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Potential ToDo List For An Update On The SM63 Level Designer

PostPosted: July 14th, 2011, 7:56 pm
by MessengerOfDreams
As you've seen, I've locked the "Things we NEED in the Level Designer." Because, really, it has little to nothing we need and more of what newbs want. So I've made this.

Rules

1) If it is extremely hard to add in the game... don't add it.
2) ...Common Sense. We don't NEED Custom Sprites.
3) Think of things in the game that aren't in the Level Designer.
4) You could possibly add technical stuff not in the game, but just don't go crazy. Like more engine related stuff.
5) Don't post what you WANT in here if it breaks any of these rules.

Now, I know that Runouw updating the LD is a slim chance, since we're all shifting to LL, but it may happen, and if it does we better be ready to help.

MoD

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

PostPosted: July 14th, 2011, 8:58 pm
by skjung2034
The fire that comes up from the ground is needed.
The one in the edge of mushroom kingdom, where there is a tipping log ex large and 8 flames continuously breathe fire.

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

PostPosted: July 14th, 2011, 9:06 pm
by Republic
Shall we list all the stuff in the Super Mario 63, which doesn't in LD first, but it is necessary to put here?

->A button "mirror" for Doors, logs and
->Custom paths of Green Platform.
->One more digit space for x and y offset in green platforms, I can't get to negative 3rd digit offset without code.

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

PostPosted: July 14th, 2011, 9:11 pm
by Avo
I think it's quite obvious that we need Vertical Level transitions. What if I'm making a climbing level but it lags like hell? We could also use Toads, signs are OK but Toads are more realistic and add a cool touch to levels. I feel bosses can be good. Maybe adding Bowser and fighting him on your own level is awesome.

Those are the first things on the top of my mind that I think a lot of people can agree with.

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

PostPosted: July 14th, 2011, 9:34 pm
by nin10mode
More sloping tiles. Let's face it, Cave is the only one with so many, but a black tile gets old, fast. More ceilings, too. For ALL the tilesets. The hotrock, volcano, colored brick, sand, etc. tiles only have Upperhalf blocks for ceiling tiles, and that really makes it hard to make some things look good.

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

PostPosted: July 15th, 2011, 5:13 am
by Blablob
I do think I remember Runouw saying something about planning to implement the LL Level Designer into SM63...or something like that

If that happens, then it really just boils down to which game you like better. Major awesomeness, no? :blab:


Anyways, vertical transitions would be a fine addition for the same reason Avo pointed out; many people, including myself, create climbing-type levels, so a vertical transition would greatly reduce lag.

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

PostPosted: July 15th, 2011, 7:31 am
by Zunar
A way to link Shine Sprites to Red Coins/Silver Stars, so we can have multiple Shines in a level and have one appear after you get all the Red Coins, one appear after you get the Silver Stars, and any others that are always active.

Also, if the LL designer is implemented into SM63, a special function would allow you to jump through tiles, but you could land on and walk across them (like in Bob-Omb Battlefield, for example).

Perhaps a colored Shine function? Like the Green and Red Shines in the game?

This has been mentioned before, but maybe enterable pipes that you can rotate to face left, right, and down? Additional sprites wouldn't need to be programmed for just the four compass directions. For diagonals, maybe, but the upside-down would use the same sprite as the current pipe, and the left and right just use the walking sprites.

Ability to change music and background with transitions (like in LL).

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

PostPosted: July 15th, 2011, 9:29 am
by SuperMIC
Another expansion to linked Shines - a trigger for when a certain enemy is killed. This would make boss fights a lot easier, since all we have right now are ? switches and switch-triggered blocks...

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

PostPosted: July 15th, 2011, 7:44 pm
by Oranjui
The Parachute Goombas (Paragoombas are the ones with wings) from the cutscene after the tutorial..? I don't think we really NEED it, but... It's just a suggestion.


A better background feature. Like in LL. Maybe the close/far backgrounds. They are all in the tutorial at the start of the game. That is, IF you are able to do it... I really have no knowledge at all about how easy or hard it would be to implement things like this into the Editor.


Yet another Shine-Link related one. After you reach a certain point in the level, the Shine would appear. Kind of like the triggers in LL.


Toads. Screw signs and mediocre outlines of Toads, just add the actual things into the game! Even though they would function almost exactly the same as signs. Well, I guess you would need to do something so that the faces they make would work with the text (like the shocked face when saying "WTF" or the mad faces when saying stuff like "WHERE ARE MY COOKIES!? WHO STOLE THEM!? MY COOKIE JAR HAD A BUILT IN HIGH TECH MAXIMUM DEFENSE SECURITY SYSTEM!"), but other than that they would be mostly the same.



Bosses? I think not.
I think bosses should only be added if the mythical so-called "New Level Portal" gets added. Where the whole portal gets wiped, and then only levels approved by mods would be on the portal. That would help a TON in reducing spam/item abuse. And would have a lot more GOOD levels to the portal. Though there would need to be a lot more Level Moderators, considering the amount of levels submitted daily... Getting back to the point, bosses REALLY shouldn't be added right away.

Bosses? What's this? Special features? Epically fantastic stuffs? Awesomesauce? Final Destination.
IF bosses do get added, it wouldn't be good to just throw in the Ice Bully and Big Bob-Omb and Bowser and everything else immediately. There would be an item called "Bosses". Then, you would select which character to use. There would be all the bosses already in the game (Big Bob-Omb; Big Bully; Ice Bully; Kamek; Bowser), and possibly some add-ins just for fun, like the King Goomba, Fawful, or Dark Mario. Each would come with their own special list of attacks. You would check each one you wanted the boss to be able to use. You could even add something for them to say. Well, I have to go do something now, so I can't really say anything more at the moment. Be expecting more from me soon.

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

PostPosted: July 16th, 2011, 8:10 am
by zzzp2
You could have an auto-activating sign. It's invisible, and when you touch it it activates dialogue.
Or we could have LL's linked sign for the same thing.

More triggers are a must. Enemy kill triggers would be good but I think we NEED a cutscene/shift the camera to an object trigger. You touch the thing and it shows the shift.