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Things you do in your hack.

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Some of my favorite level design comes from the DKC series, and therefore a lot of the "things" I do in my levels revolve around those ideas. Basically, I'll introduce a gimmick at the start of each stage, and gradually build it up until the midway. After that, I'll introduce a different gimmick in a similar style to the first, and then mix the two at the very end. This pretty much ensures that the level will remain varied throughout while still being fun and interesting to play.

Design-wise, unlike others have stated, I'm a sucker for asymmetrical design. Unless I'm making a one-screen bonus room or something, you won't see much symmetry in my levels (not intentional symmetry, at least). I don't know why, but I just feel like designing things with no real pattern makes them feel more natural, especially with a ruins or castle setting.
Originally posted by K3nny
Also, with my current hack I have been making the beginning of most levels and then moving on to a new one. I don't create the rest of if until I have some decent inspiration.

I've been trying to force myself to do this sort of thing. Usually I make a goal (make this level, fix this bug, etc) and stubbornly stick to it until its finished, regardless of any inspiration I have for stuff elsewhere in my hack. I end up having a long checklist of ideas to implement and being bored with them before I start making them.
I am fond of using munchers in my levels(not every level mind you) so I tend to use them a little more than most people do as it seems people refrain from using them much if at all(Or I have just been playing the wrong hacks).
I have this thing with non-linear levels. To me, non linear levels are just more fun.

Also, the music. Something I do is make music so catchy the player might not want to play the game! Just listen to the music! :P


Also, I love making the whole level attached to a layer 2, so it rises and falls into water/lava and back out again. Sound familiar? SMB3, baby!
OH! Since my munchers aren't "munchers" anymore, I get to stack them all I wish and STILL make them look good. They're Volt orbs now. (Not the pokemon VOLTORB.)


VTuber, musician, composer, voice actor. Check out my socials!

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I have a tendency to overuse chucks in my levels.
Currently working on a website that lists Minecraft Servers... if you have any suggestions for my Minecraft server list, let me know.
I often use Chucks and Volcano Lotuses to make a difficult level (like some from SMW's Special World).
My hack is just a vannilia hack, with nothing other than Map16 and palette changing. (And all other things that NEED to be edited <_<) And i make my hack harder than the original SMW, so it's not for n00bs:P Just normal/hard difflicuty, nothin' other than that.
I like the Klink family! :)

Started with a new hack called "Pit of 93 Trails"
Rooms completed: 1/93
Half the time I use gimmicks in my levels, but a few a normal levels. I personally do my best to have a gimmick ASM related even if it is with custom blocks.
Like I have said in my Introduction forum/first post, I really focus on level design first. Is this too hard? Is this too repetitive? How can this make the level fun? Is this gimmick original? What can I do with the things already given to me? Et cetera et cetera. I also go for a very Nintendo-y feel, using basic yet original, fun ideas. It's my style.

I also love doing custom palettes. :)
My computer often has nervous breakdowns, so I can't be on the Central as often as I would like. Not to mention that darned thing called life; always getting in my way and ruining my schedule!

In other news, I am currently working on two Vanilla hacks right now, with one being a joke hack. Stay tuned!
Originally posted by Jacob
I have a strange compulsion to make things in my hacks perfectly symmetrical.

For example, if I have a five-tile horizontal FG platform, and I want to place a bush on top of it, I must make sure everything is symmetrical.


Haha, that is what I tend to do too. I also like to make maze-like levels a lot. Just something about them is awesome lol

Custom palettes is also something I have to do =D I also make sure I do not accidently copy ideas from other hacks, I tried to make my levels as original as possible.

I like to have each world focused on one enemy, for example Koopas or Boos.
WELP NEW LAYOUT COMING WHENEVER
I go indepth with plots and interesting storyline on my hacks, trying to make the game my own. I make the level by using a creative FG and trying to see whether or not this fits (sometimes accidently forgetting to put a decor tile somewhere). I try to base levels around the plot, and I always want to bring in something new atleast every 2 levels. My games don't have that "Mario" feel, as others want though, but I think that's an improvement to making it my own in a way.
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Usually I like to create a good "feel" or atmosphere for each level, and I like working with palettes and graphics, and making combination to create something nice. I've also been using many HDMA backdrop gradients to create a more natural sky feel, or something that's fun to look at. After that comes the main level design, and I put any ideas I came up with when planning the level to good use, sometimes experimenting a little to see how things work in action. The aesthetics shouldn't hurt the level design, so I try for a good balance of the two, making the level both fun to look at and to play.
Story is another element that I try to focus on, though, to a lesser extent. Though, the storyline can provide many level ideas. Inspiration is everywhere. Then there's also Custom Music, which is sometimes a huge inspiration for me, and is another thing I think about when creating the level's atmosphere.
Oh, I am all sorts of particular in my design:

-Every level has a custom palette
-Grassland palettes, however, are always the same as normal except in pastels
-Every level has 2-3 secret rooms that are completely unrelated in gimmick and graphics style (and usually song, too) per level.
-Every level becomes 10 times longer if you want to collect all of the Dragon Coins.
-Every level has a reward (be it a secret exit, extra lives, or a shortcut) for collecting all the Dragon Coins.

And in addition to those quirks, I have a tendency to spam:

-Guiding coin lines
-A hierarchal layer structure in my levels
-Arrow signs
-Teleport blocks (for walking/falling/flying up off the screen to another room) cuz pipes and doors bore me :P

I could go on for days, but I'll stop now :3
Visit me at youtube.com/user/uberniftyman for LP's and videos of my hacks!
My Dragon (Star) Coins and secret exits tend to be based more on meeting certain requirements like being big, riding Yoshi, or having pressed a certain Switch Palace Switch. For the former, the challeng involved in getting these secrets comes from trying to retain the required status.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
I found that I sometimes really want to make a video of the level, so I spend time fixing up the level to be YouTube ready, but I kinda rush, so I don't fix all the major breaks. If I notice a major break after uploading, I feel like taking down the video because I don't want to look foolish and I remind myself to take it slow.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Originally posted by Kaizokoban
I found that I sometimes really want to make a video of the level, so I spend time fixing up the level to be YouTube ready, .


I kind of do the same thing (As for as making the video ready to be on Youtube)

This probably isn't too unique but I always design how the level is supposed to look as for as paths and how it's supposed to play out, then I add in the decorations along with sprites at the end; cause honestly if I designed the level and add in sprites at the same time, I probably wouldn't finish levels as fast as I do as well as make them turn out good.
My Youtube Channel for Hacking and Gaming.
I'm sure quite a lot of people do this, but I like to make my own graphics for my hack. I would do the same with music, blocks, etc. but I don't know ASM yet. Besides that, I like to make really long levels (like TSRP2 long).
Call me old-fashioned, but when designing levels I usually disable vertical scrolling completely, and put the emphasis on getting from left to right over exploration. This also reduces the likelyhood of blind leaps of faith cropping up, which are IMO one the worst design flaws you can make.
For each level I always try to focus using a handfull of enemies and gimmicks. I like using Autoscroll in conjuction with "Generator" enemies like Magikoopa or Lakitu to create "survival" levels.
I always do something totally different when working on a hack, the only thing that never changes is the music selection. I play an 80's greatest hits album. It starts usually with China In Your Hand and goes on to have The Final Countdown and other great hits, such as Bat Out Of Hell . It was the album I had at the time, and I now I can't work without it!
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