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Posted on 08-06-16, 10:38 pm
a

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This was originally in the Community Remix apply thread, so I decided to post it as a thread.

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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.

Although, in almost all cases, you should make sure that there's a safer route to the flagpole. The 1-UP is optional, and a bonus - and thus should be treated as such. So have a simple route which won't take you to the 1-UP (top of the flagpole), and a route that utilizes the mastery of the level's main mechanic, which rewards the player with a 1-UP if taken.


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 are...limited. 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.



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There we go. That took a while to type out, and I seriously doubt anybody would read it. I am worthless.
Posted on 08-07-16, 08:21 am
Fuzzy
Will never finish a hack

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Thanks for this I've always found level design pretty hard (I'm not a very creative person by nature xD) but hopefully this helps out a bit.
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Posted on 08-24-16, 09:35 pm (rev. 1 by  Luluca on 08-24-16, 09:41 pm)
Banned for being a complete retard.

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And...

6. Avoid Mario Maker level's style. (unless you are skjmin)



I just saw the video above and I thinked be good to post.
Posted on 08-24-16, 09:43 pm
Fuzzy
Will never finish a hack

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Alright, out of the loop, what did skjmin even do wrong? His NSMB3 videos look decent enough? Yeah, he might have a mario maker-y style, but his levels seem very large, creative and expansive. So why is he a meme on the board now?
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Posted on 08-24-16, 10:05 pm
I Am Not Inteligent

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It's just that a lot of his “challenges” end up being no fun at the end. He also has some ridiculous affect for mini 'shrooms, so much that you have to check every single pipe cannon to get a switch to break one 256th of a wall which contains only one damn Star Coin in a room of spikes. However, he's progressed in tiling, graphics and difficulty, so his levels aren't much of a pain nowadays, but still. And he's an idiot as well.
Posted on 08-24-16, 10:45 pm (rev. 1 by  pinet on 08-24-16, 10:50 pm)


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BEHIND THE SCENES OF THE “NSMB Editor” PRODUCTION.
– A common project software backside –



In the beginning of time, I don't know why he was considered a... well, "persona non grata". And it is almost impossible for a newbie who entered in the NSMBHD forum, and not be interested in a mysterious subject, about a very famous, or rather “unfamous ex-user” in the community. Because this I was studing for a long time, the reasons that culminate SKJMin was excommunicated from NSMBHD community. Beside of the famous post #7875, the thread noticed here in this forum states the following: “Because he deserved it That’s all..”. However, the topic does not go much into detail.

A clue of the more concret reason can be found in topic that presents the launch of the game New Super Mario Bros. 3, the topic is located in “gbatemp.net”. In this topic, Dirbaio give a tip about one of the reasons why SKJmin is so hated by the community.

It turns out that the history of the expulsion reassembles the times of jul.rustedlogic. In this forum the NSMB Editor tool was still evolving. It seems that SKJmin demonstrated a nothing diplomatic temperament and had almost no mature attitude. This made his live in forum almost inedible. After all, the other participants did not want to fight. And they had interest to keep the forum a common goal to give synergy in the project.

It’s unclear how many years old had SKJmin at that time. If he was too young then the age could says something about their behavior. Anyway, the sequence of events shows how the human psyche is able to start a war only through letters.

On the other hand, advertising of this battle behind the scenes, allowed the project become stronger. The NSMBHD forum became extraordinarily famous in that time.

For external users, this dispute was like a novel. This raises a great curiosity. This all shows that not everything is perfect in the development of software projects. The expulsion of this member is a life lesson for any team who wants to successfully complete any project.

[] -P

Posted on 08-24-16, 11:24 pm
I Am Not Inteligent

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I think it's enough off-topic.

I agree with  Luluca's post. I'd also like to add that:
  • The time limit must be more than enough to complete the level with all three of the Star Coins.
  • There shouldn't be so many bonus rooms.
  • Put enemies in relevant and visible places.
  • Avoid the “die to learn” mechanic at all costs in any kind of situation.
  • Posted on 08-25-16, 05:23 pm (rev. 1 by  Luluca on 08-25-16, 05:25 pm)
    Banned for being a complete retard.

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    I can't reach what are you trying to mean with “die to learn” mechanic...

    Have an example ?
    Posted on 08-25-16, 05:51 pm
    Mariomaster

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    Put a pipe that leads to a lava pool into your level.

    Next time you will avoid that pipe
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