Your way of create levels

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PopYoshi
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Your way of create levels

Postby PopYoshi » Mon Mar 12, 2018 2:41 pm

don't know if this is the correct forum for this topic

Well, I haven't touched SMBX in a lot of weeks, but now I'm but with some problems

I've been lacking of inspiration, I don't know what to do and how to continue my levels

So I wanted to know... how do you create your levels? what is your way to create levels? because I usually just open the editor and start doing a level without think too much about it...

How or what is your way for create levels? like, draw it in paper or something

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Re: Your way of create levels

Postby krakin » Mon Mar 12, 2018 2:53 pm

Correct me if I'm wrong but, isn't there already a topic like this?

PopYoshi
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Re: Your way of create levels

Postby PopYoshi » Mon Mar 12, 2018 2:59 pm

Eureka wrote:Correct me if I'm wrong but, isn't there already a topic like this?
Isn't it the "level designing tips"?

Edit:

Oh forget it: viewtopic.php?f=35&t=20621&p=314286&hil ... ls#p314286

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Re: Your way of create levels

Postby Oshi » Mon Mar 12, 2018 7:24 pm

This is what I do when I want to design a level:

I start with an idea, such as a theme or gimmick, and I base the level around it.

After this, I look for graphics for my level, then I find music that will fit the look and feel of the level.

Then, I start working on the level of I haven't already done so.

Most of the time I can visualize what the level will look like in my mind, and it's a big help. If you have trouble visualizing the level, try drawing it out.

That's pretty much what I do. Also I had to do this all on mobile and it was a pain...not fun :(

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Re: Your way of create levels

Postby ElectriKong » Tue Mar 13, 2018 3:28 am

1) Think of an idea
2) Think of how to develop and twist the idea
3) Find the desired graphics
4) Build the level

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Re: Your way of create levels

Postby IAmPlayer » Tue Mar 13, 2018 8:55 am

Here's my way of creating levels.
  • Pick a level type you want (Linear, non-linear multiple direction, non-linear exploration a.k.a multiple paths per section or linear exploration)
  • make some gimmicks that you would want to add on your level
  • Find the graphics and theme to fit the feel you want.
  • Make a layout first before putting the graphics.
  • Put the graphics on, add some more decoration to give more feel to it.
  • You can also switch things up for a bit, like to get an extra star, the player must face a challenge with the gimmick you created, or a secret bossfight with that certain gimmick.
  • Profit.
Last edited by IAmPlayer on Wed Mar 14, 2018 7:02 am, edited 1 time in total.

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Re: Your way of create levels

Postby 8lue Storm » Tue Mar 13, 2018 12:29 pm

1. Pick a cool background2. If you don't have one, make one yourself.
2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
3. Put some nice BGOs. Don't put too many, because the level will be filled and maybe kinda ugly. Make sure the BGOs fit with the ambient and don't bug their surroundings.
4. Include NPCs and your gimmick into the levels. Make sure the difficulty is fitting.
5. Work around ~le gimmick~. Do some sections in the level where the player has to play with the gimmick so he/she wins a prize.
6. Share and see what you have to improve.

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Re: Your way of create levels

Postby ElectriKong » Tue Mar 13, 2018 1:20 pm

8lue Storm wrote: 2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
How do slopes and pipes make a level creative?

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Re: Your way of create levels

Postby 8lue Storm » Tue Mar 13, 2018 1:29 pm

Electriking wrote:
8lue Storm wrote: 2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
How do slopes and pipes make a level creative?
I actually meant "don't do flat levels".

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Re: Your way of create levels

Postby zioy » Tue Mar 13, 2018 2:50 pm

8lue Storm wrote:
Electriking wrote:
8lue Storm wrote: 2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
How do slopes and pipes make a level creative?
I actually meant "don't do flat levels".
SMB1 is almost entirely flat and it's fun and creative, but I get where you're coming from.

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Re: Your way of create levels

Postby RudeGuy » Tue Mar 13, 2018 3:09 pm

1. fuck around with the editor for some weeks
2. add graphics
2. finish the level
3. add graphics that i forgot to add before

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Re: Your way of create levels

Postby Enjl » Wed Mar 14, 2018 6:57 am

8lue Storm wrote:1. Pick a cool background2. If you don't have one, make one yourself.
2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
3. Put some nice BGOs. Don't put too many, because the level will be filled and maybe kinda ugly. Make sure the BGOs fit with the ambient and don't bug their surroundings.
4. Include NPCs and your gimmick into the levels. Make sure the difficulty is fitting.
5. Work around ~le gimmick~. Do some sections in the level where the player has to play with the gimmick so he/she wins a prize.
6. Share and see what you have to improve.
How do you account for your gimmick and npcs if you've already laid out the geometry? Prioritizing blocks and bgo's over what makes your level interesting sounds backwards to me.
Here's my way:
0. Get an idea for a setting. This is a bit out of line, but sometimes I need levels that fit into a specific setting.
1. Brainstorm a gimmick. Or multiple.
2. Set up the graphics, music and Lua code for the level and gimmicks.
3. At this point I need to have an idea of everything I want to do in the level. I recommend drawing your level on paper before designing anything in the editor. Plan the overall structure and where things go in relation to each other beforehand. It helps progression feel natural and avoids repetition.
4. Build it. Front to end. One setup at a time. First npcs and geometry, then testing, then tweaks, coins, testing, tweaks and finally aesthetics. Never stop testing.
5. Ask someone else to test it, for a second opinion. Also worth it throughout phase 4.
6. Done!

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Re: Your way of create levels

Postby PopYoshi » Wed Mar 14, 2018 1:26 pm

Enjl wrote:
8lue Storm wrote:1. Pick a cool background2. If you don't have one, make one yourself.
2. Place blocks. Be sure that the level has slopes and/or pipes, so that the level is lively and creative.
3. Put some nice BGOs. Don't put too many, because the level will be filled and maybe kinda ugly. Make sure the BGOs fit with the ambient and don't bug their surroundings.
4. Include NPCs and your gimmick into the levels. Make sure the difficulty is fitting.
5. Work around ~le gimmick~. Do some sections in the level where the player has to play with the gimmick so he/she wins a prize.
6. Share and see what you have to improve.
How do you account for your gimmick and npcs if you've already laid out the geometry? Prioritizing blocks and bgo's over what makes your level interesting sounds backwards to me.
Here's my way:
0. Get an idea for a setting. This is a bit out of line, but sometimes I need levels that fit into a specific setting.
1. Brainstorm a gimmick. Or multiple.
2. Set up the graphics, music and Lua code for the level and gimmicks.
3. At this point I need to have an idea of everything I want to do in the level. I recommend drawing your level on paper before designing anything in the editor. Plan the overall structure and where things go in relation to each other beforehand. It helps progression feel natural and avoids repetition.
4. Build it. Front to end. One setup at a time. First npcs and geometry, then testing, then tweaks, coins, testing, tweaks and finally aesthetics. Never stop testing.
5. Ask someone else to test it, for a second opinion. Also worth it throughout phase 4.
6. Done!
I think I found what I was searching, a well detailed and explained way to create a level

My only complain is "set up the gaphics, music AND LUA code"

Enjl
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Re: Your way of create levels

Postby Enjl » Wed Mar 14, 2018 2:50 pm

What's there to compain about? Import PNGs for the graphics, convert OGGs for the music and write the lua code you need for your idea to work. That's how I make a level. This thread was asking for my way. If you have a complaint or suggestion, please actually go into detail.

PopYoshi
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Re: Your way of create levels

Postby PopYoshi » Wed Mar 14, 2018 3:26 pm

Enjl wrote:What's there to compain about? Import PNGs for the graphics, convert OGGs for the music and write the lua code you need for your idea to work. That's how I make a level. This thread was asking for my way. If you have a complaint or suggestion, please actually go into detail.
Right, right, I forgot the point of the thread, it's your way of create a level not a level designing tips thread

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Re: Your way of create levels

Postby FireyPaperMario » Wed Mar 14, 2018 5:31 pm

My way of creating custom levels is using a different 8-bit to 16-bit console styles of colors for the whole level!
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Examples of what different 8-bit to 16-bit styles I meant:
  • Mega Drive style
  • PC Engine style
  • MSX2 style*

*Still freaking learning what's the max amount colors on a sprite in a MSX2 game rn! :roll:

Enjl
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Re: Your way of create levels

Postby Enjl » Wed Mar 14, 2018 6:33 pm

MarioRPGExpert93 wrote:*Still freaking learning what's the max amount colors on a sprite in a MSX2 game rn! :roll:
Just googled it. This explains it pretty well:
https://www.msx.org/wiki/The_OR_Color
Two colours per row per sprite. However under certain circumstances while overlaying two sprites you can get an OR colour which is basically a bonus colour... Read the article. I only skimmed over it.

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Re: Your way of create levels

Postby ADMAndrew » Wed Mar 14, 2018 8:47 pm

For me the most feasible ways to create a level:

Is to be inspired
Take notes of what you want
Sometimes I grab a grid notebook and I start to draw sketches of my idea
for the level would be or simply make traces that will go as an idea of my final result
I look for or create the graphics needed for the level and atmosphere of this. I think an appropriate
name for the level, I check the bugs and errors.
Everything you have thought put it on the level do not stay with the desire to decorate something.

And good design my ideas in SMBX Level Creator :D

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Re: Your way of create levels

Postby 8lue Storm » Thu Mar 15, 2018 1:12 pm

ADMAndrew wrote:For me the most feasible ways to create a level:

Is to be inspired
Take notes of what you want
Sometimes I grab a grid notebook and I start to draw sketches of my idea
for the level would be or simply make traces that will go as an idea of my final result
I look for or create the graphics needed for the level and atmosphere of this. I think an appropriate
name for the level, I check the bugs and errors.
Everything you have thought put it on the level do not stay with the desire to decorate something.

And good design my ideas in SMBX Level Creator :D
ITS FINE

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Re: Your way of create levels

Postby TheNewGuy » Thu Mar 15, 2018 2:20 pm

8lue Storm wrote:
ADMAndrew wrote:For me the most feasible ways to create a level:

Is to be inspired
Take notes of what you want
Sometimes I grab a grid notebook and I start to draw sketches of my idea
for the level would be or simply make traces that will go as an idea of my final result
I look for or create the graphics needed for the level and atmosphere of this. I think an appropriate
name for the level, I check the bugs and errors.
Everything you have thought put it on the level do not stay with the desire to decorate something.

And good design my ideas in SMBX Level Creator :D
ITS FINE


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