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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Francis64
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Francis64

Micro-Goomba
Level: 6

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Since: 07-19-05
From: UK or France

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Posted on 07-19-05 10:34 PM, in Any good ideas for a level? Link
I would like everyone to tell about design ideas that could be used to make a "good level".

For example, here's a list of things that, when mixed together, can make a level fun and/or challenging:
1) Autoscroll + lakitu
2) Autoscroll + Sumo brothers
3) ON/OFF switch that controls a layer 2 filled with water + pirhana plants on layer 1
4) Static layer2 walls made of spikes + autoscroll (good idea when designing a castle)
5) Line guided thingies + black background
6) Clouds + transparent level
7) Water level + layer3 tide
8) Baby Yoshi + Megamoles
9) Pitchin' Chucks + Vulcano Lotus + narrow passage
...

Please feel free to continue this list..
It would be nice to see this post sticky as well.
Francis64

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Posted on 07-19-05 10:57 PM, in Any good ideas for a level? Link
Originally posted by SoNotNormal

16. Layer 2 scroll, and you have to run through it before it crushes you
17. Jumping off bullet bills to climb a level + pitching chucks



I love that!

I started this thread because I'm low on ideas. I started a level hack from scratch over 2 years ago (no ExGfx, no custom blocks. no custom map, just pure level hack) and I am 95% finished.

Francis64

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Posted on 07-20-05 11:21 PM, in Vertical Level issues. . Link
Are your using a "layer2 vertical level" ?
Francis64

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Posted on 07-21-05 01:20 AM, in Vertical Level issues. . Link
For some reason, using a Layer2 scroll in a vertical level prevents you from scrolling horizontally.
If you want to use this feature, your level has to be 1 screen wide.
You can place layer2 objects in the right half of the level, and they will scroll in when you actually play the level.
Don't use blocks thatgive a power-up, because they behave in a weird manner when they're part of a moving layer2 ... you can try and see!
Francis64

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Level: 6

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Since: 07-19-05
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Posted on 07-24-05 03:42 PM, in Any good ideas for a level? Link
Originally posted by SoNotNormal
39. Use auto-scroll and make layer 2 spike walls everywhere that follow you as the level moves, so you have to stay in the middle or you die.


Brilliant idea! I based my #6 Castle on this, using a special autoscroll (moving from left to right, but up and down as well) and it works great.
I threw in a couple of grinders, spikeballs, powerups and some pits that require good timing, and I got something fun and challenging without being insanely difficult.

39) Make a level that scrolls from RIGHT to LEFT and then BACK moving up and down!!!
How to do it:
- Make a level with 11 screens (maybe it works with more or less)
- Start somewhere in the middle (my entrance is on screen 07)
- Place the Sprite "Autoscroll Level 2-A" ("Autoscroll Level 2" placed at Y=1)
Now you have a level that scroll backwards from screen 07 to 00 then moves on to 0B

Now use your imagination and common sense to edit the level. Enjoy!

Keep sending all your good ideas!
Francis64

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Posted on 07-28-05 02:06 AM, in Sprites interaction with layer 2 ? Link
Hi!

I'd like to make a level with grinders following lines on a layer 2.

Then it would allow for an autoscroll level where the grinders follow you all the way to the end of the level.

The problem I have is : the grinder does not seem to follow the line properly and falls off the screen.

If anyone knows how to fix this, I'd appreciate your help!
Francis64

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Posted on 07-28-05 02:18 AM, in Sprites interaction with layer 2 ? Link
This doesn't seem to work.

The grinders don't want to follow the lines, and it's a bit buggy at the same time (they are warping to a different place on the screen before they "fall" in the void).

Actually, if I place some ground on layer2, the enemies can walk on it.
But the lines won't work.

Any ideas ?
Francis64

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Posted on 07-28-05 01:41 PM, in Sprites interaction with layer 2 ? Link
I'm using the castle tiles, line-guided grinders, and those 'dotted pixels' lines on a layer 2 with H-scroll=none, V-scroll=constant
and layer2 interaction is not disabled.

Now when the grinders fall on the lines, they act in a strange way (quickly warping then disappearing).

I believe there might be some kind of collision detection problem?

Also, in the original game, there is no level that uses a non moving layer2 as far as I can remember.
Francis64

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Posted on 07-29-05 12:02 AM, in The sprites on the overworld map Link
Hi!

I placed a pirhana plant on the map, on a spot where there is a level entrance.
When I beat the level, this plant disappears from the map.
Is this a normal behaviour?
Anyone else use the overworld sprites?
Francis64

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Posted on 07-29-05 12:12 AM, in Any good ideas for a level? Link
42) An underwater castle level with layer3 smash
It's funnier without a ground to walk on!
Try it!



(edited by Francis64 on 07-28-05 03:14 PM)
Francis64

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Posted on 07-29-05 02:32 PM, in Any good ideas for a level? Link
Originally posted by Lordlazer

I think it is better to think up the ideas on your own instead of looking at threads like this, because when you think it up yourself you feel like you accomplished something. You feel like that level is yours and not what someone gave to you so to speak.


This thread is not about "giving" other people a level, it's about sharing ideas.
Sure, no one would like to see other people copying & pasting the levels they made, but they can express with a few words ideas they had in the past : these ideas worked for them, so they are likely to work for other people.

When I say that an autoscroll level with lakitu is fun and challenging, I know because I made one. Then someone might say "hey, I'll try this!" and he'll get a completely unique level (it certainly won't look like mine).

SMW combined with Lunar Magic and other hacking tools give many many possibilities, and even if you didn't get the "brilliant idea" by yourself, you're free to design the level as far as your imagination goes. Ideas are free.
Francis64

Micro-Goomba
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Since: 07-19-05
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Posted on 07-30-05 08:22 PM, in SMW : Symphony of the Night Link
Just kidding!
I've finished my level hack : Super Mario World ' (how unoriginal)


Download it here :
http://www.chochoy.com/smwhack/index.html

Now, before you complain about the lack of ExGFX, custom bg, custom music, custom sprites, custom map, custom blocks and such, PLAY THE GAME.

And see the true meaning of "good level design" !!

You can send your feedback / suggestions / bug list directly to me if you want to.



(edited by Francis64 on 07-31-05 04:19 AM)
Francis64

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Posted on 07-31-05 03:49 PM, in SMW : Symphony of the Night Link
Originally posted by Dr. Weird
Ok, I found a glitch. In the first castle after you have to duck and jump across a lava and some spikes and go down the escalator, I fell through the floor and I'm trapped. Other than that as for now, it's a great game.


Wow! I actually feel terrible about this. I spent so much time testing my hack and I missed a glitch in an early level !
Thank you for reporting this.
I'm gathering everyone's advice/complaints and I'll fix everything all at once.
Francis64

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Posted on 07-31-05 06:44 PM, in SMW : Symphony of the Night Link
That's because I spent all the efforts on trying to make good levels with what's already existing (no custom stuff) and this was actually time consuming (look at the dates on the title screen) and I was studying at that time.

Yet I'm not entirely satisfied with some levels (too hard or bad design). But I'm waiting for the complaints then I'll release a complete version.

Thanks for the comments anyway...
Francis64

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Posted on 08-01-05 04:28 PM, in SMW : Symphony of the Night Link
Originally posted by The Kirby
Excellent hack! I hardly ever find any hacks that have original levels and are possible and fun to play through.

I haven't reached all the goals yet (defeated Bowser at the front door) but here are a few design problems that I am currently thinking of.

Soda Lake: The underwater current in this level makes it feel rather slow and tedious, and it doesn't improve the difficulty of the level in a rational way. Remove the current.

Maze levels: These kinds of levels are rather frustrating to navigate through. They simply don't belong in a Mario game. I recommend lowering the difficulty of such areas so the player isn't punished so much when going through the wrong passages. I noticed this mainly in the ghost houses.

Unseen secrets: I noticed most of these in the Forest of Illusion levels where you have secret passages and such hidden below the screen or high above it in "No Vertical Scrolling" levels. I know you put some coins in the shape of a ? To help clue the player to a secret, but they're a bit too vague, especially when secrets are hidden in pits that a player would normally think to be deadly. A bit too much trial and error. Some of the secrets I wouldn't have found if it weren
Francis64

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Posted on 08-01-05 11:49 PM, in Sprites are a bit TOO translucent Link
Try to leave the sprite 1 block above the actual position you want it to be.

Some still sprites do not appear on the screen when you're using transluency, unless you make them move.
Francis64

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Posted on 08-03-05 09:31 PM, in SMW : Symphony of the Night Link
Originally posted by The Kirby

Yoshi's tongue (EX: lvl. 1FE): I noticed in some levels that you have the "castle sprite GFX header" set for some of the levels that Yoshi can access. Unfortunately, Dry Bones takes up both of the 8x8 tiles that are used for Yoshi's tongue in the castle sprite header. Thus, his tongue looks like a garbled mess. Change the sprite header for these levels, or put a "No Yoshi" sign for these levels so this won't occur.

Well spotted. Thanks!

Originally posted by The Kirby

Donut Secret 2: I don't know if you would consider this a mess up, but I found it odd that you can't access the rest of the level without triggering the Blue Switch Palace. As you know, the route to Donut Secret 2 on the overworld map is a short-cut to Donut Plains 3. However, you can't access the Blue Switch Palace without completing Donut Plains 3 first, meaning Donut Secret 2's short-cut is useless. I suggest changing the Blue ! blocks to green instead, or move this level somewhere that isn't on the path to the Blue Switch Palace.

True. I'll put green or yellow blocks instead.

Originally posted by The Kirby

Bowser's Castle: I don't know about the Front Door, but you have a Midway bar in the Back Door level. Even though the original game had this too, it's not a good thing to have. Since you'll be fighting Bowser, this level can not truly be beaten. That is, it doesn't have a valid goal. Say if I cross the Midway bar and left the level and saved my game. Every time I go to the backdoor, I'll be forced to the Midway entrance. Because Bowser's Castle doesn't have a valid goal, this Midway point cannot be cleared. Best to fix this up for the players who want to play the Back Door from the beginning.

I think that Bowser's Castle is a rather difficult level, and that it would be frustrating to be forced to play the whole level again after dying near the end (like in SMB).
Francis64

Micro-Goomba
Level: 6

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Since: 07-19-05
From: UK or France

Since last post: 86 days
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Posted on 08-07-05 06:25 PM, in Unused Layer 3 image? Link
I wish someone came up with a ROM of the beta version. That would be so nice! But I guess it's not going to happen...
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