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Posted on 04-11-15, 06:43 am (rev. 1 by ImageBot on 11-21-16, 03:15 am)


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Just ignore the topic's title, it's still not final as yet (I'm still deciding on the name of this hack).

Thought that I might just show the hack that I have been working over last few days. It's not really that "special" or anything, just a regular hack that you see everyday on the forums. Oh by the way, I have included the demo of 1-1 for those who want to have a try at it.

Overview of 1-1: (Warning: Large image)

1-1 in action:

Demo of 1-1:


Also, criticism and feedback are greatly appreciated, as I would like to improve on my hack.
Posted on 04-12-15, 12:22 am
この記号は… 解読できないよ…


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That level, as seen from the NSMBe screenhot, remembers me of SMB3's level design, and of NSMBWii's levels (because of the tileset, level lenght, tiles/sprites being placed like in NSMBWii, ect..).


By the way that level looks pretty nice for a first level. That's a good start for a hack IMO. Keep it up.
Posted on 04-12-15, 03:42 am
Roy Koopa
The guy who does things.

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I like the level design, it stays true to the Mario style a lot. One thing you'll want to keep in mind, however, is that the DS has a very small screen with a very small resolution. You'll want players to be able to see as much of the level design as they can to reduce things like blind jumps or large empty-looking areas.
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Posted on 04-12-15, 04:21 am (rev. 2 by  Carbon on 04-12-15, 04:25 am)


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That level, as seen from the NSMBe screenhot, remembers me of SMB3's level design, and of NSMBWii's levels (because of the tileset, level lenght, tiles/sprites being placed like in NSMBWii, ect..).

I like the level design, it stays true to the Mario style a lot. One thing you'll want to keep in mind, however, is that the DS has a very small screen with a very small resolution. You'll want players to be able to see as much of the level design as they can to reduce things like blind jumps or large empty-looking areas.


Thanks guys for the comments, I never have thought that my first level is quite reminiscent to SMB3 and NSMBWii! Also, I have a question, does putting coins (That leads the way to the finish) will help the players to navigate the level? If not, what are the other "forms" that might help the player navigate through the level?
Posted on 04-12-15, 06:44 am (rev. 1 by  owthe.lat on 04-12-15, 06:46 am)
Buster Beetle
Intérieurement fou... ou juste idiot?

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Coins are usually enough to help the player about the path it should take.
Just don't put them EVERYWHERE because it would allow the player to get lives too easyly.
However, if you need other ways to guide the player, there is an arrow sign that you can place like an object (I even think there's one in the tileset you're using.)

Now about your level itself, I like your level design. That part with the P-Switch and the bricks really reminds me of SMB3 too. As an advice, I'd not suggest you to place ? Blocks and Bricks "in front" of other tilesets;
NSMB doesn't overlap tilesets, so if you destroy those blocks, there will basically be a hole in the wall. Anyway, keep it up, I want to play more levels!

EDIT:
Also this:
Posted by MarioFanatic64
I like the level design, it stays true to the Mario style a lot. One thing you'll want to keep in mind, however, is that the DS has a very small screen with a very small resolution. You'll want players to be able to see as much of the level design as they can to reduce things like blind jumps or large empty-looking areas.


I can't formulate it any better anyway.
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Posted on 04-18-15, 08:19 pm
We do what we must because we can

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You can change the View settings so if you have a level that extends upwards (downwards) you can set that the view is more likely to scroll up if you jump than in a normal level.
So you can also change that the view scrolls more downwards so players can see pits better. Just a suggestion.
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