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Re: Untitled Project ( Name and Boss slot Open for Suggestions.)

Posted: Sun Apr 17, 2016 7:04 am
by Doesntpostverymuch
FanofSMBX wrote:You can actually do the NPC codes without Luna. I can zip them up if you actually think it was a good idea (but they were jokes) (Also, SM&TP was actually a joke project on NSMBX from Knux who was doing a dupe account as a joke.)
If you're not going to take this serriously, Then there will never be a first boss to this episode.

Re: Untitled Project ( Name and Boss slot Open for Suggestions.)

Posted: Sun Apr 17, 2016 8:42 am
by as303298
My suggestions:

The world map needs a sense of depth. Your pathways are removing the 3D aspect of the map.
-Try to avoid putting paths on the edges of a cliff. This means both on top, and the edges going down.
-Pathways that merged into bridges or climbing areas should end off in a rounded piece before going into these new types of path ways.
-Try not to use as many Right Angled turns, try mixing it up with the curved pieces. Having every turn being the exact same gives off the impression of monotony.
-For such a big map you need a lot of decorations. On top of this, stop spreading out your level's placements or placing them on the edges of cliffs or right on the edges on climbing vies or rocks. A map should reflect the contents of the level itself, so try to keep everything as consistent as possible.

Re: Untitled Project ( Name and Boss slot Open for Suggestions.)

Posted: Sun Apr 17, 2016 10:17 am
by Doesntpostverymuch
as303298 wrote:My suggestions:

The world map needs a sense of depth. Your pathways are removing the 3D aspect of the map.

-Try to avoid putting paths on the edges of a cliff. This means both on top, and the edges going down.
-Pathways that merged into bridges or climbing areas should end off in a rounded piece before going into these new types of path ways.
-Try not to use as many Right Angled turns, try mixing it up with the curved pieces. Having every turn being the exact same gives off the impression of monotony.
-For such a big map you need a lot of decorations. On top of this, stop spreading out your level's placements or placing them on the edges of cliffs or right on the edges on climbing vies or rocks. A map should reflect the contents of the level itself, so try to keep everything as consistent as possible.
1. I fixed that
2. I fixed that
3. I Fixed that
4 ( decorations) I'll do that later
5 ( Level placement) That's why they are at the edges of cliffs. :roll:

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 12:04 pm
by as303298
Duplicate posts have been deleted, as well as your double post.

As for 5-
Just because your level is on a cliff doesn't mean it needs to literally be on the Cliffside on the map. That just looks ugly to look at.
On top of this, don't make hills on your map just to accommodate the levels in your game. Try using tiny versions of these hills to spice up your world map.
Here is an example, take a look at my project's map:
Spoiler: show
Image
Like 80% of it is useless, but it looks nice. Try mimicking something like this a little bit.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 12:30 pm
by Doesntpostverymuch
as303298 wrote:Duplicate posts have been deleted, as well as your double post.

As for 5-
Just because your level is on a cliff doesn't mean it needs to literally be on the Cliffside on the map. That just looks ugly to look at.
On top of this, don't make hills on your map just to accommodate the levels in your game. Try using tiny versions of these hills to spice up your world map.
Here is an example, take a look at my project's map:
Spoiler: show
Image
Like 80% of it is useless, but it looks nice. Try mimicking something like this a little bit.
I like to use my Map to it's fullest. So nothing is wasted, Like recycling.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 2:09 pm
by Doesntpostverymuch

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 2:27 pm
by as303298
Here are my recommendations to you mate:

*Get a team of members. It is a lot easier to bounce ideas, levels and asset research around a team rather than do it yourself.
*Try not to spoil the community by posting everything you have at one point. Granted this is something to remember later, but still relevant now.
*Edit the Original Post as well as post an update like this.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 4:04 pm
by Doesntpostverymuch
as303298 wrote:Here are my recommendations to you mate:

*Get a team of members. It is a lot easier to bounce ideas, levels and asset research around a team rather than do it yourself.
If i had a team i wouldn't need to Get some random person to make my bosses.......But i don't know anyone else with a SMBX account either.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 5:38 pm
by FanofSMBX
asnumbers: I think that that's a great idea to have a level's features match its map placement. It makes it feel more thought out.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun Apr 17, 2016 6:23 pm
by as303298
Actually, it wasn't my idea.
I've noticed the DKC:TF Game. Notice how every level has an appropriate "marker" on the map too.

Shows effort and detail.

Re: Untitled Project ( Name and Boss slot Open for Suggestions.)

Posted: Tue Apr 19, 2016 3:43 pm
by HeroLinik
FanofSMBX wrote:Name Suggestion: Super Mario and the Tanooki Pokey
That name looks familiar...

Anyway, I would probably go for something rather cliche, if you don't know what to call it.

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Sun May 01, 2016 1:20 pm
by Doesntpostverymuch

Re: Untitled Project ( Name and Boss slots Open for Suggestions.)

Posted: Tue May 31, 2016 1:05 pm
by Doesntpostverymuch
I finshed World 4 So theres another Boss slot open, but i'm not releasing an update until One of the boss slots gets filled.