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The choice

PostPosted: February 1st, 2014, 8:12 am
by Rudy 12345
The choice
My first level Posted! so there are 2 fludds with different opinions. one is lieing. who's lieing?

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Super Mario 63
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Re: The choice

PostPosted: February 2nd, 2014, 12:58 pm
by Harmless
Um...

If you're going to have that sort of level where you have to believe a certain Fludd, I recommend making it have more dialogue and perspectives rather than just two statements given by the fludds. I didn't even know I could talk to the Red Fludd because the sign was hidden behind him.

As for the fludds themselves, you don't need multiple layers of platforms to prevent the player from getting to them. In fact, you can disable them by going into the level code, finding the code that represents the Fludd, and putting a "0" in front of the code. You can find more details in the Level Designer forums for SM63.

And regarding the main purpose of the level, which is about trying to understand which Fludd to believe, I don't get the rest of the level regarding the bullet bills and the wing cap. What is its significance if all you're doing at the end is just thinking about which fludd to believe?

Re: The choice

PostPosted: March 18th, 2020, 9:21 pm
by Rudy12345mc
For some reason, I believe now would be the best time to comment on a level I made when I was like 9, for nostalgia or something idk. New account because this old one was deleted, I assure you it's the same guy, just with an "mc" suffix.

Harmless wrote:If you're going to have that sort of level where you have to believe a certain Fludd, I recommend making it have more dialogue and perspectives rather than just two statements given by the fludds.


Yeah, this was kinda the gimmick of this stage. I did have an obscure hint in there, so I don't know why I added the "No hints!" thing at the end, I should've said "Pay attention to what they said!" or something. The hint that Blue was a liar was that Blue tried tricking you into believing he was a sign, deeming him more untrustworthy, where Red doesn't give you a reason to not trust him.

Kinda clever in hindsight, but a bit obscure, and shouldn't have done the "No Hints" thing at the end. I think by that, I meant "no more hints now", or no more hints than what the level gave, but it probably made players believe it was just a 50/50.

Harmless wrote: I didn't even know I could talk to the Red Fludd because the sign was hidden behind him.


That's kinda on you, as Blue told you Red would try to talk to you...

Harmless wrote:As for the fludds themselves, you don't need multiple layers of platforms to prevent the player from getting to them. In fact, you can disable them by going into the level code, finding the code that represents the Fludd, and putting a "0" in front of the code. You can find more details in the Level Designer forums for SM63.


Yeah, the extra platforms were more to hide the signs, so the players would just see the Z prompt above them. Not the most elegant solution though. Plus, with a well-timed spin, you can totally get the fludds anyways. I also knew there was a way to make signs invisible, but it was probably more effort than it was worth to figure it out at the time.

Harmless wrote:And regarding the main purpose of the level, which is about trying to understand which Fludd to believe, I don't get the rest of the level regarding the bullet bills and the wing cap. What is its significance if all you're doing at the end is just thinking about which fludd to believe?


I believe I wanted the question, or "The choice", to be in the back of the player's mind as they tried to clear the stage, to then make a resolution for by the end, more being a gimmick rather than the main purpose, as you put it. Plus, being wrong at least doesn't send you all the way back to the start or kill you, so that kinda re-enforces that a bit.

Again, I just wanted to put this here for nostalgia, and reminiscing on the time I saw this well-written comment on my not as well composed level. Thanks for the comment, if you actually read this, and have a nice day!