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Super Mario 63 level editor V2

PostPosted: July 23rd, 2015, 10:51 pm
by Joshio01
Since the level designer is getting old now, i think we should add a few new things to it to make it easier to build levels. That's why i came up with Version 2 of the level editor which could include:

-new tiles/items included in the actual game (red brick, bosses, floating cannons, rainbow carpets, etc.)
-a copy/paste feature (no more copying in the code!)
-a disable option for every item (once again no more code editing)
-more power ups/FLUDD types
-background and foreground tiles. BG ones cannot be stepped on
-more music and backgrounds.
-the option to let mario jump onto tiles from below
-turn tiles
-switches that change water levels or freeze/thaw water
-horizontal level transitions
-level transitions could be limited in size
-fix glitches (like diagonal flame towers)
-checkpoints like in the actual game
-background items that sit just in front of backgrounds (like the inside of the castle in bowsers 3rd trap)
-windows
-double doors and keys
-paintings that can warp you to OTHER LEVELS made by the same user
-adjust enemies sizes/colours, for example, you could have a huge blue cheep cheep or a tiny bully with blue horns
-touch'n'go for moving blocks
-adjust size, rotation speed and length for triangles and clock parts
-heaps more door sprites
-bullet bill blasters change can be stepped on and change colour when the bullet bill colour is changed
-when you die in a level, you can get the option to quit or retry from your last checkpoint (also uses up lives)
-corner, top half, bottom half and full tiles available for all tile types
-create custom music and backgrounds within the game (uploaded from your pc)
-shine sprites that only activate when things happen (eg. one sprite activates if you collect red coins, another if you defeat a boss and another if you collect silver stars but they don't all do it at the same time)
-customize enemies HP and damage output (can be 8 for daredevil runs like in SMG)
-toxic water
-sinking platforms (in lava)
-rising lava
-enterances/holes (like the doorway to the inside of the pyramid in shifting sand lands)
-ghostly blocks/switches (numerous colours)
-better looking metal wires (the ones you can go through with invisible cap)
-tiled platforms. platforms with the texture of a tile (can also be staircases)
-metal/invisibility arrows are only visible when wearing the appropriate cap/power up
-wheels that turn and are made up of tiles (play the mission 'a galaxy of stars' if you don't know what I'm talking about) that are created in a seperate window
-evil bookcases that can also have other textures,for example, whomps
- everything that i haven't mentioned that is featured in last legacy (including triggers)
-much more

feel free to add your ideas.

Re: Super Mario 63 level editor V2

PostPosted: July 24th, 2015, 12:35 am
by Joshio01
sorry. accidental double post (that i can't delete)

Re: Super Mario 63 level editor V2

PostPosted: July 24th, 2015, 12:39 am
by Konradix
First of all, welcome to the forums.

The SM63 LD is no longer the main focus of the Runouw bros and it's unlikely that it'll get an update. They're busy with Last Legacy, which also has a LD with many of the features you mentioned here (like background and foreground tiles, copy and pasting, horizontal level transitions, touch'n'go blocks, checkpoints etc.). I recommend checking it out as it's pretty much a bigger SM63 Level Designer.

Also, please do not double post. Use the Edit button instead.

Re: Super Mario 63 level editor V2

PostPosted: August 11th, 2015, 8:12 pm
by MarbleTurtle
I actually think these are really good suggestions, but based on what I've heard, the SM63 level designer probably won't get updates any time soon. Maybe in the future when Last Legacy is complete will Runouw and his fellow moderators update the LD.

Re: Super Mario 63 level editor V2

PostPosted: September 13th, 2015, 10:34 am
by JCSII the YOUTUBER
I liked the ideas, but I DON'T like the idea of getting rid of code edit! The reason is simple, while editing the code for the bullet bill, you can put NAN in the color coding part. Which makes a bullet bill that: {A. Is a rainbow color B. Is INVINSIBLE! If you hit it, it goes in the other direction.} . It makes a challenging level.

Re: Super Mario 63 level editor V2

PostPosted: September 13th, 2015, 10:49 am
by Supershroom
Bowser2007 said that he wishes for a button which can make a sprite disabled in the designer, so you don't have the work of searching the item in the code and putting the zero before it's ID. Other manipulations such as creating invincible bullet bills or extra digits for block speed etc. would be still possible with a Disable button.

And despite that, Konradix already said that these suggestions aren't relevant in the present due to the next Last Legacy games being in development. JCSII, you don't have to be worried about the capacities of the designer and also not about your Youtube stuff around SM63 if you're doing that.

Welcome to the forums, by the way. :)