RAVENITE1'S PROFILE

Only the awkward question; only the foolish ask twice.

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Screen13.png

Background kind of reminds me of Final Fantasy 7... you should put 8 directional movement as one of the scripts that would be cool.

Screen28.png

Hm... I'm really trying to sort out how I feel about that background...

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yeah... my computer would probably freeze at this point.

tips for SMBX level design

author=ShortStar
Ha I realized what Ravenite is talking about now. Those are tactics I used. Yeah make a seperate layer and make an event when there are no more objects in layer to enable a layer.

As for the 60 second thing. Make an event countdown 60 seconds. At the end of that countdown make a layer disappear.


Yep, thank you, I got it now.

Chrono Trigger: Prelude to a Dream

Really hungry for this game, any idea when you will be releasing a demo?

tips for SMBX level design

author=ShortStar
Aw heck instead of critique I should be coaching.

- If a powerup comes out of a block, never make it just a super mushroom. If you get 2 super mushrooms then it is pointless.
- Don't have your level be too long or too short.
- Piranah plants should only come out of pipes. It gives the player anticipation. Like if you were to have bullet bills fire out of the sky next to where people are standing.
- Don't have too many 1UPs in a stage. 3 should be the maximum and 3 should only happen every 5 stages.
- If you have dragon coins, have 5 dragon coins!!!!!!!!!!!! Not 8, not 1.
- Don't have billions of enemies at once. It makes it too easy to get 1UPs!


Good advice but all of it is kind of obvious isn't it? Not to offend but I thought I was going to get a more advanced tutorial on level design. But all and all good things and I will try to remember them all while making my first SMBX game
- Don't have dozens of enemies at the end of the level, because it makes it too easy to get 1UPs.
- If you have a long level, put a halfway point.
- Don't make a tedious level. In fact you should be able to play your level at least 2x in a row back to back. If you complete it and don't want to play it again, then it wasn't fun!
- Include enemy variety. Even the first level of SMB1 had more than goombas.
- No crazy stunts unless you're making a Kazio game.
- Diversify your game. If you have a game with 10 levels. All 10 shouldn't be a desert. Make a pyramid, a desert, an underground level, a water level, a sky level, a castle and so on.
- Ghost houses = puzzles
- No uber powerups for easy areas. Uber powerups should be if you make a tough area and you're unwilling to make it easier.
- Don't make it too easy unless its a bonus level.
- Remember to include music.
- Remember to test your level!
- Remember to have starts for both players!!!

Great advice but its all kind of obvious isn't it? Not to offend but I thought this was going to be a more advanced tutorial on level design. Good points though and I will try to remember all of it when I am creating my first SMBX game.

My question is, how are people setting up events that give the player bonuses at the end of the level?

For example
"Collect 30 blue coins at the end of the level for a prize!"
"Finish the level under 60 seconds for a great bonus!"

This is something that mystifies me.

Rainbow Nightmare: Libra

DAAAAAMMMMMMMNNNNNN SON

Chronicles of a Dark Lord: Episode I Tides of Fate

Download link does not work

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author=nate906productions
woah... 3D epicness!


Allow me to disagree, even though I must give you credit Kisareth for getting the mode 7 to actually work! Hats off to you.

legacy_032_new.png

author=tardis
you could probably do the character logos in a nice neutral grey or grey-brown and they'd look fine. it'd be easier to read the gauges/numbers on top too.


I disagree, I think the logos look fine the way the are, and the only reason they are colored in this screen is because of the status effects right? And I'm having no trouble seeing the HP and SP bars regardless of the status ailments