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> Level design, need help, big time
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Andross46
  Posted: Jul 30 2007, 08:18 AM
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Second to Djrellik as you may know i have developed one of the closest mario fan
games to accual mario.Well i cant get 3 people to download it on GMC literally ,i will bet it has somthin to do with my grammer and the fact that mystical ninji sounds like some crappy fan game everyone makes.

To the point im a very technical guy what with code and all ,even my grammer would be better if i havnt speed readed all the time. Well i cant really make levels,
i mean all my levels end up flatter than a pancake with single file rows of enemys coming at you. Now NinjiTeam member Joe Kirk can make levels but he isnt serious about it and will make ten hundred thwomps fall on you or else like.

Now to the purpose lets discuse some prime cut level disigns and tricks. Ive found that making the exit to the level unclear is the only trick im good at ,but tell me your tricks. Since i can can even smell the music showing me i stink at level disign
i will credit the biggest contributer to the NinjiTeam as a member. i have all sorts of resources for my levels such as demon bats to lava so just be creative and the end results of the levels i create with your tips will show.

Short and sweet is i need help with level ideas, and will credit

This post has been edited by Andross46 on Jul 30 2007, 08:21 AM
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Elyk
Posted: Jul 30 2007, 08:46 AM
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QUOTE (Andross46 @ Jul 30 2007, 08:18 AM)
Second to Djrellik as you may know i have developed one of the closest mario fan
games to accual mario.Well i cant get 3 people to download it on GMC literally ,i will bet it has somthin to do with my grammer and the fact that mystical ninji sounds like some crappy fan game everyone makes.

To the point im a very technical guy what with code and all ,even my grammer would be better if i havnt speed readed all the time. Well i cant really make levels,
i mean all my levels end up flatter than a pancake with single file rows of enemys coming at you. Now NinjiTeam member Joe Kirk can make levels but he isnt serious about it and will make ten hundred thwomps fall on you or else like.

Now to the purpose lets discuse some prime cut level disigns and tricks. Ive found that making the exit to the level unclear is the only trick im good at ,but tell me your tricks. Since i can can even smell the music showing me i stink at level disign
i will credit the biggest contributer to the NinjiTeam as a member. i have all sorts of resources for my levels such as demon bats to lava so just be creative and the end results of the levels i create with your tips will show.

Short and sweet is i need help with level ideas, and will credit

A space ship world, that invloves moving around the ship both horizontally AND vertically. Also later on you go outside and jump ship to ship using asteroids, etc.


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Andross46
Posted: Jul 30 2007, 09:24 AM
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i finally started using camera techniches to enhance the levels ,but moving horizontaly and vertically i rarely do. nice idea ,i totally have the scripts to do jumping on flying rocks . But as far as spaceships go i am keeping a theme going where tech to go into space is un avalible ,1500's if you will.Although mystical ninji 2 is featured 600 years later with a relative of the character played in the first one with killer robots and tv's OMG!
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hazmeister
Posted: Jul 30 2007, 11:24 AM
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ITT CATZ!!!
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Does your engine trigger enemies at room start, or when the ibject is in view?


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i_like_pie
Posted: Jul 30 2007, 04:08 PM
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how scary


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Make a castle full of drybones and ghosts where you pick up a key at the end of the level and go back to the beginneing and you shouldn't use the key to open the door. Throw it to kill a ptooie (pirahna throwing a spike ball) that blocks the passageway. then open the door visible theree and fight a boss who you have to hit ten times with any attack to kill. He keeps summoning boo buddies and drybones.


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Smith
Posted: Jul 30 2007, 04:58 PM
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Eh, Level designs for games isn't such a great concept for me either, but if you wish I can help with what little ideas I might obtain.

For starters, try not to over think the process in any way whatsoever. You'll end up over doing it. Make it simple, yet creative. You can always try the spooky look where you can have an haunted mansion and maybe secret passage ways. Etc. :P
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Grant
Posted: Jul 30 2007, 05:28 PM
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John Freeman said
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I believe this is relevant to the thread.


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DJ Yoshiman
  Posted: Jul 30 2007, 08:16 PM
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My post is to the right.
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[shameless plug]The NCFC event will have a level design workshop, you might want to show some interest in that when it comes.[/shameless plug]


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True Mario
Posted: Jul 30 2007, 08:42 PM
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Being on that has to be scary
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Basic powerful level design tip: Make levels so they can be speedran, yet hold secrets in places, which make it a good idea not to speedrun them.


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Andross46
Posted: Jul 30 2007, 08:59 PM
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wow this is accually helping, i liked the key idea. i guess im okay with powerup placement though. heres my powerups

>Strength orb : makes your punches release glowing sparks
>Darts : for throwing
>Cross boomerang :comes back to you
>Bomb :blows all on screen enemys
>OneUp
>Red Mushroom :+50% health

my enemys init at start but when off screen they dont move but instead redirect there direction

one more tip ,i have almost all the original castlevania enemys in the game too
and can add more anytime i feel like. thanks for the help

This post has been edited by Andross46 on Jul 30 2007, 09:02 PM
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Ndsfreak
Posted: Jul 30 2007, 09:58 PM
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QUOTE (Andross46 @ Jul 30 2007, 08:59 PM)
wow this is accually helping, i liked the key idea. i guess im okay with powerup placement though. heres my powerups

>Strength orb : makes your punches release glowing sparks
>Darts : for throwing
>Cross boomerang :comes back to you
>Bomb :blows all on screen enemys
>OneUp
>Red Mushroom :+50% health

my enemys init at start but when off screen they dont move but instead redirect there direction

one more tip ,i have almost all the original castlevania enemys in the game too
and can add more anytime i feel like. thanks for the help

I have an idea that would be cool: How about different types of blocks, like in metroid? You'd have to use defferent attacks to get through.


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Strong
Posted: Jul 30 2007, 10:05 PM
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yeah cool whutevar
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Always have jumps the character can barely get across which are above bottomless pits.

Those are always fun.
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Andross46
Posted: Jul 31 2007, 04:32 AM
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you i keep up with them jumps ,like your avatar by the way. Do you mind if i use the riding on the dinosaur idea from you avi.

This post has been edited by Andross46 on Jul 31 2007, 04:33 AM
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Dimmentio
  Posted: Jul 31 2007, 07:24 PM
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the best way to make a good level is practice...if you don't like your first try then just restart from scratch

keep away from making a level too flat or too tall
balance is key when making a level
just keep that in mind and you will do fine cool2.gif


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