You have those leading coins on the left above safe ground. I'd say that's good even if you couldn't walljump.
What about then following it up with situations where there is not safe ground underneath? The leading coins stay(along the wall to encourage sliding), but the player may not necessarily be safe when they land, unless they time their wall jumps well or some such.
-------------------- I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.
What about then following it up with situations where there is not safe ground underneath? The leading coins stay(along the wall to encourage sliding), but the player may not necessarily be safe when they land, unless they time their wall jumps well or some such.
I'd move the first coin of that trail to the right, which should make a bit more clear the need of wall-jumping in that segment.
I have a secret bonus room entrance right before the midway point of a level, which is currently at the end of the first room. It is possible to backtrack from the midway point to reach the bonus room, but the bonus room takes you directly to the next section of the level, and the next section of the level begins with a lot of objects that change the foreground into other blocks. When designing levels with two rooms of about equal length, I normally put the midway point at the start of the second room, but here, the layout of the level means that if I put it there, it would eventually get permanently covered up by blocks, which is why I put it at the end of the first room instead. But with this arrangement, if someone goes in the bonus room without hitting the midway point first, then they'll entirely miss said midway point.
So, should I:
1) Leave everything as it is;
2) Put the midway point in the second room anyway;
3) Add an alternate midway point to the bonus room; or
4) Make the bonus room silently trigger the midway point if passed through (with some level code or something)?
5) Build a small room for the midpoint (you can do it in the main level and use secondary exits so you don't have to waste a whole sublevel for that) and make the bonus room take you there.
That's basically just a variant of 3, though, and one problem with that is that if the player does get the main midway point first, the second one will already be gone, and it will look odd. I ended up going with the fourth option, though due to UberASMTool finally snapping my last nerve with the way it handles shared code and me pretty much having to switch back to the patch, I might not have the motivation to continue with the hack in question....
I just had the great fortune of having somebody who barely knows any Mario test the earliest levels of my hack. It really is an eye-opener, and those little tile placements can be a much bigger deal than you'd think.
Everyone here knows testing is important, but if you have the great fortune of convincing someone who hasn't played much Mario or anything to test your earlier levels, it really is eye-opening.
-------------------- I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.
Is there a general guide that someone can link me to of dos and don'ts about level design, especially for SMW? I've only been editing the overworld up to this point and I don't know the first thing about making the levels.
-------------------- VGStar = Games / VGHeart = Videos / VGYoshi = Hacks ~ It's all the same person! c:
The tutorial by AxemJinx is pretty good (I would recommend).
I don't like the tutorials that Pat linked. I think they were created many years back to prevent people from making obvious mistakes that are "objective", such as cutoff or slowdown. But, it says absolutely nothing about actual level design. They are funny videos but not actually worth learning from.
Small question: has any of you ever done or seen some art in SMW hacks? Like we often see in Mario Maker, stuff drawn with blocks, coins,...
I have a huge blank space in my level and I was thinking of maybe putting something like that, but I have no idea
Small question: has any of you ever done or seen some art in SMW hacks? Like we often see in Mario Maker, stuff drawn with blocks, coins,...
I have a huge blank space in my level and I was thinking of maybe putting something like that, but I have no idea
What could replace munchers, as in "an object that acts like it but doesn't look like it"?
I try to make some new design to avoid having munchers in all levels. The classic are spikes. When doing a garden (even though munchers are perfect for it), some bramble. Jellyfish underwater. On the beach, maybe crabs (although again, animation make it way better). In desert I always thought of scorpions although I have no idea how this would have to be done.
But I'm struggling to have something else (as I don't know how to do animations).
I have a city-type level (not like downtown, more around the suburbs, since it's still grassy), and I thought of broken glass (didn't look good, tricky to do), electric wires (more for a factory, and wouldn't look good without animation).
Barb wire maybe?
I'm basically trying to think of stuff that hurt, in different environments
Do you have other ideas?
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