Re: Level Design Tips
Posted: Sat Feb 04, 2017 8:04 am
Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.
What you could always do if you can't use a certain character is to filter them out of the level by using character blocks, but a more effective solution is to just block them entirely so you don't have to keep switching, and design all the levels around the characters that can be used. Pretty much everyone almost exclusively uses Mario and Luigi and don't bother with the slew of other characters, not to mention that it would take too much time trying to test with all the others to the point where they're impractical, so it's easier to only use the other characters where they're needed. My project, for example, has Mario as the only playable character, but in some places the player is forced to use another character exclusively for certain levels, like the Link filter in the Castle of Despair. Build around what you can use, not what you can't use.Supershroom wrote:Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.
But there's a bug in 2.0 where you can choose any playable character on the world map, including the 2.0 ones. (Although the dev. team are working on fixing that)HeroLinik wrote:What you could always do if you can't use a certain character is to filter them out of the level by using character blocks, but a more effective solution is to just block them entirely so you don't have to keep switching, and design all the levels around the characters that can be used. Pretty much everyone almost exclusively uses Mario and Luigi and don't bother with the slew of other characters, not to mention that it would take too much time trying to test with all the others to the point where they're impractical, so it's easier to only use the other characters where they're needed. My project, for example, has Mario as the only playable character, but in some places the player is forced to use another character exclusively for certain levels, like the Link filter in the Castle of Despair.Supershroom wrote:Also most episodes are still designed for the long-established character set, so you really can't expect anyone yet to consider how it plays out with the flood of new 2.0 characters.
true , but (unfortunately) 99.99999999999999 percent of all smbx users don't know how to program , let alone code in such an obscure language .Enjl wrote:Compared to some of this stuff, attaching a layer is pretty basic. Not to mention the fact lunalua makes events basically obsolete.dynastylobster wrote: 191. use layers and events , valterri is king of this stuff , its pretty amazing what you can achieve with this , for example , there is a chase koopa that looks like a tanooki koopa , ,it is attached to an invisible leaf layer , and when it dies , the event is triggered to show the leaf , but since it was attached to the koopa , it appears over the koopa under any circumstance .
While your percentage is off, you have a point, which is why we have a discord server where we support people who are trying to get into coding. Feel free to join!dynastylobster wrote:
Lua isn't an obscure language. It's used in a lot in video game development, such as in World of Warcraft. Also, 99.999999% or so, as what you say, isn't true. Just because they don't know how to code in LunaLua it doesn't mean they don't know how to code in general. I can code in C# and Java for instance, but I still can't even do LunaLua, let alone Lua (the reason being that C# and Java are object-oriented, and Lua is a scripting language so you have to think differently when I'm too used to object-orientation). Also, we get new members that are well-versed in Lua coding that they can use this knowledge to code in the SMBX-centric features in LunaLua.dynastylobster wrote:true , but (unfortunately) 99.99999999999999 percent of all smbx users don't know how to program , let alone code in such an obscure language .Enjl wrote:Compared to some of this stuff, attaching a layer is pretty basic. Not to mention the fact lunalua makes events basically obsolete.dynastylobster wrote: 191. use layers and events , valterri is king of this stuff , its pretty amazing what you can achieve with this , for example , there is a chase koopa that looks like a tanooki koopa , ,it is attached to an invisible leaf layer , and when it dies , the event is triggered to show the leaf , but since it was attached to the koopa , it appears over the koopa under any circumstance .
It still matters for sure. I highly disagree with this. A good level should have both enjoyable gameplay and well-polished aesthetics. Although gameplay is more important than aesthetics, a good level does well in both respectsMosaicMario wrote:194. As long as the level is fun, the shape of the landscape of the level shouldn't matter too much.
Also known as... er.. I guess it's try not to mix the enemy in SMW level. Use the graphics that matches with the level style.arcade999 wrote:Dont put smb2 shy guys with an smw level, or if you wants shy guys, i recommend to reskin them for smw style.
When i said shape of landscape, i meant how the slopes were placed and such.PixelPest wrote:It still matters for sure. I highly disagree with this. A good level should have both enjoyable gameplay and well-polished aesthetics. Although gameplay is more important than aesthetics, a good level does well in both respectsMosaicMario wrote:194. As long as the level is fun, the shape of the landscape of the level shouldn't matter too much.
I guess so. That's does make sense.PixelPest wrote:All of that is important and tied in with gameplay as well. I rest my previous post
I actually disagree with this, i think it's okay for you to be able to be killed at your starting postion, but give the player enough time to react.ProngoKingdom wrote:Not sure if this has been said yet, but always start your player off in a safe place in the beginnings of your levels. Don't place something that can kill them that doesn't require them to move (such as placing a goomba that can walk into the player at their starting position)