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Re: Level Portal Activity: Is it dying?

PostPosted: June 5th, 2013, 4:10 am
by Eman34166
That is JUST what I've been thinking! It's a little discouraging as not many other people have been posting levels! What if somebody-or a group of people-somehow-made a totally epic place, and people would start making them again? Just a suggestion, though. Probably because they take long to make? I keep making levels because I enjoy it. Pretty fun, too. :geek:

Re: Level Portal Activity: Is it dying?

PostPosted: June 5th, 2013, 4:50 am
by -BY
There are 9 levels in the queue right now. Gonna approve/disapprove them once I'm done with my homework. So please be patient meanwhile. (Or wait for another level moderator to do his job.) It isn't that dead right now. There have been worse times. Same as there are places where you find a new level only every few weeks or months.

Also, don't forget that good levels take some time, most of the people design only for LDC's anyway, there is also still Last Legacy as a second editor too, people have (hopefully) more important things to do than designing, etc.

So. Now gimme a bit time. I promise I will do that stuff today. :)

Re: Level Portal Activity: Is it dying?

PostPosted: June 5th, 2013, 6:00 am
by ~MP3 Amplifier~
I still don't think the portal will ever die. Maybe activity drops a bit here and there, like with anything. But I can guarantee that most of the people who join the site joined for SM63 and probably LL more recently.

EDIT: Also BY I decided to disapprove the topics with no level in or had been a duplicate post. I usually do that when I see topics up for approval. Just saves time. :34

ByEdit: Thanks. Also done for now. : )

Re: Level Portal Activity: Is it dying?

PostPosted: June 15th, 2013, 3:28 pm
by Eman34166
Level portal activity could be dying away because people aren't as excited as they used to. After all, nothing stays popular forever. Time for something new?

Re: Level Portal Activity: Is it dying?

PostPosted: July 5th, 2013, 4:10 pm
by 1018peter
I'm the guy who usually posts a lot levels in level portal,my usual progress are 1 level per week,
you can't expect us produce levels within a day,because if we do that,then our levels will not have any efforts.
Still,we can see some peoples who enjoys LDing very much and decides to post many levels,as long as there is still peoples that would like to tell everyone on the internet about SM63's level designer,there will be many newbies that would like to try use Level Designer here.

A Fun Fact:I still can't learn how to use LL's level designer,maybe Runouw should make a tutorial page .

Re: Level Portal Activity: Is it dying?

PostPosted: July 6th, 2013, 2:28 am
by -BY
There are designers out there who are able to create a good level with some effort in about two hours. It's mainly the lack of inspiration and ideas for a new level every day which reduces the amount by a lot. + There are pretty often other activities which may be more interesting than LDing sometimes.

There are some people with enough knowledge about LL. Just ask someone if you don't get how something works.
For the triggers has been made a great tutorial which can be found here.

If these things aren't enough, you should maybe think if the reason for not being able to learn is because you are a bit too lazy to get used to something new like LL.

Re: Level Portal Activity: Is it dying?

PostPosted: July 9th, 2013, 1:31 pm
by JSlayerXero
Raz wrote:People aren't motivated to learn about the easiness that is triggers.
People don't want to play LL and submit levels that probably won't even be noticed.
Like said before, LDCs give people motivations. Runouw has mentioned (to me at least) that he plans a LLDC (sounds catchy) soon.


Easiness? I agree. Sort of. The thing about me is that crunching numbers (a.k.a. Math stuff) is one of the thing I'm actually good at. Therefore, ASM isn't a foreign concept overall. In fact, I've had to deal with the language while hacking SMRPG before. As such, I'm sort of used to it. For some people, math and related subjects are a chore to learn. So it would make sense that not everybody can learn triggers.

As for the death of the LL portal. I haven't been able to really make anything for it for reasons I'm not about to go into. While I do have levels planned for it, some of them will be utter nightmares to plan. Making them I dunno. I'm actually surprised whenever I read about someone that can't figure out the LL designer because I learned it without much hassle. With the amount of things I want to do with LL, I might be one of the more prolific designers for it. Albeit there's always something interfering with that. There's probably a handful of bugs for LL I know about that I haven't reported because I'm not used to giving bug reports.

There's only a small group of people that made multiple, decent quality levels for the LL portal. I don't know if I'd put myself in that league, but still. There's an only slightly larger group of people that have made levels for LL in general. In my opinion, the LL portal is dead because it hasn't taken off yet.

Re: Level Portal Activity: Is it dying?

PostPosted: July 9th, 2013, 3:10 pm
by GMDragon11
I think the people who don't understand LL's designer should stick with SM63's instead of whining about it. I didn't understand LL much so I sticked with SM63, and I've never doubted it. Never. Ever. :P

But the people who want to make LL levels but don't have much motivation should wait for the 1st Last Legacy LDC. You'll have to be patient, but it's worth it.

Re: Level Portal Activity: Is it dying?

PostPosted: July 10th, 2013, 2:37 pm
by Luigifan18
GMDragon11 wrote:I think the people who don't understand LL's designer should stick with SM63's instead of whining about it. I didn't understand LL much so I sticked with SM63, and I've never doubted it. Never. Ever. :P

But the people who want to make LL levels but don't have much motivation should wait for the 1st Last Legacy LDC. You'll have to be patient, but it's worth it.


Last Legacy's level designer seems better than Super Mario 63's, if only because it has features that SM63's really should have had. Like vertical level transitions, for instance. (My original idea for the Bowser's Castle level in Super Luigi Bros. could have worked really well if I could use vertical level transitions to keep the action in each segment at a manageable level. Oh well, I like the rebuilt-from-the-ground-up version a lot better.) I was so excited when I heard that SM63's level designer had been updated, but the only new feature seems to be the fire pillars. Where's my Spinning Hearts and Kamek?!? :x

Speaking of Super Luigi Bros. 1, I did make a Last Legacy level that's intended to be the second level of the game, between Koopa Khaos and Dry Dry River. (Last Legacy's engine is used because this level is played as an entirely separate character.) Have I actually submitted it to the portal? I can't remember.

Also, Level 3-1 of Super Luigi Bros. 2, Fruity Fits of Freedom, no longer works for some reason; it loads just fine and can be previewed, but, at least for me, trying to actually play it inevitably crashes Flash. I can't figure out what the problem is, so I'm working on a complete reboot of the level that won't be quite so crash-prone. :( It's a shame, I really liked the original. And every other level in Super Luigi Bros. 2 works fine. (Hotel Kamek will devour your processor alive, but the level itself is functional, and fixing its framerate issues would require a very awkward horizontal level transition placement.) It's just Fruity Fits of Freedom that has problems. :?