Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,490,588
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-27-24 01:48 AM
Guest: Register | Login

0 users currently in ROM Hacking | 1 guest

Main - ROM Hacking - The Secret to Making Good Mario Levels New thread | New reply


RetroRain
Posted on 07-03-08 09:00 PM Link | Quote | ID: 86705


Fuzz Ball
Level: 66

Posts: 159/994
EXP: 2438313
Next: 23538

Since: 09-30-07

Last post: 1935 days
Last view: 958 days
For the longest time, I was having a hard time coming up with really good level designs. For SMB3, I had SMB3WS opened, and I was just staring at the editor, trying to think of what I can do to make a good level. Nothing really came to mind. So, I just experimented, and put random things in to make the level. Usually in the end, I wasn't satisfied with the level.

I have found it though. I have found the secret to making good Mario levels. And you can apply this to other games as well.

TURN OFF THE COMPUTER.

Get out of the editor. You can't think of good level ideas when you are at the editor. It just doesn't happen. I remember when I was younger, like from the ages 5-10, and all I did was create my own SMB levels, and I remember them being very good. Now, what happens? I'm older now, found out about ROM hacking, have the tools I need to make my own levels, and what happens? Can't think of good level designs.

I have finally solved this problem.

BUY GRAPH PAPER!!

I just came back from the beach. While I was there, I had my graph paper out, and I was able to make another awesome level for my SMB3 hack, Dark Mario. This level is an underground water level. And it looks so good on paper. All I have to do is go in the editor, and put the pieces where they belong!

Believe it or not, but you tend to think more clearly, and freely, when you are not staring at the editor on the computer screen. Turn off the computer, go out and buy some graph paper, and just go someplace where you can relax, and think freely. Let your pen draw your imagination.

You see, your imagination doesn't come when you are in the editor, because that is the one moment that you need your imagination the most! Ironic, isn't it?

If my scanner was working, I'd show you my levels on the graph paper. But try it. I was able to draw an awesome underground water level, that I wouldn't have done if I was staring at the editor. Believe me, I have tried thinking of good levels at the editor. It just doesn't happen for some reason. This graph paper has worked wonders!! I will show my next level really soon. I just have to put the pieces together!!

____________________
My YouTube Channel

GreyMaria
Posted on 07-03-08 10:16 PM Link | Quote | ID: 86707

>implying even the Japanese understand the Japanese
Level: 105

Posts: 1153/2851
EXP: 11921412
Next: 340848

Since: 07-13-07

Last post: 4498 days
Last view: 4467 days
Nah, it's possible, you just need to practice not doing anything else.

____________________
we're currently experiencing some technical difficulties

Raccoon Sam
Posted on 07-03-08 10:17 PM Link | Quote | ID: 86708


Cobrat
Level: 56

Posts: 518/672
EXP: 1380094
Next: 18082

Since: 02-19-07
From: Hi

Last post: 3468 days
Last view: 2699 days
That's exactly how I designed a whole hack (which, ironically enough I canceled later).
I did plans on paper, and it worked wonders. Usually if I work with an editor and try to design a level I get distracted by other things, unless I've had a sudden motivation boost like I did with my Super Mario Land 2 hack.

____________________


Tyty
Posted on 07-03-08 10:24 PM Link | Quote | ID: 86710


Vire
Jizz Danmaku
Level: 77

Posts: 508/1381
EXP: 4046219
Next: 144910

Since: 04-20-07
From: Canada

Last post: 4448 days
Last view: 3720 days
This works well, I am coonstantly distracted by IRC while on the computer.

Of course, I still sorta suck at level design as it is.

____________________

PSlugworth
Posted on 07-03-08 11:35 PM (rev. 2 of 07-03-08 11:37 PM) Link | Quote | ID: 86720


Cheep-cheep
Level: 32

Posts: 84/189
EXP: 205849
Next: 593

Since: 02-19-07
From: Brooklyn, NY

Last post: 5033 days
Last view: 2661 days
Another good suggestion is to play through the game you're hacking over and over and get a feel for how the original levels were created. It sounds obvious and stupid, but I feel like I play some hacks where people made levels based on what they thought the original game was like rather than basing it on how it was actually put together.

It's the little touches, like using coins to guide people over blind jumps and tricky things to maneuver around, or sticking to a limited "palette" of enemies for each level, that make the game seem more authentic and fun.

With level hacks, I always felt like the best hacks played like sequels to or lost levels from the game that was being hacked. There's a reason the original designers put elements together the way they did, after all: the levels were designed around the way the game is played; if you're going to go all-out and do a bunch of ASM hacks that totally change the gameplay, though, that's another story altogether.

____________________
andrew sylvester dot com | retrogaming @ robot vaudeville

NetSplit
Posted on 07-04-08 12:46 AM Link | Quote | ID: 86731


Level: 32

Posts: 92/178
EXP: 188040
Next: 18402

Since: 02-26-07

Last post: 2218 days
Last view: 2143 days
When I make a level in my Mega Man hack, I typically have a vague idea of what I'm going to do beforehand and then just throw things into the level that don't look too difficult, adhere to the theme or gimmick of the level, and keep it varied and interesting. Then I play through to make sure that the basic level design is good enough and not too difficult. Jumps are one of the most important things to playtest; pixel-perfect jumps or jumps you miss way too often need to be removed. I populate the level with enemies after I've done the level design and basic testing, and if need be, I'll change the level to accommodate good enemy placement.

It's important to have a basic understand of what the level will be like and needs before you start on it. I knew one of my stages would be exceptionally quick because of the gimmick I made for it, so I swapped a different level with the title screen in order to allow for more level data space. With the extra space, I was able to make a stage that feels like the right length, but is actually much longer than normal stages.

With other games (Battle City), I just throw something together and scrap it if it doesn't play well. If it plays at least okay and looks to have potential, I consider it worth keeping and then mess around with the design it until it feels just right.

A lot of it has to do with good level design intuition. It's also worth keeping in mind who your audience is. If you're exceptionally good at the game, make your levels easy for you (but not stupid-easy) if you intend to make it playable for everyone. My levels are typically very hard mostly because I'm good at the game and I make my hacks primarily for me, so I want them to be an entertaining challenge for me.

Googie
Posted on 07-04-08 04:40 AM Link | Quote | ID: 86749


Giant Red Paratroopa
Level: 77

Posts: 289/1407
EXP: 4181304
Next: 9825

Since: 02-19-07
From: Brooklyn, NY

Last post: 9 days
Last view: 9 days
Back in the days, when the NES was king'o consoles at the time. I used to draw levels on paper too, somma my SMB hacks are based on levels that I remembered drawing when I was a kid, still stuck in my mind.

But yeah, always having a foundation is the best idea for level designing, and whatever works out for each person, just grab it & run with it...

____________________
My Linktree

CKY-9K
Posted on 07-04-08 01:58 PM Link | Quote | ID: 86773


Pokey
Level: 57

Posts: 405/693
EXP: 1430541
Next: 55387

Since: 06-27-07
From: cKy

Last post: 211 days
Last view: 119 days
How to make a bad SMB level: Be one of those douches who make those lame glitch-bitch levels and jump-on-small-blocks levels.


Mario is supposed to be about a fun actual terrain with a fit layout.

____________________








Xeruss
Posted on 07-04-08 07:43 PM (rev. 2 of 07-04-08 07:44 PM) Link | Quote | ID: 86795


Sledge Brother
Compromised account.
Level: 86

Posts: 239/1815
EXP: 6126079
Next: 16028

Since: 02-19-07
From: Oregon

Last post: 1813 days
Last view: 1813 days
I tried to create a level on graph paper once, but I didn't draw to scale and had to ask myself every ten seconds if what I drew actually can be done.

____________________
Design © 2009 Stark
Once for the Super Dave TV show I was the stuntman that fell down the entire wtc stairwell. ~ jargon

Kawa
Posted on 07-04-08 07:46 PM Link | Quote | ID: 86797


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 984/5344
EXP: 30946398
Next: 716583

Since: 02-20-07
From: The Netherlands

Last post: 4499 days
Last view: 2634 days
I used to draw Yoshi's Island levels on graph paper. With an editor GUI around it.

Level objects matched up pretty good, despite not knowing the whole damn series has object-oriented levels.

Incidentally, this was before Lunar Magic even came out.

____________________
Wife make lunch - Shampoo
Opera - give it a spin
Spare some of your free time?
<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

interdpth
Posted on 07-04-08 07:51 PM Link | Quote | ID: 86800


Buzzy Beetle
Level: 44

Posts: 243/383
EXP: 593695
Next: 17590

Since: 02-22-07

Last post: 4099 days
Last view: 4073 days
Offtopic: I could've sworn the topic was "The secret to making good love"

____________________
lawl blog

http://interdpths.blogspot.com/

Kawa
Posted on 07-04-08 08:17 PM (rev. 2 of 07-04-08 08:18 PM) Link | Quote | ID: 86804


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

Posts: 986/5344
EXP: 30946398
Next: 716583

Since: 02-20-07
From: The Netherlands

Last post: 4499 days
Last view: 2634 days
Mario levels != love, Matt. If it was, I'd hack Mario games all day, not Pokémon.

____________________
Wife make lunch - Shampoo
Opera - give it a spin
Spare some of your free time?
<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

NightKev
Posted on 07-04-08 09:12 PM Link | Quote | ID: 86810


Cape Luigi
Level: 131

Posts: 2849/4792
EXP: 26231331
Next: 193289

Since: 03-15-07

Last post: 3735 days
Last view: 3647 days
LO: I think DahrkDaiz heard you...
Posted by DahrkDaiz
Ok, after serious debate, I've decided to my editor into a sharp left turn.

This editor WILL NOT LET YOU EDIT NORMAL ROMS.

This is how this will work:

You will start a "project". Provide a vanilla SMB3 rom and my editor will format it to use MMC5, clear out ALL LEVEL DATA, expand the rom.

You will create ALL LEVELS FROM SCRATCH.[...]


____________________

RetroRain
Posted on 07-05-08 08:35 AM Link | Quote | ID: 86863


Fuzz Ball
Level: 66

Posts: 163/994
EXP: 2438313
Next: 23538

Since: 09-30-07

Last post: 1935 days
Last view: 958 days
Today, and yesterday, I managed to do 3 whole levels, because I did them on graph paper first. If I keep doing it this way, I'll have quality levels, and it will make this hack go by a lot faster. Right now, Dark Mario is 1/4 done.

____________________
My YouTube Channel

DahrkDaiz
Posted on 07-05-08 08:52 AM Link | Quote | ID: 86865


Nipper Plant
Sandwich Artist
Level: 46

Posts: 133/417
EXP: 674485
Next: 37289

Since: 02-22-07

Last post: 3487 days
Last view: 3407 days
The real secret to making good SMB3 levels is using my editor when it comes out ;D

Dr. Hell
Posted on 07-05-08 09:11 AM (rev. 2 of 07-05-08 09:12 AM) Link | Quote | ID: 86866


Lakitu
Level: 52

Posts: 336/552
EXP: 1026531
Next: 57309

Since: 03-02-07
From: Pittsburgh, PA

Last post: 5034 days
Last view: 4991 days
/shameless self promotion

Seriously though, I'm all about the idea or drawing things out first. That especially came in handy for making the design for the new screen data in Chorus. I also do that if I'm coming up with an original character or enemy. I don't remember if I still have it, but if I do, I got a ton of level ideas and concept art for Chorus stashed away. Drawing out your ideas isn't just a good idea for Mario games, it's a good idea for just about anything.

Main - ROM Hacking - The Secret to Making Good Mario Levels New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.027 seconds. (339KB of memory used)
MySQL - queries: 92, rows: 127/128, time: 0.017 seconds.