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Re: Level Design Tips
Posted: Sat Feb 14, 2015 3:11 pm
by Erik
114. Alliteration in level names is recommended unless the name doesn't make sense anymore.
115. This is more episode design but don't use 1 tileset more then 1 time (just my opinion). That avoids making 4 levels which are almost the same.
Re: Level Design Tips
Posted: Sat Feb 14, 2015 4:54 pm
by underFlo
Ludwig von Koopa wrote:114. Alliteration in level names is recommended unless the name doesn't make sense anymore.
Creative Name >>>> Alliterative name
Ofc there are good alliterative names, but the problem is that they limit you in creativity.
Ludwig von Koopa wrote:115. This is more episode design but don't use 1 tileset more then 1 time (just my opinion). That avoids making 4 levels which are almost the same.
I don't feel like every level having a different tileset is too good, it doesn't make the worlds feel connected. There are way better ways to make levels distinct, like different tileset combinations or gimmicks.
Re: Level Design Tips
Posted: Wed Mar 04, 2015 3:18 am
by SilverDeoxys563
You know how some Mario games have a kind of platform that moves in a certain direction when you move Mario towards that direction?
PLEASE DON'T TRY SIMULATING THIS WITH A SPINY EGG, KTHX
Re: Level Design Tips
Posted: Sun Mar 08, 2015 11:44 am
by UltraEpicLeader100
Valtteri wrote:scenery and such to make it more lively.
but what if it's a nod to the castles seen in super mario bros. 1 and super mario bros. 2 (j)?
Re: Level Design Tips
Posted: Sun Mar 08, 2015 11:55 am
by underFlo
UltraEpicLeader100 wrote:Valtteri wrote:scenery and such to make it more lively.
but what if it's a nod to the castles seen in super mario bros. 1 and super mario bros. 2 (j)?
then it'd still look shit
Re: Level Design Tips
Posted: Sun Mar 08, 2015 5:18 pm
by UltraEpicLeader100
Nickname wrote:UltraEpicLeader100 wrote:Valtteri wrote:scenery and such to make it more lively.
but what if it's a nod to the castles seen in super mario bros. 1 and super mario bros. 2 (j)?
then it'd still look shit
your mean!
Re: Level Design Tips
Posted: Sun Mar 08, 2015 5:41 pm
by bossedit8
Just saying that not every single levels needs to have sceneries everywhere in order to make a enjoyable level. My first project even has the near same rules as Nintendo ones like having no sceneries inside the cave and castle sections (depends) but still it's in the direction of being enjoyable as I have seen so far on other's opinions.
Re: Level Design Tips
Posted: Sun Mar 08, 2015 6:56 pm
by Mable
UltraEpicLeader100 wrote:Nickname wrote:
then it'd still look shit
your mean!
Everything on the internet can be mean. Also he said his opinion thats all.
Re: Level Design Tips
Posted: Mon Mar 09, 2015 10:05 pm
by SilverDeoxys563
So I guess if you wanted a line-guided platform to suddenly go 500 miles per hour you could do this?

Re: Level Design Tips
Posted: Tue Mar 10, 2015 8:50 am
by bossedit8
@SilverDeoxys563: What are you trying to do here with this Image you have? Looks like 2 lines and a random object for no reason in a SMB Castle Background as far as I can tell. I can see that it has to do with making a platform go very, very fast but even then it's hard to tell with that tiny Image you have.
Re: Level Design Tips
Posted: Wed Apr 01, 2015 12:31 pm
by UltraEpicLeader100
Re: Level Design Tips
Posted: Wed Apr 01, 2015 12:52 pm
by FanofSMBX
whatever you do, DON'T use lunadll or lunalua or I can't play your level
Re: Level Design Tips
Posted: Wed Apr 01, 2015 2:23 pm
by underFlo
FanofSMBX wrote:whatever you do, DON'T use lunadll or lunalua or I can't play your level
10/10 avice
Re: Level Design Tips
Posted: Sun Apr 12, 2015 2:35 pm
by Ichwillpopcorn
116. Better don“t think about how to kill the player with an
obstacle, instead think about how he passes it.
Re: Level Design Tips
Posted: Fri Apr 24, 2015 6:08 pm
by suckhacker
Don't surround player by solid blocks. They can't get out and level can't be beaten.
Re: Level Design Tips
Posted: Fri Apr 24, 2015 6:15 pm
by underFlo
suckhacker wrote:Don't surround player by solid blocks. They can't get out and level can't be beaten.
I don't recall this being called "common sense tips".
Re: Level Design Tips
Posted: Sun May 03, 2015 3:58 am
by SilverDeoxys563
I just thought of a neat idea that might actually work for a Metroid level. If you wanted to make an actual episode full of them, here's what you would do. For each level, have two save stations. The first one acts as a checkpoint, and the second one ends the level. I never had actually thought of a good way to end a Metroid level, but that would do nicely in conjunction with a good world map.
Re: Level Design Tips
Posted: Thu Jun 25, 2015 9:12 am
by eitan555
Joey wrote:Valtteri wrote:Herobrine8219 wrote:I'd just like to point out, putting Piranha Plants or Venus Fire Traps on pipes does not cause runtime errors. Same thing with the mushrooms falling into lava. They don't caue runtime errors, either.
Why are you trying to trick people? Is this some kind of joke? Venus Fire Traps do cause a crash if the player enters a warp that's directly above/under the plant. Mushrooms and other power-ups don't always make the game crash when they touch lava but they do sometimes.
I don't get crashes with either of these.
Im also.
Re: Level Design Tips
Posted: Thu Jun 25, 2015 9:41 am
by Valtteri
eitan555 wrote:Joey wrote:Valtteri wrote:Why are you trying to trick people? Is this some kind of joke? Venus Fire Traps do cause a crash if the player enters a warp that's directly above/under the plant. Mushrooms and other power-ups don't always make the game crash when they touch lava but they do sometimes.
I don't get crashes with either of these.
Im also.
You have to enter the warp right before it shoots the fireball. It crashes because you're straight under it and it can't shoot straight down because it causes the engine to have to divide a value with the player's X coordinate in relation to the plant which is 0.
Re: Level Design Tips
Posted: Thu Jun 25, 2015 6:09 pm
by Magician
Do we even know yet why the powerup hitting lava can sometimes trigger the game crash?
The first thing I did when I witnessed that happening was test it in various other levels. I noticed that only some of them actually cause the error when the powerup hits lava, meaning there's a certain set of parameters in the level that are causing the error to happen and the powerup hitting the lava is only the trigger. There could be any number of parameters, or multiple different sets that result in the error happening. I assume it's very complex if no one's managed to figure it out yet.