Level Design Tips

This is where we'll store the "best" topics that have ever existed on the forums, as well as community events that are no longer relevant. Read at your own risk.
Forum rules
Read at your own risk.
User avatar
FanofSMBX
Bowser
Bowser
Posts: 3883
Joined: Sun Dec 22, 2013 12:01 pm

Re: Level Design Tips

Postby FanofSMBX » Thu Jun 25, 2015 8:32 pm

Magician wrote:Do we even know yet why the powerup hitting lava can sometimes trigger the game crash?
The first thing I did when I witnessed that happening was test it in various other levels. I noticed that only some of them actually cause the error when the powerup hits lava, meaning there's a certain set of parameters in the level that are causing the error to happen and the powerup hitting the lava is only the trigger. There could be any number of parameters, or multiple different sets that result in the error happening. I assume it's very complex if no one's managed to figure it out yet.
Idk but Kevsoft said it one day and fixed it in Lunalua 0.7. If you have more than like 1600 something blocks it happens.

I believe in Jesus Christ as my Lord and Savior. If you do, put this in your signature.
My graphics pack!
Supporting forums:

Spoiler: show
SMBX Galaxy forum by Pivot40Channel
http://smbxgalaxy.prophpbb.com/
Come to the SMBX+ forums by illias3000. There is a whole forum category dedicated to the boss rush series with official rushes, submit bosses, and fan boss rushes! It is still open but AirSeus Forums is now open:
http://nsmbx.prophpbb.com/
AirSeus Forums the new home of the Boss Rush series:
http://smbxairseusforums.prophpbb.com/
Spoiler: show
First to discover:
Spark
Eerie
Grinder
Rainbow Shell
Birdo
Boom Boom
Image
Image
Image
Image
Image
KINGBOWSER112 RULES!


User avatar
bossedit8
Banned
Posts: 6846
Joined: Fri Dec 20, 2013 12:35 pm
Current Project: Airship Attack 2
Chat Username: <3 bossedit8 <3
Contact:

Re: Level Design Tips

Postby bossedit8 » Fri Jun 26, 2015 12:01 am

FanofSMBX wrote:Idk but Kevsoft said it one day and fixed it in Lunalua 0.7. If you have more than like 1600 something blocks it happens.
No. It's 6104: http://www.supermariobrosx.org/forums/v ... =69&t=9528

User avatar
Magician
Volcano Lotus
Volcano Lotus
Posts: 567
Joined: Fri Dec 20, 2013 7:36 pm

Re: Level Design Tips

Postby Magician » Fri Jun 26, 2015 1:13 am

Funny, I just tested that and the error didn't start happening until I made the mushroom hit the lava in section 2 (it didn't happen at all in section 1) and until I had hundreds more blocks than that given number. Then again, it was said that a block had to have the index 6104 and I don't know how the block indexing system works.

eitan555
Cheep-Cheep
Cheep-Cheep
Posts: 17
Joined: Wed Jun 03, 2015 10:20 am

Re: Level Design Tips

Postby eitan555 » Fri Jul 03, 2015 7:25 am

Villager103 wrote:OK, you are making your first SMBX episode, but you are not a savvy level designer. OK. I have been there before, but I will share some tips for you to become a renowned creator in the SMBX universe.
1. Never use vines, ropes or ladders in warp pipe sequences, unless there is another way to get to the other pipe.
If you do this, you are forcing your players to abandon their Yoshi's, Kuribo Shoes and any other mount behind.
Just keep it simple with a jump, slope or a springboard.

2. CGFX use.
CGFX is an important element in any level, because it sets the atmosphere. Try to stray away from vanilla SMBX graphics and use custom ones more.
However, don't use them too much, because as castlewars said, It's not about the graphics, it's how you use them.

3. Where to use slopes.
Caves:YES
Grassland:YES
Underwater:YES
Castle:NO
Toad House:NO
Desert:YES
Airship:NO

4. Don't place enemy spawners near eachother or at a fast rate.
Title says it all. Don't do it or you will make an easy 1-up generator.

5. Don't make your levels have inconsistent difficulty, unless your episode is Kaizo grade.
For a good episode, make the levels easy at the start of the episode, and as the player advances, make the levels harder. You still want the levels to be challenging, as they won't enjoy the level if it's too easy or too hard. Try to make most levels fall between, because you want a mix of easy and hard.

6. Use of block layers.
Moving blocks add atmosphere and challenge to levels. Try making platforms on hung on chains move up and down, or side to side, or making airships or boats bob up and down.

That's all I have for now, hope this helps some newbies.
2. I dont think you need to stay away from cgfx as long as it fits your levels.
4. not all npc can be killed so its not so bad of an idea to put 2 generators togrther.

User avatar
HeroLinik
Cyan Yoshi Egg
Cyan Yoshi Egg
Posts: 3453
Joined: Fri Dec 20, 2013 1:28 pm
Current Project: TCGA Remake
Chat Username: Look below my avatar
Contact:

Re: Level Design Tips

Postby HeroLinik » Fri Jul 03, 2015 8:53 am

Villager103 wrote:2. CGFX use.
CGFX is an important element in any level, because it sets the atmosphere. Try to stray away from vanilla SMBX graphics and use custom ones more.
There's no rule that states all episodes and levels need to have custom graphics. In fact, if you don't use custom graphics where it's not appropriate, it'll look more like the "classic" SMBX prior to 1.2, and it's gotten to the point where vanilla levels are really rare and CGFX levels have taken over. A good place to not use them would be when you want to give people a nostalgia boner by designing a level in the style of older episodes.
And here's another one, which is more aimed at novice level designers, but beginners can use it as well; try and innovate whenever you can, and come up with a new gimmick. Not all the gimmicks have been taken: there's plenty more fish in the sea. Try and look beyond SMBX's conventional limits and use the NPCs to the fullest by attaching them to blocks to create oddly-moving platforms.
I support: show
Lol, you got trolled. Move along, if you please.
YouTube channel

Moderator of the r/Pokemon Discord server since 2019.

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8724
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: Level Design Tips

Postby Enjl » Fri Jul 03, 2015 9:17 am

Villager103 wrote: 3. Where to use slopes.
Castle:NO
PLACING SLOPES IN A CASTLE IS A SIN. SHUN NINTENDO FOR DOING SO!
castlewars wrote: There's no rule that states all episodes and levels need to have custom graphics. In fact, if you don't use custom graphics where it's not appropriate, it'll look more like the "classic" SMBX prior to 1.2, and it's gotten to the point where vanilla levels are really rare and CGFX levels have taken over. A good place to not use them would be when you want to give people a nostalgia boner by designing a level in the style of older episodes.
With the introduction of customisable graphics in Version 1.3, the SMBX community started developing towards testing the borders of the program and seeing just how far they can get. Both mechanics-wise and graphics-wise. With many people attempting to make levels with atmosphere commonly found in cinematic 3D games nowadays, downgraded to 16-bit to fit SMBX, an all-classic level in between all the levels with cool atmosphere looks lackluster.

Nostalgia-Boners can't be achieved if the designer of said classic level didn't do a good job at porting the game's design into SMBX and adapting it to SMBX' ridiculous screen size. Many people fail in this regard, which makes Nostalgia-Boner levels one of the most rare kind of levels. The community's standards on level design are far off from Nintendo's, due to the features SMBX offers, as well as its screen size. You can't port 1-1 from SMB3 to SMBX without making it look boring because the upper half of the screen will be empty.

In conclusion, it's easier and more rewarding to go with the flow and attempt some good atmosphere in your levels. On a sidenote, atmosphere partially distracts from terrible design.
castlewars wrote: And here's another one, which is more aimed at novice level designers, but beginners can use it as well; try and innovate whenever you can, and come up with a new gimmick. Not all the gimmicks have been taken: there's plenty more fish in the sea. Try and look beyond SMBX's conventional limits and use the NPCs to the fullest by attaching them to blocks to create oddly-moving platforms.
Wouldn't aim this at novices, but more towards advanced designers. Novices should get familiar with all of SMBX' features and ease themselves into its advanced mechanics.
Ideas are useless if you can't make them real.
Image

User avatar
HeroLinik
Cyan Yoshi Egg
Cyan Yoshi Egg
Posts: 3453
Joined: Fri Dec 20, 2013 1:28 pm
Current Project: TCGA Remake
Chat Username: Look below my avatar
Contact:

Re: Level Design Tips

Postby HeroLinik » Sat Jul 04, 2015 9:26 am

Enjl wrote:In conclusion, it's easier and more rewarding to go with the flow and attempt some good atmosphere in your levels. On a sidenote, atmosphere partially distracts from terrible design.
If you concentrate too much on the atmosphere and the graphics of the level, the design is going to suffer. A common newbie trap is to get distracted by cool fancy custom graphics just so their level will look "good", when in actual fact they've been distracted too much by them, so their level design slips (don't get me wrong, I fell for it as well). Remember, it's not about the custom graphics, it's about how you use them.
I support: show
Lol, you got trolled. Move along, if you please.
YouTube channel

Moderator of the r/Pokemon Discord server since 2019.

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8724
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: Level Design Tips

Postby Enjl » Sat Jul 04, 2015 9:49 am

castlewars wrote:
Enjl wrote:In conclusion, it's easier and more rewarding to go with the flow and attempt some good atmosphere in your levels. On a sidenote, atmosphere partially distracts from terrible design.
If you concentrate too much on the atmosphere and the graphics of the level, the design is going to suffer. A common newbie trap is to get distracted by cool fancy custom graphics just so their level will look "good", when in actual fact they've been distracted too much by them, so their level design slips (don't get me wrong, I fell for it as well). Remember, it's not about the custom graphics, it's about how you use them.
I'm not talking about the designer, I'm talking about the player. The designer will always try their best to bring out a good level, unless they're forcefully trying to make a bad level.
Ideas are useless if you can't make them real.
Image

awesome_gamer
Bob-omb
Bob-omb
Posts: 30
Joined: Thu Jul 09, 2015 10:28 pm

Re: Level Design Tips

Postby awesome_gamer » Fri Jul 10, 2015 6:21 am

About the venus fire trap crashing issue, I have had that issue before.

User avatar
meowflash
Blooper
Blooper
Posts: 194
Joined: Mon Jan 20, 2014 3:27 pm

Re: Level Design Tips

Postby meowflash » Sat Jul 11, 2015 8:06 am

Ok, back on topic.

116. Don't make the player die whenever they get to the goal, unless there's a P-Switch and a coin bridge, or maybe a different goal where they don't die.
117. Below is a list of things in a level that are nope.

117a. Lava in grasslands = Nope
117b. Bosses in Toad Houses = Nope
117c. Spikes in a desert = Nope
117d. Mushrooms going into lava = Game Crash + Nope
117e. Getting many 1UPs from a room full of Goombas = Nope
117f. Too many Kamikaze shells = So much nope
117g. Mean and Nasty P-Switch Tricks = So much nope

118. If you want to use SMB2 Bosses in an SMB3 level, make sure you SMB3 recolor them.
119. Make sure the music fits the level COMPLETELY.
120. Do not put rude gestures in a level or you might be considered evil.
121. When making a hub, make sure you have the themes for ALL the worlds in different sections.
Mah Staph: I Support The Following Below...
Spoiler: show
Image
Image
Image
Image
Image
Image
Image

glitch4
Ludwig von Koopa
Ludwig von Koopa
Posts: 2571
Joined: Tue Dec 31, 2013 3:43 pm

Re: Level Design Tips

Postby glitch4 » Sat Jul 11, 2015 8:25 am

meowflash wrote:116. Don't make the player die whenever they get to the goal, unless there's a P-Switch and a coin bridge, or maybe a different goal where they don't die.
This tip works for kaizo levels.
meowflash wrote:117. Below is a list of things in a level that are nope.

117a. Lava in grasslands = Nope
117b. Bosses in Toad Houses = Nope
117c. Spikes in a desert = Nope
117d. Mushrooms going into lava = Game Crash + Nope
117e. Getting many 1UPs from a room full of Goombas = Nope
117f. Too many Kamikaze shells = So much nope
117g. Mean and Nasty P-Switch Tricks = So much nope
Idk if it's pointless, there's many things that they're nope.
meowflash wrote:119. Make sure the music fits the level COMPLETELY.
Most people know that.
meowflash wrote:120. Do not put rude gestures in a level or you might be considered evil.
I don't think anyone did that.
meowflash wrote:121. When making a hub, make sure you have the themes for ALL the worlds in different sections.
I don't think that's really necessary, but whatever, you can do it so.

User avatar
Shadow Yoshi
Dark Knight
Dark Knight
Posts: 4301
Joined: Sun Dec 01, 2013 12:56 pm

Re: Level Design Tips

Postby Shadow Yoshi » Sat Jul 11, 2015 8:33 am

I don't think recoloring SMB2 bosses in SMB3 levels is necessary at all.

Mable
Peach
Peach
Posts: 5835
Joined: Sat Dec 21, 2013 4:23 am
Current Project: Account soon to be deleted
Chat Username: Account soon to be d
Contact:

Re: Level Design Tips

Postby Mable » Sat Jul 11, 2015 8:38 am

meowflash wrote:Ok, back on topic.
Sry meowflash the new moderator
meowflash wrote:118. If you want to use SMB2 Bosses in an SMB3 level, make sure you SMB3 recolor them
Thats like saying "recolor the smb2 npcs if you use them in a smb3 level"

We don't have to do that since it already worked fine in before episodes that made use of smb3 and smb2 together.

User avatar
Mosaic
Ludwig von Koopa
Ludwig von Koopa
Posts: 2850
Joined: Fri Feb 27, 2015 8:07 pm
Flair: All has a reason behind it, even if it's tough.
Current Project: The Mosaic Group's Journey, Toad's SMB Adventure, Mosaic Adventures and Other Secret Projects?
Chat Username: Mosaic
Contact:

Re: Level Design Tips

Postby Mosaic » Sun Oct 11, 2015 12:07 am

122.Mixing SMB2 Npcs with SMB3,SMB1, Or SMW Npcs makes the level have more diverse enemies.
You don't have to mix SMB2 Enemies with enemies from other Mario games or vise-versa
but it is a pretty creative thing to try.

I believe in Jesus Christ as my Lord and Savior. If you do, put this in your signature.
And Here's The Proof
My Rainbow Of Levels
Mosaic's Museum(My Discord Server, where I update on my streams, writing, and anything else I may be up to.

Cancelled...but not forgotten...
Image

Image

Danny wrote:Here's some constructive criticism: What the hell.
Witchking wrote:Approved!

Discord Quotes: show
Image


User avatar
Taker
Ripper II
Ripper II
Posts: 310
Joined: Mon Aug 31, 2015 6:20 pm
Current Project: take the dead to
Contact:

Re: Level Design Tips

Postby Taker » Sun Oct 11, 2015 2:38 pm

123. If you want to make a SMW ghost house with ghost blocks, make the SMB3 Boo Didly's graphic invisible, and make a layer for each block. Then you put the block down with it's layer(layer1), then go to the boo's advanced settings and select "Attach to layer - (layer1)". Do this backwards for a SMB3 ghost house.

EDIT: Don't forget to set the ghost of the block to "Friendly".
Image

User avatar
h2643
Ludwig von Koopa
Ludwig von Koopa
Posts: 2896
Joined: Sat Dec 21, 2013 7:23 am
Flair: Украинец
Current Project: RL
Chat Username: h/hnumbers

Re: Level Design Tips

Postby h2643 » Sun Oct 11, 2015 3:29 pm

tip #xxx: don't fill your levels with shit, they are not fun to play and therefore they don't look good.
tip #xxx2: don't make levels that can be beaten under 1 minute nor they should take you over 5-6 minutes to beat normally. Explorative levels (aka levels with reasonable secrets) can be up to 8 minutes. These lenghts are perfect in my opinion and therefore your levels have more chances to be great.

mariofan 64
Blooper
Blooper
Posts: 189
Joined: Mon Oct 13, 2014 2:14 am
Current Project: stuff in rpg maker and arc 1 of mario videos

Re: Level Design Tips

Postby mariofan 64 » Wed Oct 14, 2015 12:20 am

tip #xxx3: Clouds can look bad when stationary. Attach them to layers and make them move using events. It create great life in a level that would otherwise have little of.
tip #xxx4: Background objects exist for a reason. If there are foreground BGOs, replace them with some other graphics, and that will create a sense of depth in a level in which there was none before.
I has youtube now...with some activity :D

Projects: Infinite Mario Bros. For PGE (On the PGE Website, of course) (temp hiatus for other projects, see second link in spoiler for details)
----------RPG games, not related to Mario at all :/
----------A ???? game made in Gamemaker.

Completed: Schedules, Plans, Pages, And Other Things

Processing...Processing...Completed. See message below:
Spoiler: show
Mario Infinity: Quest to Stabilize the World (WIP)
http://engine.wohlnet.ru/forum/viewtopic.php?f=56&t=568
FACEBOOKS:
https://www.facebook.com/EBTKSPaddy
MAI PATREON:
https://www.patreon.com/ebtkspaddy
MAH FRIEND'S YOUTUBES WHERE ME AND MAH FRIEND'S ARE AT:
https://www.youtube.com/channel/UCRoSEH ... rVJdozjwUA

User avatar
SecondScolipede
Blooper
Blooper
Posts: 184
Joined: Tue Mar 17, 2015 9:12 pm
Current Project: Mayonnaise Island

Re: Level Design Tips

Postby SecondScolipede » Sun Oct 18, 2015 3:26 pm

tip #xxx5: If you place something that only exists to aid you in level testing, be sure to remove it before releasing the level.

Never break a glowstick.
Image


User avatar
Taker
Ripper II
Ripper II
Posts: 310
Joined: Mon Aug 31, 2015 6:20 pm
Current Project: take the dead to
Contact:

Re: Level Design Tips

Postby Taker » Sun Oct 18, 2015 3:31 pm

Tip #xxx6: If you don't have the graphics to make a layer that crushes look good, then add spikes. Spikes always work unless you have a crushing this as a graphic. EG SMW crushers.
Image

User avatar
h2643
Ludwig von Koopa
Ludwig von Koopa
Posts: 2896
Joined: Sat Dec 21, 2013 7:23 am
Flair: Украинец
Current Project: RL
Chat Username: h/hnumbers

Re: Level Design Tips

Postby h2643 » Mon Oct 19, 2015 7:30 am

Why do you guys copycat my "#xxx" thing rofl


Return to “Archives”

Who is online

Users browsing this forum: No registered users and 2 guests