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smw centralsmbx communitypge project

Level Clearing

Anthrax 2 Multiply Themodynamics
Blaizer
Posts: 0
Joined: 7 years ago

Re: Level Clearing

Postby Blaizer » 6 years ago

Glad we're getting that one textbox right. Who's proofreading the entire rest of the game?

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Paralars
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Joined: 9 years ago
Location: down there (49°1'59"N 8°22'12"O)

Re: Level Clearing

Postby Paralars » 6 years ago

I guess I'll read through the messageboxes since I'm dealing with the overworld anyway
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Kerkec
Posts: 25
Joined: 7 years ago

Re: Level Clearing

Postby Kerkec » 6 years ago

limepie20 wrote:
Kerkec:
I'm not sure I really like the gimmick too much. The graphics are great, and I thought that was awesome about the level. But you yourself know you just borrowed the gimmick from on/off level because it used the same graphics. The level isn't necessarily bad; it's just that the whole on/off switch idea has been done many time before (even right in this hack), and in this particle instance, I don't think there was anything new about it. Most of the level is throwing shells at the switches. Again, it wasn't badly made, but I've just played a level like this many times. I'd suggest trying to move away from the on/off switch gimmick. I can tell you took a lot of influence from noseman's level, and that's a good start. I think if you think of a new, fresh, cool idea, you can make something even you yourself will be impressed with. If you really like the on/off switches, you can certainly try making something else with them. But as you can probably tell, it comes with the caveat that you need to impliment them in a creative way. The whole shell thing won't bring something new to the table. If you look at some of the vip levels, they can have the gimmick of blue koopas hitting on/off switches. That's something different. Try coming up with something interesting like that. Or you can abandon the on/off switches entirely.
One thing I found interesting was those crane graphics, and how they appeared to be holding the on/off switches. If you can think of an idea involving that, that would be really cool as the environment would compliment the gameplay. You could have the cranes holding some other sort of blocks, or something else, I'm not sure. Whatever suits you would work best, as you are the one designing the level.
If I remember correctly, this level had no enemies. You may not necessarily need enemies under certain circumtances (like a good gameplay gimmick that compensates), but definitely try throwing enemies in there. It can really spice up the gameplay. And I'm not talking about a goomba on every other platform that you can easily dodge. Experiment with new combinations of enemies like, as a very simple example, a goomba on a platform and a flying koopa above it so you have more to worry about than just jumping over the goomba. On the topic of enemies, you can abandon the idea of a gameplay gimmick altogether if you want. Just fun gameplay dodging enemies, staying alive can be fun. Obviously, not every single level needs (or should have) a gimmick. Just do what suits you best. Do you understand what I'm trying to convey? If you think there's something I don't understand, tell me. Maybe I missed something in the level, and you can make that something more clear in a future version.
Oh yeah, I should probably respond to this in some way, huh.

Yeah, I get what you're saying, and I don't really have much to say back to it. As of right now, I basically scrapped everything but the graphics and started an entirely new level, trying to focus more on enemies than a 'gimmick', although I am kind of basing the whole thing around keeping up with one of those large floating platforms that moves right forever. If that's not a good idea, I'll just take that out too.

limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Level Clearing

Postby limepie20 » 6 years ago

Kerkec wrote:If that's not a good idea, I'll just take that out too.
Oh no, it sounds fine. I like the idea, and I hope you can make something fun!

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Paralars
Posts: 0
Joined: 9 years ago
Location: down there (49°1'59"N 8°22'12"O)

Re: Level Clearing

Postby Paralars » 6 years ago

just think about what happens if you lose track, like can you go back, do you kill yourself, does the level just get harder?
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