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Posted on 01-01-14, 11:40 pm (rev. 2 by  Dirbaio on 01-01-14, 11:42 pm)
Super Mario
( ͡° ͜ʖ ͡°)

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Since: 06-08-11
We need YOU to help us make the Community Remix a reality!

Are you new to the forums? Register now!

Then come say hi at the Community Remix forum and start doing awesome levels and tilesets with us!

Posted on 01-03-14, 12:37 pm

Karma: 1244
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Since: 02-12-13
Yup, I'm making a level.
Posted on 01-03-14, 03:22 pm
☭ coffee and cream

Karma: 10372
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Since: 06-26-11
Weren't you supposed to have left NSMBHD along with P-Wing?
Kuribo64 - RH-fucking-cafe - Kafuka

Posted on 01-03-14, 04:53 pm

Karma: 1244
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Since: 02-12-13
Yah, but I decided I'll just do something for the community remix first.
Posted on 01-08-14, 09:20 pm

Karma: 16
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Since: 08-05-13
What a powerful video! I might want to make a level, but i'm not sure yet.
Posted on 02-01-14, 04:16 pm

Karma: 230
Posts: 1/69
Since: 02-01-14
Ok! I will make a Level for this!
Still working on an own Hack to
Posted on 03-24-14, 10:25 pm
Banned for extreme idiocy or trolling. Can't tell.

Karma: -44
Posts: 1/3
Since: 03-21-14
how do I download nsmb editor?
Posted on 03-24-14, 10:33 pm (rev. 1 by ImageBot on 11-21-16, 02:59 am)
☭ coffee and cream

Karma: 10372
Posts: 1362/2764
Since: 06-26-11

Kuribo64 - RH-fucking-cafe - Kafuka

Posted on 03-24-14, 10:36 pm
Roy Koopa
The guy who does things.

Karma: 12529
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Since: 07-01-11
Posted by nsmb2noob
how do I download nsmb editor?

New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 03-24-14, 10:40 pm
Banned for extreme idiocy or trolling. Can't tell.

Karma: -44
Posts: 2/3
Since: 03-21-14
how do I change sprites?
Posted on 03-24-14, 10:42 pm
☭ coffee and cream

Karma: 10372
Posts: 1363/2764
Since: 06-26-11
how do I breathe?

... seriously, stop asking basic questions, try shit out yourself. Also stop posting that here, it's offtopic.
Kuribo64 - RH-fucking-cafe - Kafuka

Posted on 03-24-14, 10:44 pm
Banned for extreme idiocy or trolling. Can't tell.

Karma: -44
Posts: 3/3
Since: 03-21-14
shut up staplebutter!
Posted on 03-24-14, 10:46 pm
☭ coffee and cream

Karma: 10372
Posts: 1364/2764
Since: 06-26-11
no u
Kuribo64 - RH-fucking-cafe - Kafuka

Posted on 02-06-16, 03:41 pm

Karma: 6
Posts: 1/2
Since: 02-06-16
really cool
Posted on 06-01-16, 08:11 pm, deleted by  gridatttack: Have nothing better to post?
Posted on 08-06-16, 04:45 pm

Karma: 3
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Since: 08-04-16
I would like to create a level, but my design skills are not so good. Are there any tips to design a better level?

Thank you
Posted on 08-06-16, 07:56 pm

Karma: 1244
Posts: 1199/1290
Since: 02-12-13
1. Have a theme for your level.
- Having a bland, and boring level with no real flair or theme to it is never good. Have some kind of 'gimmick', maybe. Perhaps I'm using the wrong word here, but what I mean is, use some of the many platforms you can find in the game. Or perhaps think of something using switches?

An example would be to have a level revolving around say, 4 platform spinners. Or spinning shapes, or ? switches, p-switches, or maybe a sewer revolving around the ground-pound panels? Employ your imagination, and be as free as you can be with the game's limitations.

Don't go TOO overboard, though. That can end badly...

2. Add 'twists' as the level goes on
- Here's something I do, and enjoy doing when it comes to level design. As the levels go on, you can throw in twists. Differing 'challenges'. Start off easy, with maybe a small obstacle course involving the main theme of the level. Then throw in a fun and creative twist to that theme.

Let's say you want... Seesaw platforms. You could have the player activate the platforms using switches, and make fun things off of that.

Or maybe you want moving platforms. You could throw in some Piranha Plants to spike up the challenge a bit!

Not much else to say here. I think you should get the point by now.

3. Have a difficulty 'progression system'
- Here's something. If you want a fun level, try to have the player slowly but surely grasp the main mechanics of your level.

Start it off with involving your main mechanic that you have for your level, to reward the player in some way - best way to do so is to provide them with a powerup.

Now that the player actually knows how the 'main mechanic' of your level works, have them go through a small and fairly easy 'obstacle course' involving the mechanic. Perhaps have moving platforms, that move at a pace not too hard to traverse, but not too bloody easy also.

Add in a few twists, make the level harder as it progresses. At the midway point, throw in a more major twist if you want. That's optional, though.

And at the conclusion of the level, aka the end/the flagpole, have the player utilize their new-found mastery of the mechanic that the level is based around, to reach the top of the flagpole and be awarded a 1-UP for their mastery.

That's a good way to introduce the player to the level's main theme, have them get good at it, then better, as the level goes on, and then to conclude it by testing the player's newfound mastery of the mechanic of the level. Good level design practice.

4. Have a select 'palette' of objects, that fits to the level
- Look at a level in NSMBDS. Or NSMBW, NSMBU, NSMB2 or Newer. Or almost any of the mainstream platformers in the Mario series...(and Newer)

You can see that they all have a select 'palette' of enemies, and platforms. They make sure it 'fits' to what the level actually is.

Let's say we have a forest. You could use Wigglers, Scuttlebugs and Piranha Plants. Main mechanic, Dorrie. Or four-platform spinners on tracks, over poison water.

Don't go overboard with your 'palette'- you pick one for a reason. Don't have Piranha Plants, Wigglers, Scuttlebugs, Buzzy Beetles, Spinies, Lakitus, Spike Basses, Cheep-Cheeps, Cheep-Chomps, etc. etc... That's a terrible palette! Try to keep it to a limit of enemies - best maximum for me is 4 enemies per level.

This also applies to powerups.

Try to think of what the player would do. Provide the player, in the level itself, with a powerup that would suit the level's 'playstyle'. If it's a cavern with lots and lots of enemies that you could easily kill with a Fire Flower and make the level slightly easier for yourself, you should...well, use a Fire Flower.

Or let's say it's an underwater level, or a level somebody could want a go at boosting through. Provide them with a Blue Shell.

Have a fitting powerup, which could fit with the level and make it more fun.

5. Have the terrain be more 'dynamic'
- Here's something important. Looks. Looks are important for your level. They add to the feel. You could have everything be perfect... But the terrain is terrible. You have 1-slope tile slopes. You have very, very basic edges, maybe even a few tiling mistakes.

The level stays at the top of the screen for too long, thus giving you a very ugly view of all of the tiles underneath. A repetitive, boring and bland view.

The floor is too flat. The ceiling is also too flat.

Avoid this at ALL COSTS.

Try to make the terrain feel 'dynamic'. Fitting. Have the beach terrain be smooth. Lots of slopes, and hilly. Add an amount of decoration that's not too much, not too little. Just right.

For a cave, perhaps have a more 'tight' (or, spiky) terrain. Especially with the ceilings - I like to make them all spiky-shaped, as to have 'terrain stalagmites'. (keep in mind that vanilla NSMBDS's underground tileset slopes This style doesn't look good with those limits, so watch out!)

It's heavily opinion based on what you find fitting for your level, but it's your hack. You can go crazy all you want.

But just remember, don't have the terrain be too flat, bland and boring. It looks bad, and might leave a bad taste in the player's mouth/brain/level-playing quarters.


There we go. That took a while to type out, and I seriously doubt anybody would read it. I am worthless.
Posted on 08-06-16, 09:23 pm (rev. 1 by  MeroMero on 08-06-16, 09:24 pm)
Death by cuteness

Karma: 6434
Posts: 523/598
Since: 05-01-13
There are far more worthless users around there,  SnakeBlock.

And your post accurately shows how much you (and Thierry too) have came forth since your noob days, some users there could really take a book or two from you both.

As for the post in itself, not much issues with it; but for the 1-up on flagpole, I wouldn't say this is necessarily true that you have to use the gimmick featured in the level, notice how much of those flagpoles are follow-up for the infamous stairs-before-the-flagpole.

What you said also implies that the flagpole is there to test your mastery of the gimmick, I would say that trying the 1-up on the flagpole is merely a bonus and should be treated as such, even if sometimes it does requires the gimmick.
Basically the goal of the level is its completion by actually reaching the flagpole, everything else you do with the flagpole from a level designer standpoint should be viewed as an addition and not as a requirement.
That being said, 1-up on flagpole should always be possible without resorting to the Mega Mushroom.
Posted on 08-06-16, 09:44 pm (rev. 1 by  SnakeBlock on 08-06-16, 09:45 pm)

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Since: 02-12-13
Yeah, I suppose you're right. Although what I meant was more of 'have an optional route that utilizes the mechanic of the level and tests the player's mastery of said mechanic'. Not a mandatory route which you HAVE to take and get on top of the flagpole, with a bottomless pit. Apologies if I have worded that part wrong. :\

Although, I suppose it would sometimes work with just a simple old staircase for the flagpole top. Although I prefer it the other way.
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