Potential ToDo List For An Update On The SM63 Level Designer

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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Suyo » July 16th, 2011, 8:25 am

Spikes, which act like lava but can be placed on walls where they are turned sideways so there's no cutoff.

You know you want it.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Zacky » July 16th, 2011, 10:02 am

Okay, maybe we don't NEED custom sprites. But I always found this annoying:
If you have a background tile like "Wall Tile" (Bricks #1) and put a brakeable block in a house or someting, the block leaves a big hole after broken. So what if you could have an extra tileset for the background with ALL the same tiles? You know, like another layer? It would solve many cave problems with other tilesets besides the cave tileset...
I think Runouw is adding one in Last Legacy, or I could be VERY mistaken. Sorry if this is WAY too extreme. :?
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Zunar » July 16th, 2011, 5:43 pm

8 Bit Dude wrote:If you have a background tile like "Wall Tile" (Bricks #1) and put a brakeable block in a house or someting, the block leaves a big hole after broken.

LL's background system solves this problem. If Runouw puts LL's designer in SM63, that problem will be fixed.

Also, I have some suggestions for tweaking the water.

In water's info box, I suggest putting some sort of selection menu that changes it from water to something else. Like, you could choose to change it to the Toxic Gas in Hazy Maze Cave, or lava (thus, removing it from the tiles and, for the most part, preventing cutoff), or some kind of polluted water that drains air even on the surface and drains air twice as fast when underwater (like the water in Rusty Bucket Bay of Banjo-Kazooie).
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Thumbs up x2

Postby Avo » July 16th, 2011, 6:30 pm

Being able to switch backgrounds with each transition if necessary. It would also help a lot with LDC levels.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Zunar » July 16th, 2011, 7:24 pm

^ This.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Avo » July 16th, 2011, 7:34 pm

Also, if at all possible, to have the level transitions not take up so much space? Whenever you place one, it takes up, like, 6 rows of grid. It gets kind of annoying.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby Asterocrat » July 18th, 2011, 3:21 am

I made a small list:

  1. Vertical Transitions. I think it's a must.
  2. Spikes. Like Suyo said.
  3. Flame throwers.
  4. More triggers for platforms. With custom paths if possible.
  5. Toads. Come on. I know you want it to.
  6. BACKGROUND TILES. PLEEEEAAASE
  7. Being able to change the backgrounds and the music between two transitions.
  8. Import background pictures and background music from your computer (No-one thought of that, uh?)
  9. Bosses. Being able to make the Shine Sprite appear after beating the boss.
  10. Same as above. Multiple missions Shine Sprites. It means you can make multiple mission levels, with one Shine Sprite that appears after beating a boss, an other one that appears after grabbing 8 Red Coins, an other one after 5 Silver Stars, but ONLY ONE SHINE SPRITE AT A TIME
  11. Mirror doors.
  12. And many more enemies. Why not King Bob-omb, or whatever.

I think that's all. Thanks if this effectively happens :D
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Thumbs up x1

Postby Avo » July 18th, 2011, 8:28 am

The ability to make a never-ending level like Snowman's Land without using the pipe trick. I just thought of that, I think that would be a great asset to the LD if it ever gets updated.



BUFFEDIT: I can't merge posts, so I have to manually edit this post .-.

AvoEdit: Yeah, I probably should have edited mah post, sorry 'bout that.






Oh and to add to that. Maybe the background in the circular level can be a part of the level you made. Like so:

----------


----------

This diagram is a level, the bottom part is the start, it's where you are right now. So in the background you will see the collection of lines at the top, in this case a section of the level opposite of it.
Last edited by Avo on July 19th, 2011, 9:21 am, edited 1 time in total.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby TheMMMification » July 18th, 2011, 3:49 pm

One thing that should be added is that, when selecting music, the selected music plays, so you know what it sounds like. This'll make selecting music so much quicker and easier.
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Re: Potential ToDo List For An Update On The SM63 Level Desi

Postby AwesomeJRFD » July 18th, 2011, 9:02 pm

TheMMM wrote:One thing that should be added is that, when selecting music, the selected music plays, so you know what it sounds like. This'll make selecting music so much quicker and easier.

It's in the LL LD, so if the LL LD ever gets implemented in the SM63 LD, it'll be there.

One thing we need:
Every single object in the story mode, from the Orb of Power to the black cannonballs in Bob-omb Battlefield.

Also, a function so that you can warp tiles so they're not just flat. It would go great with small hills and even cliffs.
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