Topic, How to create a new level + tips and tricks
First post of the topic
Hello, I found out it's quite hard for beginners to make a good level now. Level expections are higher than before.
That's why I made this tuto, but if you know somethings more, say, it in a comment, and I'll add it in this tuto.
Please note that you don't need to read all, it has individual leveltricks for each game, it's a lot of text, but you don't need to read it all.
Blockoban and blockoban 2:
Make sure the level doesn't require a lot of moves, because that's just boring.
Make sure your levels are possible.
Levels can be really challenging, but the most fun levels have several solutions that each work differently.
Links add a lot of depth to the game and can be used in interesting ways to provide an interesting challenge.
It's not always needed to use the extra features.
There can be more blocks than markers, but not more markers than blocks, so don't forget to count them!
It's hard to make a good level here, mainly because of the hard editor and small playfield, the only thing you should look at is that it should be original.
Check the "edit" tab, it helps a lot!
You can make balls go through lines, very helpful for finding a concept.
When you are not boxed in, you can leave the arena!
So you can make levels where you have to get out at one side, and to get in in the other one!
The editor has a few flaws, so you should check the level "Newbies (Rolling Turtle)" by
Avoid Elevator challenges where you get up on a line while avoiding hedgehogs.
They tend to be boring, unoriginal and rejected most of the time.
Other hedgehogs challenges should also be avoided.
In the edit tab of Rolling turtle there are a few pictures with things to avoid.
Also don't steal levels and remake them and don't add random creators to help you edit the level without their permission.
Spend time on your level, you are supposed to make it as good as possible, not as fast.
With paths and/or BG a level will look much better. Don't forget to make paths stop on for example doors.
You can ask a good creator to help you for something you can't.
Platform levels are boring, unless you add something special on them.
Line size 20 is good to fill gaps with.
The editor is about the same as RT's soa ll of its rules apply here.
But creating is much more usefriendly here and there are a tons of powerups!
Those can count for hogpop and aswell for RT(rolling turtle)
Invisible lines, go through glitch etc.
are not user friendly, so don't beg other to tell you the secret, they also are hard to do in RT (rolling turtle)
You must set a scrolling limit in Hog pop, it's also useful to not make the player see things he shouldn't.
But mostly to simply annoy them less with the weird movements.
You can set a limit of jumps, when you do that you can decide the percentage of balloons have to be popped.
Skull bug detected!
Try to put lethal dots on skulls if possible to avoid cheats!
Jump gear 2
Don't forget, it is a racing game, so avoid areas where you have to wait.
The editor is about the same as that one from HP(hog pop) but with no powerups.
And you will have to do about the same things as in RT, but keep this a racing game!
Line size 36 is good to fill gaps with here, and then cover the remaining holes with diagonal lines.
Don't forget to add checkpoints in levels that are long, or very hard! (this counts for RT too)
Speed lines are messy, and are not suggested to fill gaps with.
Captain dan VS zombie plan
This is an action and timing game, paths are bugged down and the editor doesn't offer much.
Teleporters are suggested to create original levels, but don't abuse them! Also don't just put a bunch of zombies and a bunch of walls, this is one of the games that is story-sensitive.
Teleporters can be used as one way tiles by having them warp Dan to a nearby tile.
Zombies can go through walls diagonally.
So you ought want to make that impossible or keep it if your level relies on that exploit.
Having to go through the zombies, and avoiding them whilst looking for the gun is more challenging than having the gun at the start and having a left-click fest.
You can also make a teleporter warp you on another, and make that other warp you on a third etc. f you make enough ones you will get a teleporter trail and won't be able to get off of it.
Having an intresting idea is hard there, so you will have to focus on themes, make the background fit the level, make a nice shape for the player and that's the recipe for a good level.
Don't forget to take the background from the bitmap editor.
Tips:Bosses, if they fit with the theme, most of the time bring more fun to a level.
Try to avoid putting more than a certain amount of sticky balls to the player.
Change the grid to add more details to the shapes.
Every object is round, so avoid making walls because they just won't look good.
The concept is better if the level is kept small and doesn't have a lot of elements.
Clouds always push object upwards so they can be used like water mills. Mechanisms are also possible to make but will be fragile, so be careful with those.
A few interesting paths and switches can make a great concept out of very few objects.
Everything about paths in RT also apply here.
Path for mouse
The board is even, so keep that in mind if you care about symmetry...
In the editor all tiles look the same size, but in the actual level they don't.
The biggest problem is with spinners that can unintentionally make checkpoints inaccessible.
So always test levels!
It's also good to spend time on it, add curves to make it look neater...
Art doesn't need to be hard, puzzle neither. But puzzle needs to make you thinking.
Layers are a unique addition and help make levels even better!
You can even hide certain blocks which gives you surprises!
And don't forget, layer 1 stacks on 2 and 3.
Layer 2 stacks on 3.
Stick to one theme, unless you want to make a mixed style level.
Apparently there's a fill tool, like on paint.
If you press F it will fill all connected tiles you're on from the same kind.
If you want to type words, type a letter in the small box, then press the black line under it.
A block with the asked letter will be set in play.
Try to be original, make a new concept.
Or (however it may not always work) take an already existing concept and execute it better.
Apart from other games, there's an in editor working test phase ! It shows you how the level will look like.
(powered stuff doesn't work there)
If you need to put a lot of like e.g. walls / checkpoints then don't forget about the "fill with selected" button!
Also if you see that your level isn't in the middle, you can easily shift it using the shift buttons!
If you want to edit a layer, but need another layer to guide yourself, you can lock the layer that needs to guide you!
When you upload your level, you must show all used layers, or they will never be there in the gameplay.
Unused layers are removed! So keep that in mind so you don't lose progress.
Finding a theme
A theme or a concept is what the level is made of.
Some levels only have a concept(like Allys Smash Party! (Rolling Turtle))
Others have a storyline (like Aethera Trilogy (Rolling Turtle))
And a third class of levels have a theme (like The Zoo Collab (Rolling Turtle))
What is the difference ?
A concept is an idea for some sort of thing that could be a minigame, or a game on itself, in the above example the concept is to smash all boulders before they block your path.
Make sure the concept is unique and interesting.
A storyline, well, self-explanatory...
There is a story in the level that the turtle/hog/monocled man/whatever has to investigate (In the example, something is weird with the moon, and he wants to know why, then get's even more problems he has to solve)
Any story is possible, after all, it's a game. The possibilities are endless.
The only thing you shouldn't do is make a level about Agent T trying to stop Dr. devil.
For some unknown reason this story has been used over 20 times = unoriginal.
A theme, this class of levels is seldomly used, that's a pity because it's the best style (when executed correctely)
themes always stick to whee they are, it can be the turtle who shrunk and must face ants, you must escape a toxic forest or whetever more.
In the above example the theme is "zoo".
Another good idea is to combine a theme with a storyline, or a concept with a storyline.
Or even all three (but that is pretty hard)
Concepts require mature path skills
Storyline requires strong story
Themed leels require respected drawing skills
So if you are not good with paths, 2 more options are free.
How to find ideas ?
Finding a concept.
To find one you can try to mess up with paths in the editor, or to take a look outside, concepts are not alwazys mechanical, it can be:
Jump to make a bird fly above or under obstacles.
Turtle controls a tank he can fire to break certai things.
Jump gear is on the moon and can jump higher(concept mixed with a theme)
Finding a storyline.
The best way probabely is to read a book or watch a movie, but you can also think of one yourself.
Finding a theme.
FInding a theme is probabely the easiest, take a look outside...
Think about how life works (it really helps)
In an everage room there are 600 objects that can make you think of a theme, it's up to you to find a good theme.
Like you are in a bookshelf, you must escape a room, and you are small, you must jump from one rooftop to another
SO good luck.
General levelcreating tips:
Make sure there is a gameplay in the level, a turtle getting really fat or "the easiest level ever" are not quite amuzing.
When making paths, if you create a path like this:
where the first node speed is 50 and the last is 0, it often takes a long time to slow down to 0, which is bad for gameplay. Its better to make paths in this way:
where the first/second node speed is 50 and, again, the last in 0, this means the total travel time is quicker, much more convenient and better for gameplay.
Double path speed: when making a path the you want to go faster than the 'Global speed 100', but you still want the object moving to go the same distance you can make 2 paths of global speed 100, and half their size, like so:
O--------------------------------------O =Speed 100
O------------------OO------------------O =speed 200!
If you it to go faster than that then you can try diving the paths into thirds of quarters & so on.
Also always check your levels for shortcuts, especially push !
The title: Since it's the first thing people will see of your level, spend time trying to get it to fit your level. Things like "My first level", "Short and Annoying" and "Awesome". Adjectives, positive or negative, will never be an appropriate title on their own, also try to avoid titles including info about yourself or your level-making experience.
The Thumbnail: This is forgotten by many inexperienced creators, but it is very important. Try to make it attractive as it's what gets people to your level.(take from gameplay with shift, in Ringmania take from BG editor)
So that's it, more can possibly come later ;)