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Looking for level designer

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The hardest part about ROM hacking is the level design. While i can throw things together and make a level, I wish to avoid repetative levels. I need help in that regard, I have ideas for levels and I can make big ones, but it is the smaller ones or ones with puzzle i need help with.

I have a few patches and a few Custom blocks (Map 16) but no custom sprites or blocks has been imported (Though For a few levels I will be importing some custom enemies such as alternate colored Blurps (That react differently than just regular blurps) and thwomps that go left, right and up instead of just down)

As for the patches,
-GBA power down (cape>Mushroom>small)
-Mushrooom does no override item box item
-Shell can Collect coins
-Yoshi does not change color when it gets wings
-only need 3 yoshi coins to get the 1-UP
-No Silent Bullet Bills
-Pipe Glitch (If you bring a silver P switch through a pipe it will remain as a silver P switch)
-No fly with Cape
-Coin Reset Every Level (Wanting to have every level have exactly 100 coins. (or on levels with changeable paths, 100 per path)
-Enemies hit with fire flower fireballs do not make coins.


I also want to add a patch that will prevent Collecting a coin when yoshi eats an enemy.



Anyway I figured I would add those patches as it will tell people what gimmicks can and can not be created. As for custom blocks (not many)
Invisible door
Invisible P-switch ? Box (As in a box with a p-switch inside)
Invisible coin blocks are marked with a dotted line.
Graphic tweaks. (Upside down munchers, Upside down lava and water, 1 block wide cliffs...)
Pallet swap on POW coins (they are blue)



so that is what i have, i figured I should let anyone willing to help me out here know what I am working with. aside form the things listed above (And maybe some more MAP16 blocks) this rom is going to be vanilla.
I'd be happy to help. I am new to rom hacking but i have been making mario levels for a decade with mario builder, mario editor, mario flash, and more recently mario maker.
I don't know how to implement those patches and blocks, since again i am new to rom hacking. Do i just need to keep patches in mind when i make my levels or do i need to import them to the rom in order for it to work when you get the levels?
Originally posted by lincolnpepper
I'd be happy to help. I am new to rom hacking but i have been making mario levels for a decade with mario builder, mario editor, mario flash, and more recently mario maker.
I don't know how to implement those patches and blocks, since again i am new to rom hacking. Do i just need to keep patches in mind when i make my levels or do i need to import them to the rom in order for it to work when you get the levels?


Keep them in mind, once you implement patches you can no longer edit levels. (I learned that the hard way and was quite annoyed. (4 worlds done, implemented patches to give it a test run and then could not edit anymore.)
Originally posted by Gashnaw
Keep them in mind, once you implement patches you can no longer edit levels. (I learned that the hard way and was quite annoyed. (4 worlds done, implemented patches to give it a test run and then could not edit anymore.)

That is... to say it in plain English, bullcrap. I mean, why in the world should patches make it not able to edit the ROM? I mean, people have been and still apply patches on a modified ROM. I mean, if that was the case many people would have reported this issue all the time. Not even tutorials mention it because... it simply is an exception, not a rule.

Moreover, ASM stuff are rather constantly added, mostly when you start on your ROM but still can happen after word. LM only adds hijacks to specific functions (midway point, level names, etc.) only if you do the appropriate (the VRAM patch, which allows you to have two more layer 1 and 2 graphic slots, is a notable exception as it doesn't), not to mention that there are cases where one adds blocks, sprites, music or UberASM (which require patches, mind you) into the ROM later during the development and not at the beginning.

Edit: To make it a bit more clear: I can only see a conflict between two or more patches and even then, it only means the game crashes but you still can edit them.
In case it really is a simple crash, remember to apply them one by one and before you apply a patch, run the ROM and check if it's fine. That way, you know that the patch you just applied is incompatible with one of the previous ones.
Repeat that step again but this time with this patch applied and only up until to the ones you have tested. That way, you know that you can't use both patches without any modifications.
If the game crashes with only "one" patch applied, it's more a conflict between old patches/ hex edits you didn't remember or some tools.

But that a patch suddenly makes you unable to edit the ROM is news to me. If anything, it can be an old Xkas patch where you had to set the freespace destination manually instead of automatically as Asar does and used some weird spot which eventually ended up ruining your ROM. But even then, that scenario is ridiculously unlike that you can say, it isn't be the case.
Like you, I'm not confident in my ability to make full-length levels. However, I do have some ideas for puzzle elements that could be added after some of the levels are, for the most part, complete.
Originally posted by MarioFanGamer
Originally posted by Gashnaw
Keep them in mind, once you implement patches you can no longer edit levels. (I learned that the hard way and was quite annoyed. (4 worlds done, implemented patches to give it a test run and then could not edit anymore.)

That is... to say it in plain English, bullcrap. I mean, why in the world should patches make it not able to edit the ROM? I mean, people have been and still apply patches on a modified ROM. I mean, if that was the case many people would have reported this issue all the time. Not even tutorials mention it because... it simply is an exception, not a rule.

Moreover, ASM stuff are rather constantly added, mostly when you start on your ROM but still can happen after word. LM only adds hijacks to specific functions (midway point, level names, etc.) only if you do the appropriate (the VRAM patch, which allows you to have two more layer 1 and 2 graphic slots, is a notable exception as it doesn't), not to mention that there are cases where one adds blocks, sprites, music or UberASM (which require patches, mind you) into the ROM later during the development and not at the beginning.

Edit: To make it a bit more clear: I can only see a conflict between two or more patches and even then, it only means the game crashes but you still can edit them.
In case it really is a simple crash, remember to apply them one by one and before you apply a patch, run the ROM and check if it's fine. That way, you know that the patch you just applied is incompatible with one of the previous ones.
Repeat that step again but this time with this patch applied and only up until to the ones you have tested. That way, you know that you can't use both patches without any modifications.
If the game crashes with only "one" patch applied, it's more a conflict between old patches/ hex edits you didn't remember or some tools.

But that a patch suddenly makes you unable to edit the ROM is news to me. If anything, it can be an old Xkas patch where you had to set the freespace destination manually instead of automatically as Asar does and used some weird spot which eventually ended up ruining your ROM. But even then, that scenario is ridiculously unlike that you can say, it isn't be the case.

Well with the previously mentioned patches above, I can no longer edit levels. I can edit the level, but LM does not allow me to save the game with the patches.

I am perfectly okay with that though as all the patches I have tested on test roms and one of the old hacks I was working on over a year ago. Since then i have not updated LM or the roms I am using, thus I am confident it will till work.

the 999 lives patch did not get applied but I am not too worried about that, Don't really see people gaining that many lives since you have to get all 100 coins in a level to get a 1-up and coins do not carryover from level to level.


Originally posted by NathanWarford
Like you, I'm not confident in my ability to make full-length levels. However, I do have some ideas for puzzle elements that could be added after some of the levels are, for the most part, complete.

Hmm, well could you provide them, The switch places could use the puzzles for sure. And I am sure I would like some puzzle solving in a ghost house or two.
Most of the puzzle elements are ones that I've seen in other hacks. They are all vanilla.

The only puzzle elements that I could conceive of for Switch Palaces is if one of the Palaces had both a normal exit and a secret exit. In Switch Palaces, hitting the switch is the normal exit. Once you have hit the switch, you have to go through the level again, but the blocks that have been filled in allow you to get to new places in the level, getting you to the secret exit needed to progress through the game.

I've even seen a hack that has two switches in the same Switch Palace, requiring the player to go through the level a third time.

Another puzzle that I've seen implemented in another hack is requiring you to hold a key in Yoshi's mouth, purposefully fall into lava/mud above a keyhole, and activate the secret exit while still in your death animation.

I have not tested this, but it might be possible to combine this with a Kaizo Trap where halfway through the level, you are given multiple items that you have to chose from. One is a P-Switch, one is a key, and maybe one or two more items if you want to add an extra challenge. If you chose the P-Switch, you activate the normal exit, but the secret exit is required to move forward. If you chose the key, you have to find Yoshi, walk past the goal, activate the Kaizo Trap, and fall onto the keyhole.

One more puzzle element is one that could be added to nearly any water level. There are multiple pipes in the level and each pipe brings you to what looks like the same level except that the water level has risen or fallen depending on the pipe's Y-position. Depending on how high the water is, some objects will float up or down, either blocking your path forward, or opening the path.
Originally posted by NathanWarford
Most of the puzzle elements are ones that I've seen in other hacks. They are all vanilla.

The only puzzle elements that I could conceive of for Switch Palaces is if one of the Palaces had both a normal exit and a secret exit. In Switch Palaces, hitting the switch is the normal exit. Once you have hit the switch, you have to go through the level again, but the blocks that have been filled in allow you to get to new places in the level, getting you to the secret exit needed to progress through the game.

I've even seen a hack that has two switches in the same Switch Palace, requiring the player to go through the level a third time.

Another puzzle that I've seen implemented in another hack is requiring you to hold a key in Yoshi's mouth, purposefully fall into lava/mud above a keyhole, and activate the secret exit while still in your death animation.

I have not tested this, but it might be possible to combine this with a Kaizo Trap where halfway through the level, you are given multiple items that you have to chose from. One is a P-Switch, one is a key, and maybe one or two more items if you want to add an extra challenge. If you chose the P-Switch, you activate the normal exit, but the secret exit is required to move forward. If you chose the key, you have to find Yoshi, walk past the goal, activate the Kaizo Trap, and fall onto the keyhole.

One more puzzle element is one that could be added to nearly any water level. There are multiple pipes in the level and each pipe brings you to what looks like the same level except that the water level has risen or fallen depending on the pipe's Y-position. Depending on how high the water is, some objects will float up or down, either blocking your path forward, or opening the path.

Entering a switch palace multiple times is not what i am looking for. (if i was editing the overwolrd, perhaps. But right now I am still working with the SMW overworld. One level however will require Red, Green and Yellow switch blocks to be activated to reach the secret exit)

As for Kaizo elements, I refuse to use them. I enjoy Kaizo but I am trying to make a game that my players will enjoy. one of which is my brother who already has trouble in the normal game. (Where as i can beat the entire without powerups (bar the ones that require a powerup, Like star world 1)
The Item babysitting however is something i do enjoy. I would not make it a requirement to beat the level but definitely something that could be fun.

The water Idea has actually been one I have been thinking about. Was going to make Wendy's castle similar to the water temple of LoZ OoT. (in idea, as a 2D platform game can't capture the same feeling.)

I also have a plan for Ludwig's Castle being one that flips. (Certain blocks remain stationary, but the rest of the level flips. So flipping the level may open up new entrance while others are sealed off.)

I also plan to switch Larry and Ludwig boss battles so in this case, It would actually be Larry's castle. (but to stop all confusion, Castle #4.)
Well anyway, How should i contact you so we can talk about what needs to be done?
Originally posted by lincolnpepper
Well anyway, How should i contact you so we can talk about what needs to be done?


You can send me a PM. that way we could exchange e-mails or just keep it though PMs for now.
Another puzzle idea I've had. Put the midway point directly over a pit. Hitting the midway point and then dying sends the player to another part of the level where the secret exit is. You can give the player hints by placing a free 1-Up next to the midway point, and also putting the midway point at the end of the level, just before the goal.
Originally posted by NathanWarford
Another puzzle idea I've had. Put the midway point directly over a pit. Hitting the midway point and then dying sends the player to another part of the level where the secret exit is. You can give the player hints by placing a free 1-Up next to the midway point, and also putting the midway point at the end of the level, just before the goal.

That is another kaizo trick. (Even utilized in many Kaizo type hacks) so not really wanting to force the payer to die in order to unlock the secret exit. (Already making 1-ups a task in itself.)
But yes I could indeed give a free one up right by the secret exit)

MAYBE I will implement it in a later level. Maybe even do that in the secret world where I am already planning to have fun and implement some kaizo stuff.
Originally posted by NathanWarford
Another puzzle idea I've had. Put the midway point directly over a pit. Hitting the midway point and then dying sends the player to another part of the level where the secret exit is. You can give the player hints by placing a free 1-Up next to the midway point, and also putting the midway point at the end of the level, just before the goal.


I'm going to try something like that, and not in a kaizo manner. Death is a theme of my story, and you don't have lives in the traditional sense. Using this in a typical Super Mario environment would likely pee in some people's Cheerios.
GANYMEDE

Chapter Two: Land of No Shame
Originally posted by Ten
Originally posted by NathanWarford
Another puzzle idea I've had. Put the midway point directly over a pit. Hitting the midway point and then dying sends the player to another part of the level where the secret exit is. You can give the player hints by placing a free 1-Up next to the midway point, and also putting the midway point at the end of the level, just before the goal.


I'm going to try something like that, and not in a kaizo manner. Death is a theme of my story, and you don't have lives in the traditional sense. Using this in a typical Super Mario environment would likely pee in some people's Cheerios.

You monster...
still looking for one more level designer.
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