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Tip: If you edit level 0, make sure you also edit level 100. Both of them are used for the bonus game.Not logged in.
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It's still not the best way to "hide" collectables.
I get why you do it, but if you find an interesting mini challenge to get it, like a small side room, going with the theme of your level for this dragon coin, is not only much more interesting, but also doesn't force a second (or even third) visit after getting the switch.

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I guess I can move the dragon coin and I'll put a 3-up in its place. Keeping the door where it is though.
Some people may want to avoid getting switch palaces so they can play the "hard" versions of the entries. These people would have to activate the switch palace, get your secondary exit, then go back and deactivate the switch palace. Just sayin.

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Originally posted by Sokobansolver
Any particular reason?
because it's a superficial substitute for effort and looks lazy as hell, because the only skill involved in it involves me going off and hitting a switch and coming back.
Plus it's frustrating because collectibles like lives or yoshi coins should represent some kind of challenge to the player, or feel like a reward. If I can only beat that level with 4 dragon coins regardless of how well I played the rest of it, it's annoying because my grabbing that coin has nothing to do with my actual skill set. It's not a reward to land on a switch block and grab a collectible, it's just incidental.

and it cheeses me off >_>
Well like I said Hobz, I'll put the dragon coin somewhere else. Keeping the door because even in the original SMW you need some switches pressed to unlock the secrets so

¯\_(ツ)_/¯
i know you moved it im just making my grandiose statement part 2 because this cheeses me off

i dont even care about the secret exit just make your yoshi coin placements good!!
Originally posted by Hobz
i know you moved it im just making my grandiose statement part 2 because this cheeses me off

i dont even care about the secret exit just make your yoshi coin placements good!!


will do lol
2 things

1. I believe you're the only person inside this entire forum who believes that secret palaces being used that way is good design

2. Give like 50% more time to react to the coins. You're the level designer and already know where everything is. But we don't.
1. Okay, sure.

2. Good point.


Is this too tight of a gap? Keep in mind you're hovering with the cape and you have two capes, so its not the end of the world right? (Also this is the end of the muncher section)
If you gave the player a bit more time to react to it (moved it a bit down, but kept the coins where they are) it would probably be fine.
I like to be consistent with my gaps, and you'd be hovering throughout the entire section, but I hope I win I want to do good so I'll do that.

EDIT:



This better?
So while thinking up what I was gonna do for my next section, I realized that there's a problem: What happens if you take a hit?

I'm gonna have to put munchers throughout all the falling sections because if you fall and there's no solid object then you're just gonna fall before you can get your second cape and you'll probably die. Any recommendations on what to do here?

Also,

Originally posted by me


This better?
Just a thought, it might be kinda neat to take the Muncher idea and run a bit further with it. For example, reskin Thwimps to look like Munchers (ExAnimate them so they animate properly) and then put them in the middle of a group of regular Munchers, so then they leap out toward the player. Of course, it should be indicated in some way, and ideally introduced in a fairly safe way the first time. But hey, it gives the level a more dynamic feeling than just dodging static obstacles.

Or hell, you could move the background to layer 3 and even introduce some layer 2 scrolling to have them move around a bit (and put the guide coins on layer 2 so they move with the obstacles).

I don't know, just some ideas to make this level stand out a bit more.
Working on stuff again 👀
I like the idea, but I'm starting to rethink this entire level.

I need to think about it before I totally change the dynamic of the level, but here's what I'm thinking: Turn the level into a castle level and use the layer 2 elevator gimmick I mentioned earlier. That would make it much easier to design around, and it'd still be fast paced and interesting.

What do you guys think?
I think the layer 2 elevator thing is kind of overdone. There is something else you can do that is similar, but I don't want to give it away because I might use it in my own level lol
Go ahead actually because I've decided to scrap this level entirely. I came up with a much better idea that'll be much more fun to make and play.

All I'm gonna say is that it mimics the opening stage of Megaman and Bass (or Rockman and Forte whatever), but it won't be biased towards Bass tough to play.
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