472: Avoid the double grab glitch, it does NOT make an interesting puzzle.
473: Avoid Item baby-sitting, as it is quite tedious, especially as part of a puzzle.
Thought I would throw my two cents in =) Although these might have already been said haha. Thought I would put something here, since this is the "Official Tip of the Day" thread, even though nothing has been posted here since December 29th lol. Not sure if this thread is very effective here, maybe move it to General SMW Hacking Help part of the forum.
That wouldn't really solve the underlying issue of people flooding the thread with suggestions without checking the actual list. It also doesn't help that the .txt file containing the list has pretty much zero organization- making categories of some kind might be worth trying out.
I mean, the TotD box shouldn't be something into which everyone recklessly flings their own opinions and/or increasingly obscure tips for the sake of continuing the waltz. There is such a thing as too much clutter and noise. The tips should be reasonably helpful and to the point, not frivolous, tangential, or too narrowly focused.
If you're making a Kaizo hack, do not make a thread in the normal hack section about it, and make sure it's not a YouTube hack or the members who regularly hang around the Kaizo forum will yell at you about how terrible it is.
Originally posted by CrystalJadeStrike
*2: If you're making a Kaizo hack, try to remember that using key/shell-jumping and a ceiling generator in the same screen(s) is not a good idea in most cases.
I would think that using a ceiling generator would not allow you to skip the level just by key-jumping. Also, in my opinion, key jumping should not be required in a regular Kaizo hack unless it's one of those "for hardcore players and TASers" type hacks. I find key-jumping really hard even with slowdown (vertical key-jumping, at least). In most cases, there's nothing particularly creative about key jumping.
If your level requires a P-Switch to complete, make sure to add a reset function (like a pipe or door) so if you fail the puzzle, you can get another P-Switch. Without a reset function, the level is of bad design.
Here's one I found out the hard way (not sure if the mods will point this out, but they might. I've also never seen it in any removal logs): Be careful if you use custom music in a bonus game because the transition from custom music to 'bonus game end fanfare' may sound a little weird. Not even sure if it's a big deal.
???.) Make puzzles in small doses. This is a Mario game, people.
???+1.) Level gimmicks don't quite have to be unique to a level, just don't use the same gimmick more than twice.
???+2.) Always plan your levels beforehand. While it is possible to make a good level on the fly, you must be quite experienced to do so.
Here's a tip regarding the feedback for a work in progress:
-When giving feedback, focus on what POSITIVES the hack exemplifies instead of quipping about things that you dont like or could be changed immediately. Most times, when you focus on negative, you find more negatives that really arent. BUT...when you focus on the POSITIVES, you will not only shine the hack, but if there IS something that can be negative, you'll be positioned to say so HONESTLY, instead of just citing negative after negative just to fill post content.
Also, by focusing on positives, you give the hack maker HONEST feedback, and actually increase the chances of that person releasing a hack (Ultimately, it will come down to their consistency, determination, and vision for what the hack should be, but a LOT can be done with positive praise and encouragement).
Andrew Carnegie revealed that he paid Charles Schwab, then his vice president a bonus of $1,000,000 IN ADDITION to Schwab's $300,000 salary (This was back in the early 1900s). Why the bonus? Even though Schwab knew just as much about the Steel industry as any other employee, Schwab...PRAISED his co-workers with enthusiasm and genuine appreciation.
Praise the work of hackmakers. It will drive SMWC that much further.