Attack of the Darkness (HIATUS)

Postby Super Luigi! » Wed May 08, 2019 10:29 pm

I think the bouncing mushroom level looks great, especially regarding how everything is colored and designed. Additionally, we probably have different definitions for the word "gimmick".

Eri7
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Re: Attack of the Darkness (HIATUS)

Postby Eri7 » Thu May 09, 2019 3:33 am

PopYoshi wrote:
Wed May 08, 2019 12:29 pm
I thought you were asking that in a ironic way
Anyway, here's the gimmick
Image

That, and the fruit from the tree

Added in 5 minutes 52 seconds:
Eri7 wrote:
Wed May 08, 2019 8:13 am
LGLMAKING wrote:
Wed May 08, 2019 8:12 am


Mushroom bouncing
Ohh, too bad this gimmick has only one interaction so bringing variety to it will be kinda hard.
Still the gimmick isn't always what matters
The first version of this level made in 2015, a 2 minutes long level which only gimmick was mushroom bouncing and that had a not so hidden star (and which name was Jumping from Mushroom to Mushroom) received a 7.5 by ShadowStarX, with the only issues being the bad coin placement (the few coins the level had) and the clash with YI graphics
I just saw this reply, and yes gimmicks DO matter a lot! Just because in the past, level judging was different since this community wasn't that enlightened yet in level design, it doesn't mean the same standarts can be applied now! Since 2017, a lot of people have been improving to level design thanks to people like Enjl or Waddle who introduced us to blocking which was just a wonderful thing and i wish i knew it earilier and Enjl even made 2 videos on level design! They have encouraged us to become better, redirect us to level designing videos such as Mark Brown's amazing videos on level design and overall, without them, i don't think we would have improved that much. So yeah, PopYoshi this isn't 2015, this is 2019 and stuff have changed a lot, you better get in the game or your levels will suffer repetitiveness and lack of innovative uses of gimmicks which will make your level feel bland/dull even tho your aesthetics are great, your bosses are decent and your cutscenes are amazing so yeah, focus on improving this and i am sure this project will be really, really good!

Added in 1 minute 59 seconds:
Super Luigi! wrote:
Wed May 08, 2019 10:29 pm
I think the bouncing mushroom level looks great, especially regarding how everything is colored and designed. Additionally, we probably have different definitions for the word "gimmick".
Gimmick is an object, call it npc, event, block or whatever else that provides a gameplay interaction. Everything can be a gimmick if it provides a new interaction to the gameplay. What do you think of gimmicks? Do you think they are only meant to be flashy big things? I too used to think like this but since Waddle helped me a lot with realizing what gimmicks actually are, i now understand that everything can be a gimmick and gimmicks shouldn't be left unexplored.

Waddle
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Re: Attack of the Darkness (HIATUS)

Postby Waddle » Thu May 09, 2019 3:57 am

Eri7 wrote:
Thu May 09, 2019 3:35 am
PopYoshi wrote:
Wed May 08, 2019 12:29 pm
I thought you were asking that in a ironic way
Anyway, here's the gimmick
Image

That, and the fruit from the tree

Added in 5 minutes 52 seconds:
Eri7 wrote:
Wed May 08, 2019 8:13 am


Ohh, too bad this gimmick has only one interaction so bringing variety to it will be kinda hard.
Still the gimmick isn't always what matters
The first version of this level made in 2015, a 2 minutes long level which only gimmick was mushroom bouncing and that had a not so hidden star (and which name was Jumping from Mushroom to Mushroom) received a 7.5 by ShadowStarX, with the only issues being the bad coin placement (the few coins the level had) and the clash with YI graphics
I just saw this reply, and yes gimmicks DO matter a lot! Just because in the past, level judging was different since this community wasn't that enlightened yet in level design, it doesn't mean the same standarts can be applied now! Since 2017, a lot of people have been improving to level design thanks to people like Enjl or Waddle who introduced us to blocking which was just a wonderful thing and i wish i knew it earilier and Enjl even made 2 videos on level design! They have encouraged us to become better, redirect us to level designing videos such as Mark Brown's amazing videos on level design and overall, without them, i don't think we would have improved that much. So yeah, PopYoshi this isn't 2015, this is 2019 and stuff have changed a lot, you better get in the game or your levels will suffer repetitiveness and lack of innovative uses of gimmicks which will make your level feel bland/dull even tho your aesthetics are great, your bosses are decent and your cutscenes are amazing so yeah, focus on improving this and i am sure this project will be really, really good!

Added in 1 minute 59 seconds:
Super Luigi! wrote:
Wed May 08, 2019 10:29 pm
I think the bouncing mushroom level looks great, especially regarding how everything is colored and designed. Additionally, we probably have different definitions for the word "gimmick".
Gimmick is an object, call it npc, event, block or whatever else that provides a gameplay interaction. Everything can be a gimmick if it provides a new interaction to the gameplay. What do you think of gimmicks? Do you think they are only meant to be flashy big things? I too used to think like this but since Waddle helped me a lot with realizing what gimmicks actually are, i now understand that everything can be a gimmick and gimmicks shouldn't be left unexplored.
If anything can be a gimmick then surely these mushroom springs are also gimmicks! And there's definitely enough that can be done with them. One vital point I want to stress is that the style of level design that Enjl and I advocate is one of many; it isn't the "right" one, it's not meant to "enlighten" a stupid community but rather it's the way we feel we can consistently make cool levels. And even then I tend to stray from these methods: I rarely actually do the barebones blocking process but I still deploy the technique every now and then. Preaching a singular design philosophy as gospel, as flattering as it is, is not a very good attitude towards something like level design. We don't want everyone to start making the same levels with the same principles- variety is fun. Look to SMW romhacks or SMM levels: these are fundamentally different from SMBX levels but they are not worse. There is overlap in the principles applied, but there's also enormous differences and these differences are valuable, not something to be combated.

PopYoshi
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Re: Attack of the Darkness (HIATUS)

Postby PopYoshi » Thu May 09, 2019 5:56 am

Someday I'll die without knowing what should I do

Sorry if I sound rude but:

I'll add 50 gimmicks to my level, then I'll add the Benny Hill theme because it's super atheltic for the level and the whole blocks of the level will be the bouncing mushrooms

First you're going to jump from a mushroom to hit a goomba, then you have to climb while you shoot an explosive bird, after that you'll reach a zone with two bosses at the same time, you kill them, then a mushrooms falls and you have to take a motorcycle to jump over a great pit. After that you have to escape from a nuclear explosion and jump to an airplane but the airplane is filled with tons of Bowsers, you have to drive the plane while you shoot Bowser but the plane falls and you slide in a mushroom and fight another boss with a bullet cannon and PAM PAM PAM!

Done, it's the perfect level, now let me work!

Yes, I exploded
Yet no one says anything about the levels of The Restoration which main """""gimmick""""" in several levels are bullet bills and moving layers so far I've played it

Probably I'll have a call of attention for my attitude, but I don't care, I had to say it
I like to take what people says in consideration but not like this
Excuse me, I have a project to make


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