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Should all the enemies from the stage be introduced before the checkpoint, or it's ok to introduce new enemies/ideas after that? Also, how many different enemies should be placed into a stage before it gets "all over the place"?
Angelus wrote:Should all the enemies from the stage be introduced before the checkpoint, or it's ok to introduce new enemies/ideas after that? Also, how many different enemies should be placed into a stage before it gets "all over the place"?
You can have new enemies after the Checkpoint. I don't see a problem in this. How many different enemies should you have? I would say pick two or three per level. If your level has different areas, say, an underground room, you can change the set for that area to have Buzzy Beetles instead of Goombas for instance. If your level has "special" enemies like Lakitus or Hammer Brothers I think it's fine to have them as a fourth type of enemies as they're more rare.
Afraid of the Heights wrote:167. Avoid stacked Goombas, but in some cases, stacked Shy Guys is a great idea.
Why avoid the less obnoxious one?
(Unless you make them have "NPCblocktop=1" then) it serves no point except to have multiple health and massive score/life income. AS for Shyguys, they have "NPCblocktop=1" by default.
Afraid of the Heights wrote:167. Avoid stacked Goombas, but in some cases, stacked Shy Guys is a great idea.
Why avoid the less obnoxious one?
(Unless you make them have "NPCblocktop=1" then) it serves no point except to have multiple health and massive score/life income. AS for Shyguys, they have "NPCblocktop=1" by default.
Well, getting multiple lives in stacked NPCs is sometimes annoying.
Spinda wrote:Also lives are pretty irrelevant anyway.
Well, not really if the level is 15 minutes long but has like 4 checkpoints.
"Look me in the eyes and tell me that ad isn't funny." - Shadow Yoshi, 2015
"hitaswitchtohitanotherswitchandseewhathappens" syndrome - Waddle, 2016
"I am in a call with a Natsu" - MECHDRAGON777, 2016
"A serious joke question" - MECHDRAGON777, 2020
168: Mainly for episodes and based on an earlier post about the annoyance of tracking down missing stars, because of this, you should create a level at the end of each world to show the stars that have been collected on that world (if stars are used in each level), so players know where to look if they desire 100%ing the game and/or looking to progress down a path that requires more stars than they have. I know Airship Attack 2 does this.
169: Also episode exclusive but if you have a large world map then add a few shortcuts so it is easier to get around the so players don't have to travel long distances to travel between earlier and later levels.
King of Eterity wrote:168: Mainly for episodes and based on an earlier post about the annoyance of tracking down missing stars, because of this, you should create a level at the end of each world to show the stars that have been collected on that world (if stars are used in each level), so players know where to look if they desire 100%ing the game and/or looking to progress down a path that requires more stars than they have. I know Airship Attack 2 does this.
Alternatively you can show it when on the level space ^^
Anyways, what King of Eterity said doesn't justify putting stupid secret exits in your level. Make them reasonable and add something to the level that isn't frustration.
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Just a random advise:
You should never make your level cheat-proof. You should make the player not want to cheat.
"Look me in the eyes and tell me that ad isn't funny." - Shadow Yoshi, 2015
"hitaswitchtohitanotherswitchandseewhathappens" syndrome - Waddle, 2016
"I am in a call with a Natsu" - MECHDRAGON777, 2016
"A serious joke question" - MECHDRAGON777, 2020