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
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 :(
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.
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.
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!
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"
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.
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
My way of creating custom levels is using a different 8-bit to 16-bit console styles of colors for the whole level!
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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!
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.
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.
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.
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.